teknoman2
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What do we know about children?
teknoman2 replied to kmelt93's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
"It would be stupid if I can't roleplay as a thief who breaks into buildings by digging a tunnel." "It would be stupid if I can't roleplay as a scientist doing theoretical research in a university." ... "It would be stupid if I can't roleplay as an abusive husband who beats his wife but frightening her so much that she won't do anything about it." "It would be stupid if I can't roleplay as a person who stalks women at night and sexually assaults them." Some things you just can't expect them to put into a game. (Also, some things you shouldn't.) If you can't play a psychopath who kills everyone, then that's just one little and extraordinarily stupid role among many which the game doesn't allow you to play. If that makes it politically possible to put children in the game, I'm all for it. the game mechanics do not allow you to play as a tunnel digging thief it does not allow you to be a researcher and so on however, if it allows you to attack non hostile npc, then i dont see why some should be an exeption. they can very simply turn all non hostile npc in god mode and remove the possibility to attack or damage, even by accident, a friendly or neutral npc why should it be fine if i can kill the farmer and his wife and all his workers and animals for no reason, but unacceptable to be able to kill his son too? is it wrong to kill only if the victim is not an adult? -
What do we know about children?
teknoman2 replied to kmelt93's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
children should either be there and be killable like any other npc, or non be there at all. it would be stupid if i decided to play a raving psychopath that kills anything that moves just because he can, then enter a town, kill everyone but be unable to attack children. so either they keep them out, or standard npc rules apply. no fake morality compromises like "it's ok to kill 100 children in real life with a barage of cruise missiles, cause it's the army, bur not ok to accidentaly kill a child with a fireball in a game" -
How many [Rings]?
teknoman2 replied to Osvir's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
if we take any IE game as an example, it was armor bracers helmet boots belt shield weapon amulet cloak 2 rings instead of more rings you can just add 2 earrings -
How many [Rings]?
teknoman2 replied to Osvir's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
i dont know how many of you have worn rings in more than a finger of a hand, but if you try and do it, it is uncomfortable to say the least. besides the fact that they impair the movement of the fingers so 1 ring on each hand is the only practical way to do it. besides it is called ring finger, not because it's a habit of social origin to put rings there but because it is the only finger that can hold a ring without causing problems to the use of the hand -
The name has been chosen!
teknoman2 replied to Jajo's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
shadows, darkness etc are overused in fantasy games considering the only thing we know about the plot, that the main character has his soul broken in some way (and he probably wasn't the only one with the problem), The Cronicles of Eternity: Shatered Souls would sound nice -
The Appeal of Fantasy
teknoman2 replied to mcmanusaur's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
i feel you... back then it took skill to defeat your enemy and survive a battle. today any idiot with a gun can shoot blindly and will hit something, or any veteran can get hit by a lucky shot no matter how skillful and experienced he is -
urgency factor "the village is under attack! please help!" *you have 2 days to get there or it will be destroyed* (reasonable time limit) *the monsters will just sit there and wait until you have time to come kill them* (improbable scenario for convinience) no urgency factor "im making a golem but i need some mimic's blood. if you find any i ll pay you well" *whenever you happen to find it bring it back if you dont mind the trip* (the time you take to do it wont make a difference) so you either make all quests in way that they lack any urgency factor, or you choose between time limit or a static world for the main quest, it's best to keep most of it without urgency factor parts (like most main quest parts of new vegas), or give a reasonably large time margin to do it
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Tarquin is hands down the best bad guy ever in an rpg related story. what i like in stories is the puppet point. the point where you realise that the guy you were out to get for whatever reason was just a puppet of someone or you were the puppet of that someone. however in a good RPG under certain conditions, there should be the option to figure out the existence of the puppeteer before reaching the predetermined point
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Fulfilment site?
teknoman2 replied to CrazyPea's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
a kickstarter project has 1 survey only, and that means if they get the mails out, the backing management will be over. so they want to make a site for the management of pledges before they use the survey, in order to keep things running smoothly once the kickstarter locks the results -
Fulfilment site?
teknoman2 replied to CrazyPea's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
but like I say moving very 300 miles away very soon. Do not worry, the internet is not a fixed geographic phenomenon. indeed. even if you are on the moon, you can have access... if you dont mind an average of 879ms latency. -
well the average lifespan of an elf is 10x that of a human, so it may be possible that their mental and/or physical growth is 10 times slower. or simply, a human has no time to lose and dedicates his time to what he does, the elf has all the time in the world so he just wastes it. so a human ranger will be out in the woods traping, tracking, hunting etc 24/7, while an elf ranger will just go out there and practice his job once a week or twice a month, when he doesnt do anything more elf like (singing or dancing in a party, contemplate the intricacy of nature while looking at ants, hugging trees etc)
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Update #63: Stronghold!
teknoman2 replied to BAdler's topic in Pillars of Eternity: Announcements & News
Well two ways of dealing with that come to mind: 1. This is unique to the stronghold, old soul manipulation of Aer Glanfath that we cannot fathom, and kind of morally objectionable to deny a soul its rightful place in the wheel of birth, death and rebirth. 2. Spirits are common and integral to the setting, like in King of Dragon Pass. But as I say it's merely a suggestion, mainly to avoid instances of being weeks from home and yet still just in time to rush to the rescue. I'm fairly sure Mr Cain and company have allready formulated some viable method of communication. to put it more simply, it's telepathy comunication, with the bonus that you can see as a hologram (ghost) the person contacting you- 455 replies
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- Stronghold
- Project Eternity
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(and 4 more)
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Update #63: Stronghold!
teknoman2 replied to BAdler's topic in Pillars of Eternity: Announcements & News
in the spoiler was my reaction after reading it and wiping my drool- 455 replies
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- Stronghold
- Project Eternity
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(and 4 more)
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Potraits
teknoman2 replied to decado's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
what i disliked in BG/SoA portraits, was that those meant for the various companions, were among those that the player could choose at character creation. they should have had a series of unused portraits for the main character and keep the companion portraits out -
what about "works on the critically injured" or "works from lightly injured to badly wounded"Makes spells scale with the power of the enemies, might be interesting. i think it was the death spell in DnD that had in the description "instanly kills the enemy if he has 40hp or less" yet there was no indication of how much hp the enemy actually had in both IE and NWN games. if it scaled based on the health indication provided for the player like "instantly kills any badly wounded or near death character" it would be much more clear when it could be usefull and when it would be wasted
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what i dislike about that system though, is when it is paired with spells that affect enemies with Xhp or less. how can you know if the spell will work if you cant know the enemy's hp? and another thing is when you get a "this spell works on enemies up to lv5" and you have absolutely no way to know the level of the enemy, so you either spam it hoping it will work, or you never use it
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i dont know how many said it before, but: WE NEED FEEDBACK!!! the thing i really disliked in IE games, was not knowing what area will be affected by my fireball, so often i missed enemies when trying to avoid FF or i simply missed my target outright with some spells, because i didnt know what area they would hit
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there is randomness and there is complete randomness. in arcanum, based on your skill with a weapon and some other conditions like light, line of sight etc, you were getting a % to hit, that could get to 100% if you trained persistently. at that point hiting was not random anymore, and only the damage was affected by the armor. so to balance the game enemies had more hp, tougher armors, and did more damage in dnd games, both the chance to hit and the damage is affected by a dice roll. to balance the difficulty, often the designers of the game give to the enemies an AC that requires from you (considering that they know that at that point you will be level x+-1) to get a roll of 10 or more, so almost all of the time you have an average of 50% chance to hit and about the same chance to get hit if you are a fighter, with higher chance to get hit and lower to hit if any other class. so in the end, from the first critter you kill to the final boss, it's just a coin toss where you pray to get heads that is a hit