teknoman2
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im like that too. especialy in mmo, i almost never get a character at max level, because at some point i just get curious about other classes-races and start a second, a third and so on. the first time i played arcanum, and the second and up to the 18th time i started the game, i went no further than the first town, cause i decided to roll a new character every time. i made 20 characters before i decided to actually proceed with the game
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steam has win, linux and mac support. gog has win and is working on mac as far as i know, but it has no linux yet. each platform uses a unique installation system, so if that is not configured for use with each of the OS, you cant use the games you got from them on that OS. a way for gog to circumvent this, would be to offer for download a copy of the retail version (putting all the dvd contents into a folder and deliver it without the gog installer, so you can use the obsidian's multi OS configured installer that those who get a physical copy will be using)
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my favourite trick in BG was to have a mage thief and cast something like cloud kill, then hide in shadows. the enemies could not target me so they just stayed put and got the whole damage. also, since the invisibility spell did not break if the thief was looking for or disarming traps, i was casting it as soon as i got into a dungeon and went ahead unseen, exploring the place, disarming all traps, and making notes of where and what enemy i had to face. then i just cleaned the place out without having to worry about traps or wether an enemy may come around the corner
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Loot collection radius
teknoman2 replied to Cultist's topic in Pillars of Eternity: Stories (Spoiler Warning!)
mass effect had a nice way to deal with it. loot was automatic as soon as the enemy died and you didnt have to go pixel hunting. of course this cant apply to this game, since we will have limited inventory space, but the next best thing is visual range looting. so you dont have to click on each corpse, just press a button and a window will open, showing all loot currently on the ground (but not what is in containers) within visual range of the character. you choose what to get and what not and then close the window without having to search each pile -
That Thing Obsidian Always Does
teknoman2 replied to anubite's topic in Pillars of Eternity: Stories (Spoiler Warning!)
just for future reference, the "I took an arrow in the knee" frase, according to the lore of TES, is nord slang for "I got married" -
Update #60: Camaraderie
teknoman2 replied to BAdler's topic in Pillars of Eternity: Announcements & News
FOR 14 year olds, not BY 14 year olds. When I first played Baldur's Gate 2 holy **** did I enjoy the romance with Aerie. I was 13 years old and it was just like <3_<3. Now I find it laughable. I also remember really enjoying the Jade Empire one when I was 16 or 17. But yeah I can't even really get through that game now because of the corny dialogue, because it's a cinematic style game it really gets in the way, whereas it's less bothersome in an IE RPG more focused on gameplay like BG2. Mass Effect 1's is also absolutely HILARIOUS. You get about two dialogue sequences between you and Ashley or Liara (soz haven't romanced Kaiden before) before you have to decide who you're taking to bed before the final mission. Complete and utter LOL. And The Witcher 2 has a bit more of a mature take on The Witcher 1's rather cheesy (but still entertaining) style. Thankfully this is Obsidian, and I thought KotOR 2 was okay. well a witcher is the perfect sex partner. he cant get or give STDs, cant get a woman pregnant and so on... the perfect safe sex machine. that's why all women were ready and willing to take Geralt to bed in the first game- 123 replies
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what Josh practically said, is that every attribute will provide different bonuses for each class, in order to make them all useful depending on your playstyle, so it wont be like DnD where a fighter needs strength and some constitution and can safely ignore the rest, or a wizard only needs intelligence and can just dump the other stats. of course since he did not give any details we are speculating. it may be good, it may end up being ridiculous... it's something we wont know until we see it in detail, but the thing i see from most who are against this system, is an unhealthy attachment to the way DnD did things. as i said in another topic, some things from the ie games (including the DnD rule set) were not features but technical limitations, and it's really annoying to see people criticize the removal of these limitations from eternity thinking that obsidian removes trademark features.
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>they'll have this little sPEcial addition of being silly nonsensical abominations. so, if the attributes are not a numerical representation of physical and mental traits of your character (that, as DnD teaches us, makes 4 out of 6 useless for each class), but are indicators of your character's ability to control his class' skills, are an abomination?
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Translations
teknoman2 replied to jerf's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
despite the fact that english is not my first language, the simple inexistence of translations in my country, other than movie subtitles, has got me used in playing all my games in english. so even if there were a translation, i would not use it. coincidentally, thanks to playing games in english, i passed the exams for the licence to teach it, without having attended a single hour of english class in my life -
those are DnD pre 3rd edition attributes. and as i said the attributes here are stats that indicate something based on the class and not the race. a wizard with 500power, can do 600 damage with a fireball, while a wizard with 300 power, can only do 400 damage. however any of the 2 wizards, cant do more than the basic damage of their weapon if they engage in melee (let's say it's a staff that does 15 damage, they can do only 15 damage/hit if they attack with it). now a fighter with 400 power, will do 415 damage if he takes that staff and attacks in melee and if by any means he could cast a fireball, it would only do 100 damage the way i understand it, attributes in eternity are abstract stats that indicate the character's affinity with parts of his skillset, and not direct indications of muscle mass or agility.
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And of course, an ogre mage would again have a power of 500, and a goblin wizard a power of 50.. For what do actually have stats then? If it is that way with this class, and the other way with the other class, it would make more sense for it to be some class skill. and why would the goblin wizard have 50? it's not like you have to give the same value to all population of a species and all it's classes. an ogre fighter will have 10 times more power than a goblin fighter for obvious reasons, but that does not mean that a goblin shaman cant have 10 times more power than an ogre mage. the power in this case affects the quality of the spells non the physical strength or size
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well if the damage output of a character is measured by a stat called power, then the ogre has 500 and the goblin 50. simple as that. the stat will determine how hard you can hit with a specific part of your class' skillset, not how big your muscles are. a wizard with lots of power will gain no extra damage for physical attacks, but will do significantly more damage with his spells than the base value, when for a fighter, the power stat means muscles and more muscles and for a thief means more criticals yes valorian the reason it does is quite simple: the attributes do not represent a physical or mental trait of the character (like strength is raw muscle power, inteligence is brain capacity, charisma is a dump stat for all but paladins), but his efficiency with part of his skillset. they are class based attributes and not character based, which means that each class will gain different benefits from the same stats let's say there is an attribute called focus. for a fighter it is the ability to hit more preciselly (more hits than glances). for a mage it is the ability to keep aoe spells from hitting friends (reduces friendly fire damage), for a chanter is the ability to keep the chant up under pressure, for a thief is the ability to spot traps and secret doors, for a priest is the ability to cast spells faster, for a cipher is the ability to use charm, dominate, mind read etc more successfully, for a barbarian is what determines the bonuses he gets when going berserk, for a ranger is the ability to connect better with his animal companion making the animal stronger for a druid is the ability that determines how long and how effectively he can take animal form for a paladin it makes the auras stronger and increases their radius see how easily the same thing can be something entirely different for each class? would you feel better if the attribute that did all that was called intelligence or wisdom? or if there were 10 attributes and all skills of a class relied on one of them while those of another class relied only on another and the rest was useless (like in DnD, a fighter needed strength and the rest were useless)?
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This is substantial information. It means instead of D&D-FixT or SPECIAL-FixT we're getting Guild Wars/jMMO style stats. This is not what I thought I would get when I payed for this game. the main problem about expectations on this game is that everyone pledged with DnD 2.5 based IE games in mind. most here never took a moment to consider that the "new rule system" they said they will implement will not be a DnD ripoff. for me that is a good thing, considering how much blasphemy i spew every time i play a DnD based game because of he dice rolls. the less a game rule system leaves to chance the better
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well think of it this way. we have an attribute called power. this indicates the strength of a warrior and consequently the damage he does with a weapon. the same stat on a wizard however, indicates how much "mana" he can squeeze into his fireball to make it explode more like a grenade and less like a molotov. for a priest it affects how well the healing spells work. it is not a stat that indicates a specific physical or mental ability of the character but his potential to maximize the effects of his skills or attacks then we have an attribute called perception. it indicates the accuracy of ranged attacks, the ability to do criticals with all weapons, maybe ups the deflection of a melee fighter and allows the fireball to explode in a way that avoids friendly fire so the way i see it, each attribute will have different meaning depending on the class and will not be tied to something specific like strength or intelligence of course these are examples... i dont know how and what they will implement, but this is what it sounds like
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Ranged combat mechanics
teknoman2 replied to Mico Selva's topic in Pillars of Eternity: Stories (Spoiler Warning!)
if for ranged weapons they go with the idea of arcanum, where accuracy decreased if an ally was in the line of fire (with a chance to hit the ally if missed), it's fine, but simply changing the % of hits, glances and misses for bows for no other reason except them being bows, i dont like -
Ranged combat mechanics
teknoman2 replied to Mico Selva's topic in Pillars of Eternity: Stories (Spoiler Warning!)
in the end, it all depends on the quality of the bow, arrows and the target armor. in the close range combat of the game however the archer will have the means to aim at the armor's weak spots, as much as a melee fighter would. so all that brainstorming, brings us to "standard combat rules apply for the bow" -
Game Manual
teknoman2 replied to Sarex's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
well if they got holes and you are into that stuff we dont mind... just make sure you clean the wood before making it into paper now on the serious side, manuals are useful if the game is complex. there are many mechanics in games that are simply not explained properly or at all in tutorials and often tooltips are not enough... oh the horror of playing arcanum without having any reference whatsoever on what i was looking at on the screen and having to figure everything out through trial and error. i felt like a scientist trying to save a failed experiment (got the game from a magazine without any manual, printed or digital). -
the idea in itself is not bad, however if it is like arcanum, where the choice only affected the initial stats and for the rest of the game it seemed like your character lived his background story in a different world, then "no, we are fine with a common start for all"
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i dont really know what the moves were called, it's been years since then and i wasnt all that interested in kendo itself, i just played at fake samurai duels using his practice swords (i was 15 at the time). if i remember corectly however, i think he said in kendo you are allowed to attack from above or the sides, but cant use attacks that start from below... and that's were most of his hand breaking hits were coming from. also you have to make a clean swing that connects with force to score a point, so most attacks that could score you a kill in actual combat dont count in kendo later i started tae kwon do and as i learned more of it, i realized that most techniques taught were just those that were allowed in a match. there were a myriad of possible moves i could think of that would be far more effective if allowed by the sport's rules. i also realized that chess rules apply even on a one on one match: he who has a move ready for every situation and can execute it with the right timing wins
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i would not mind, but i do not see the point either. if you can customize the growth of your character in a way that matches a certain specialized class, it's the same as having that class all along, but without the restrictions that come with it. so if i want to have a certain bonus, i ll invest more points on it, limiting how high i can get other skills, but not limiting what other skills im allowed to get