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Everything posted by Jarmo
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Finishing Moves
Jarmo replied to Boretti's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Nice recap and I would like to see all this. Even more actually, as I'd also like some stuff OP didn't, like decapitations and other dismemberings. With the above list still in place of course. -
Weapons that Enemies react to
Jarmo replied to Osvir's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Nearby females causing bulging and red glow! -
What really bothered me in DA:O, is you did get those cinematic ones even with mage. Fireball that ogre a few times, then a bit of lightning to finish him off.... and then you see yourself running with a dagger going all stabbity stab on his face! The what the what the hellington now was that.
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A whole summoning game could be fun though, where you can add defeated opponents to your "summon pool". Defeat a minotaur? Suck it's body and soul into your pokemon-ball, ready to be unleashed against new opponents. Maybe have one storage slot per level? Time to throw away that old goblin and replace it with a fresh basilisk.
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Outlandish Weapon and Armour Ideas
Jarmo replied to Jojobobo's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I'm thinking the gun/whatever combination weapons greatest benefit was the approaching opponent not realising the gun part of it before getting a hole in the face. Just imagine the way two swordsmen approach each others, then *bang* and the other one goes down. Much the same thing with many other more or less weird weapons. Like the sword breakers. The effect is much, much greater if the opponent doesn't know you have that trick in your sleeve. Every bit of advantage and all that. -
A poll here. I would like some variation, some visual cue when you roll a critical and waste the guy in one brilliant stroke. But nothing spectacular, no cutscenes. And I hate it when you pommel a guy 50 times and on the final killing stroke your sword goes all the way through or splits him in two. Why couldn't you just hit like that on the first strike and save me some time...
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Phenom II x4 @ 3.0 GHz 8 GB / 750 GB (up from 4GB) AMD 7700 (side from GTX280) 4yrs, still alive, barely. HD, Power or motherboard is dying, vista all clogged up, hd full.
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You can feel like a terrible person now, I never do that I feel rather detached from the who's who in that game. And if I see them as anything I label them with the leader's name. Yeah, sometimes I felt a bit bad when I was going "dammit, that Gandhi is such a backstabbing bastard". They dropped him from later versions I think? Maybe that's why.
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What I meant to play? The new Deus Ex, or Alpha Protocol, or Theatre of War, or the New Jagged Alliance. Started them all even. What am I replaying now? Medieval Total War 2 with Stainless Steel. For the millionth time. Dammit.
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Two weapon style (dual wield)
Jarmo replied to nerevar's topic in Pillars of Eternity: Stories (Spoiler Warning!)
The double blades served the purpose of being there, which was what was wanted after the awesomely cool double lightsabre in Phantom Menace. Since it's D&D, you can't just add a double sword without offending the folks wanting a double axe or double hammer or double whatever, so just add them all. Got very bad in both KotOR's, you basically needed one of those, because everything else was much less effective. I think that's mostly passed now. Which is good. -
ToEE had a very simple system where characters were simply XY scaled to get the desired outcome. Humans, Dvarfs, halflings, all used the same armor and equipment models, just scaled to fit them. A bunch of clothes and armor had male/female versions but that was that. Guess it saved a whole lot of time when it wasn't necessary to make hobbit, dwarf, elve etc. animations, but there were drawbacks.
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Theres one summoning thing that bugged the hell out of me. Seemed every two bit necromancer had a lair full of them, skeletons at low level, badder stuff higher up the ladder. And me? In all my epic cool goodness? 1-3 zombies for bloody 15 seconds. Ain't going to take over the world any time soon with that undead army from the pits.
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Two weapon style (dual wield)
Jarmo replied to nerevar's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Ooh, ooh, should one be able to dual wield a sword and a fist!? -
I'm not actually doing the fighting for PC's either. But that's not the difference as I like using summons in Skyrim also. Stay hidden and grin while watching the Dremora Lord clear the room. I guess I like the feeling of being in control of the situation, while the badass opponent is fighting for his life against my lackeys. The second bit is what was great in BG2. The demons don't follow your control, you summon them and they attack the nearest whoever who doesn't have protection against evil. Including the second demon you summon.
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Summoning was never well balanced at all, but I loved it both in IE games (particularly BG2 and early IWD2) and NWN1. BG2 demon summons were awesome and I really, really loved unleashing them on the enemies while staying back myself. NWN summoning was much nerfed (only 1 creature) but when the duration was 1 hr/level, it was very convenient and hassle free. NWN2 and ToEE (D&D 3.5) combined the bad parts, get one underpowered creature for a few seconds. Blah.
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Two weapon style (dual wield)
Jarmo replied to nerevar's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Different space requirements for use of different weapons would be pretty awesome actually. Narrow corridor or side by side with companions and the sweihander is not so practical, the spinning 2-halberds death attack even less so. Just make do with thrusts or swap to the backup mace. Works for me. Mount & Blade had some of this, no room to swing big weapons in tight spaces. I'm almost sure though, that you can make the... well maybe not 50 pound, but maybe 80 pound cheerleader babe and go about with the adventuring just fine. As for the superhuman thing. I'm fine with it as long as we don't start uber. 20th level, boots of agility, belt of giant strength, helm of awesome, it's fine and dandy to be able to do some crazy stuff. A beginner farm boy, much less so. -
Two weapon style (dual wield)
Jarmo replied to nerevar's topic in Pillars of Eternity: Stories (Spoiler Warning!)
None that I know, but you could dualwield 2 waraxes in KotOR2, or 2 claymores in NWN2. (Not that I did though, it looked really stupid) -
Two weapon style (dual wield)
Jarmo replied to nerevar's topic in Pillars of Eternity: Stories (Spoiler Warning!)
That makes absolutely no sense whatsoever. Polearms are a minimum of 8' long so you'd have zero leverage with which to make any sort of crossing movements. Actually Halberd would be about 5 feet and up. And you wouldn't need to grab from the very end. But that's not the point. I can grab the end of a 9 feet pole on one hand and whack or thrust with the other end. I can do the same with two poles if they're not too heavy. Halberd is heavier so (much) more strength would be required. I can't see it'd be terribly effective way of fighting, but a possible one. Maybe even somewhat useful style for someone with magically enhanced strength. Now I can understand if making animations for something like 2 polearms style isn't on top of anybodys priority list, so if it doesn't make the cut, I wont cry over it. -
Two weapon style (dual wield)
Jarmo replied to nerevar's topic in Pillars of Eternity: Stories (Spoiler Warning!)
I'd allow pretty much everything, including fighting with two halberds or whatever. Higher strength requirements for the offhand weapon, with attack and damage penalties even if those are met. Attack and damage penalties for the main weapon also, if the requirements are not met. In normal mode, the second hand weapon is used for feints and blocking, not as effectively as a shield. An extra attack with second weapon.. maybe once per every 3 normal attacks with the main weapon. Aggressive mode, where there are more attacks but no defense bonuses for the second weapon. Basically.. 2 weapons where the offhand is light, is slightly worse in defense than weapon and shield, with slightly better offense. (Shield is basically a second blunt weapon (particularly when it's a buckler) just very much defense oriented.) -
I hope there'll be some sort of flanking bonus for other classes as well. I'm not actually terribly fond of the rogue = main damage dealer mindset prevalent in rpg's of today, but I can understand the reasoning.
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Hey that was neat. An this as well: http://www.youtube.com/watch?v=nv7Zz-WdXUc Says something for leather/hide armor actually, sort of.
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Theme music you can hum
Jarmo replied to GhoulishVisage's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Not at all a tall order luckily enough. As long as it's as good as the best piece by John Williams or that good bit from Carmina Burana. And easy to hum. No pressure, just don't botch up like the best composers in the best RPG's usually do. -
Update #34: FIRST ART UPDATE
Jarmo replied to Adam Brennecke's topic in Pillars of Eternity: Announcements & News
This I wouldn't want... and this should explain why: http://www.youtube.com/watch?v=S7-NQw3OxvY LOL. No.. that should be a 1000 pound weapon, hence can't carry it -> can't use it.- 286 replies
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Update #34: FIRST ART UPDATE
Jarmo replied to Adam Brennecke's topic in Pillars of Eternity: Announcements & News
It might be neat if it was unusable to human size (or lower) PCs, but an option for larger non-human PCs ~and possibly humans with temporarily enhanced strength; it that's done, I'd want the weapon to drop or un-equip once the strength faded. I'd hope you can use any weapon you can carry. So it the requirement is 18 it's not impossible to use with strength 17 and effortless at 18. Rather give maybe -1 to rolls per every lacking strength point, so assuming giants club would have req of maybe 22, it'd still be -4 to a strong str 18 guy.- 286 replies
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NWN, is nothing but a steep downhill fall. And please, NWN fanboys, go play some decent games before you flame me. Thanks. Well thanks for the respectful tone and not flamebaiting at all. I'd say I've played about.. mmm.. just about every RPG out there. Not sure which you'd say are the decent ones. I'm not talking about the plot BTW (NWN2 had a better one and MotB much better yet, Mysteries of Westgate was also excellent). I'm talking about the gameplay, animations, combat system, toolset, mods. I didn't put the 1000 hours into replaying NWN's main campaign over and over again, I put the time into the 100+ other campaigns I played. If KotOR had had a toolset and a whackload of player made campaigns, that'd probably be my number 1 choice.