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Everything posted by HansKrSG
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Josh Sawyer on Miss and Hit
HansKrSG replied to Hormalakh's topic in Pillars of Eternity: Stories (Spoiler Warning!)
It doesn't. A snip here, could pick up others. Seems many of your answers on this says that many players do not read, do not understand probability, and I am inclined to agree. What I don't agree to is that you seem to make this game for these kind of players. That is one of the things I hate the most about games, is when they cater to people with no real interest in the mechanics of the system. Or "dumbing it down" as it were. I thought that this would be one of the systems that would be catering to people that do care about the system, and do take the time to read and understand how things work? -
Josh Sawyer on Miss and Hit
HansKrSG replied to Hormalakh's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Personally, I backed this more for Obsidian (and specifically Avellone, Cain, and Sawyer) than I did out of nostalgia for the IE games. If I didn't trust them to make a good game, I wouldn't have given them my money. As far as sticking to the IE formula, they said they would try to capture the feel, not exactly replicate the entire D&D system. D&D is complete balls in real time crpgs, frankly I'm shocked so many people are defending it. I don't want them to remake the D&D system, and it should be said that the IE games are as good adaptions of the D&D system as the Online game (hint: not a good one), but I did like how it worked mechanically. I have had much more fun with the combat in the IE games than most any other game, but it seems many did not like this part of the games. -
Josh Sawyer on Miss and Hit
HansKrSG replied to Hormalakh's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Just to add, I am scared how many people blindly trust Obsidian. Obsidian =/= the people that made All the IE games, just some of them that are specifically working on this project. I hope they (The developers) are mindfull of the promise of bringing back the IE feel to this game, when they are thinking of straying away from design concepts that was a part of these games. I do not want them to use an already existing system, but basic concepts, like actually managing to miss something. for example, are things they should be very careful about changing. The stamina score in the TES games are very different from what role Stamina seems to have in PE. In TES you could not run(All games), jump (Arena-Oblivion) and use power attacks (Oblivion+Skyrim) when you were out of it, but you didn't loose stamina when you were hit, nor did you fall unconscious when it was empty. (I know there are exceptions in Morrowind and Oblivion I think, where stamina draining attack actually made you fall over if you reached 0, but I might remember incorrectly). In PE stamina is your wounds before you go get really hurt with crits and the like(Think Warhammer FRPG), or your health before you loose vitality (Think the Star Wars D20 system). Loosing this because its "le tireing" to block/dodge/parry is in my mind a step in the wrong direction. It is tireing to block and dodge and parry, sure, but people fought for hours without falling unconscious because of fatigue in real battles, to accomodate any logic with this kind of system, you would have to have thousands of points of stamina to make those "miss" 5 stamina losses, trivial enough. Again, simply put, I no like. -
Josh Sawyer on Miss and Hit
HansKrSG replied to Hormalakh's topic in Pillars of Eternity: Stories (Spoiler Warning!)
I can in theory get that you expend Stamina for dodging/parrying etc. but it still feels silly. Not getting hit is not half as bothering as getting hit, its a lot less bothering, trust me, please try it yourself with a sharp sword. (No don't, you'll get hurt badly or die). In short. I do not agree with removing full misses. -
Two weapon style (dual wield)
HansKrSG replied to nerevar's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Using two weapons have been done successfully in history, but it takes time to master such a style. I am guessing it should be harder to master using two large weapons which is also different types of weapons (flail + sword for example), but it shouldn't be impossible to use. Let it take more time and effort, but let a character who uses a lot of their allotted advancement points (feats or whatever) on this, not have any penalties in the end. Some real life pairings: Rapier(or other long sword) + main gauche (or dagger or sword-breaker etc.) Katana + Wakizashi (Or longsword and shortsword) The use of two long weapons at the same time has never been used by many, but the few that did master such styles are said to get something out of it, making it not a waste of time in a combat (or rather duelling) situation. Since in an rpg you are not playing a common soldier, I say let people who want to explore that style, do so. I care not of how many drizzt characters there are out there in a single player game. I know this is a topic where people have strong opinions. Lets try to agree on the following: 1: Most soldiers and fighters in history has mastered using 1 weapon at a time. (Or has died before mastering anything ) 2: Most people who has fought with 2 weapons, have used one of them more as a parrying weapon, or used it for close quarter fighting when the combat has become too close for longer weapons. 3: Using two weapons have been done successfully, but only by people who have first mastered using one weapon in both hands. 4: This is a fantasy game where you can play a character that can achieve near perfection in any style he chooses, helped by the power of his/her soul, so lets throw real life combat books out the window. -
I must admit that I did not know that the new character concept art was any other race than human. They do look like ugly humans (well drawn though, don't get me wrong), so I can understand the issues the OP has with the concept. Of course, these are liable to change. That said, I like the overall nonstandard looks of the characters. The female butch barbarian-like character and the fat mage (Fat mages would probably be common, when you can use magic to do your otherwise physical chores...) These are believable characters that look like they would probably do, doing the work that they do. All in my opinion, of course.
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- Concept Art
- Aumaua
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Actual darkness in dungeons without a lightsource? Yes please. A game where torches actually means something would be awesome. Yea, that sounds real fun. I can't gauge if you are being sarcastic or not.
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Worldmap and one big canvas
HansKrSG replied to Osvir's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Sacreds quests and monsters were random, or at least felt that way. It was big with lots of stuff, but it still felt empty. Maybe thats just my opinion though.- 19 replies
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Self-insert characters
HansKrSG replied to mcmanusaur's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I don't know why poor mcmanusaur always get the "troll" label. I think he makes interresting, sometimes funny topics. I practically live through computer games, as I am very underpowered in real life (I think nature has nerfed me since the prototype was so awesome), so I totally agree with him. -
I would do the "right thingtm" even when I would not do the same in real life (because of cowardise or the like). I most often Metagame after having finished a game already, like when I play BG+BG2 foir the nth time, I usually do some really cheesy stuff to become the uber elite badass who can solo a colossal red dragon.
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In theory, this could be a fun idea. I can't remember having seen this done well in an RPG before though. Even some of the Ultima games where you could sail the seas freely, the actual sailing was uninspiring. To make this interresting in a game like PE (or how I think PE will be), you would probably not be able to move freely on the seas, and thus everything happening would be scripted and set as encounters and most of the travelling choices would be done by some dialogue box. Or so I would think. I am not sure if that would give me the "sailing the seas, yarrr!"- feeling at all.
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Full Looting
HansKrSG replied to Felithvian's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Why stop there? Why not take his loincloth? His man-panties? His fundoshi? Leave a naked corpse and pay someone to take his soiled undergarments. Better yet, harvest his (or her,) corpse or organs and sell them to schools of anatomy! Inventory: Fresh Human Cadaver (12) Health Potion (6) Iron Short Sword (3) Rotting Human Cadaver (34) Rotten Human Cadaver (47) Wooden Buckler (2) I know you are being sarcastic, but I would definitely play a game with that feature -
And please don't shove any supercharacters down our throats as mentors and the like. One of the things I didn't like about BG1 was having to watch how much better at everything Drizzt and Elminster was. THough it was suberted kinda in BG2 TOB
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George R R Martin. A song of ice and fire, fever dreams, windhaven all prove that this man can write, and not only one type of story. From the short to the epic, from scifi to fantasy, from movie/tv-series scripts (I am thinking about "beauty and the beast", not "a game of thrones" btw) to books. He can even write romance that doesn't become cheesy.
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I want an ingame realtime clock. Its a nice way to not play too long into the night. Of course, I could get something to put on my desk, but, no, my desk is already too full of mouse and keyboard and other stuff, that it would just be in the way. I am sure its a simple thing to make it possible to toggle it on and off. And booh to all you haters out there, why do you care enough to post your hate when its such a small thing that some people actually want?
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What part of "adventurers don't have time for this" did you miss? Blacksmithing in as art that takes YEARS - if not decades - to truly master. And I somehow doubt the game will span years. Sure, the PC could learn some of the basics....But crafting great items? No way. Maybe dont everyone agree with this sentiment. Usually in fantasy stories, the heroes weren't born adventurers, but had jobs before they were thrust into the adventuring life because of different events. Master smiths in fantasy, where they are also heroes/adventurers, include: Perrin Aybara, Alvin Maker, Elof, Bruenor Battlehammer etc. I don't know where the "adventurers never do anything but quests" idea comes from, but that is not the norm, but rather the exception usually seen in computer games and pnp rpgs where many sadly create characters with no background.
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Magic and ingredients
HansKrSG replied to Hormalakh's topic in Pillars of Eternity: Stories (Spoiler Warning!)
As I understand the magic system powered by souls, there shouldn't be a need for exact ingredients for different types of spells, but I can see the use of some materials as focuses, or alchemical ingredients to help reaching into your own power, maybe getting to cast spells that otherwise would be impossible for you to cast, because of the power involved. -
They probably will have a toggle. BG had this at least.
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Gory as Fallout, any of them. EDIT: But only where it is logical. Noone should explode in a cloud of guts blood and brains because they were hit with an arrow.
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I demand no tutorial.
HansKrSG replied to anubite's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Make the tutorial wholly optional, or weave it in well hidden in the game (and make it still optional to avctually do), so that it won't be a chore that hurts replayability and patronises the gamer. In BG 1, the idea of having people you can talk to, to give you info on play mechanics were nice, I can ignore those whithout loosing anything in the game. Doing the quests that show you how to control a group were uniterresting, and didn't work well when replaying. An idea is to make the tutorial completely separate from the game, so that you don't feel that you "have to" do them, to not loose out on anyhting in the actual game. -
Any terrain can be interresting, if it is made interresting. Generally though, I usually like northern forests, and I usually dislike anything too drab, like empty deserts and the like.
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Stealing Items
HansKrSG replied to Felithvian's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Anyhting thats not nailed down I say. Thats one of the features of the Elder scroll games I do want in PE. And it should be possible to sell common items to a merchant, even if it stolen. As long as the merchant shouldn't understand that the item is stolen, why have them be omnicient?