
teknoman2
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when you kill the dragon he will drop the blood anyway. so even if you dont have the related quest, you will eventually meet the mage and get your xp. now if it is a random dragon in a dungeon you explore and is unrelated to any quest, then you get xp for killing it because its a goal set for this dungeon or he is just the boss and by his death you get the "dungeon exploration complete" xp reward. killing is a means to reach a goal not a goal in itself, so i dont see why the xp for killing a dragon or any other enemy should be separate. now if your goal is to kill everything that moves and can't climb a tree, they could just add the genocide goal, given to you if you clear the entire population of a town, and equal to the xp of the quests in the town. however you only get it after you killed all guards, civilians, animals, and reinforcements sent to the town and only if you have not done any quest in the town. obviously, since you take the xp at the end of it all, if you start the fight at lv1, you will have to finish it at lv1... no level increases during the process to make it easier.
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i dont think they call it endurance and not hp for no reason. if you read the barbarian's description it says he fights furiously and recklessly, draining his endurance fast. so i think endurance is not just the measure of the damage you can sustain, but also the "mana pool" for your skills. and if i read between the lines right, you lose hp besides endurance during the fight and that means your max endurance drops, based on the amount of hp you miss. and since hp does not regenerate, your total efficiency drops the more you get hurt
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Well, if there were be a red dragon in the game (let's hope not, I'm sick of them already) it would probably be tied to a quest. This is also why I believe that the distinction of regular and epic monsters is useless when the quests and encounters are properly designed. Well, there were a few dragons in BGII, that weren't tied to any quests. You could kill them but you didn't have to. And associating all "epic monsters" with quest doesn't solve the problem, either. What if I don't want to do the quest related to a dragon I'm about to kill? What if the quest is given by a faction I don't want to help, e.g. Evil mage: "bring me th head of that dragon and I'll make a artifact, thaht will destroy this town"? In that case I get no XP for killing the dragon. My party learns nothing in the process. It's a bit of a problem. wrong. the evil mage asks you to kill the silver dragon and bring the blood. 1. you accept, kill the dragon, return to mage, get xp 2. you accept, go to dragon, convince him to give you some blood without a fight, go to mage, get xp 3. you accept, go to dragon, betray the mage, get xp 4. you say no, go to dragon, get a quest from the dragon, do it in one of 4 different ways, get xp 5. you kill the mage, get his formula, get the blood with the 1 or 2 method, make the item your self. no xp but a legendary item. pretty easy isnt it? if they implement an alternative for any decision you make that denies you a reward, in the end you will still get the xp, without having to change the way you play
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Reverse Mana
teknoman2 replied to Epsilon Rose's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Do you mean the official mod or the homebrew one? Would you mind linking to your post? It sounds interesting. why my post looks like this? the point of what i said is to get 1 point of mana for each point of the main attribute of the spellcaster, such as intelligence for wizards and wisdom for priests, and 1 point for each level you have in the spellcasting class. the cost of casting the spells would be equal to the spell level. so a lv1 wizard with 16 intelligence would have 17 mana, meaning he could cast 17 lv1 spells a level 20 wizard with 21 intelligence would have 42 mana and could cast up to 4 lv9 spells, remaining with 6 mana or 8 lv5 and be with 2 mana left or 42 lv1 spells and so on the regeneration rate of the mana would be 1 for every 1 in game hour spent out of combat or full recovery after rest. no mana potions, but potions or items that increase intelligence or wisdom would increase the max mana (also adding temporary mana to the missing pool just like the aid spell in dnd does with the hp) -
Reverse Mana
teknoman2 replied to Epsilon Rose's topic in Pillars of Eternity: Stories (Spoiler Warning!)
i have never heard of this mod you say, but i did describe something like this in an older topic about magic.<p>a lv1 wizard%2 -
3 is fine so long as it has some contact with the game itself. in mass effect, you would get a quest at some point based on Shepard's past. earthborn would get a quest with a member of his old gang, colony born would get to speak with a suicidal girl from his old home and i dont know the last. but i definetly dont want it like arcanum where the biography would alter some stats at the start of the game, but then it was like you just dropped in from another world. you had no connection with anything or anyone in the whole world, even if you were an elf or dwarf that lived in this world for a few hundred years. you knew no one and no one knew you im fine with any of the other 3
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Different rules - different story.
teknoman2 replied to turboprop's topic in Pillars of Eternity: Stories (Spoiler Warning!)
kill it with fire my bro plays a strategy-rpg game that has 4 difficulty settings and you have to finish it on one to play the next. and at each difficulty there are 2 extra mission not available in the previous and all the story elements that go with them. so to see the whole story of the game you have to finish it 4 times, each time on a harder setting. so he finished it 3 times already and keeps playing to finish the extremelly hard setting, to play the real final mission and see the real ending. and for that reason he had to put on hold playing other games he wanted it's a forceful waste of the player's time to change the game itself based on difficulty. if you want replayability, give variety so that the player will have to play again to see stuff his last play style didnt let him see -
Let us see the whole area please!
teknoman2 replied to Hormalakh's topic in Pillars of Eternity: Stories (Spoiler Warning!)
the whole thing could be fixed with realistic line of sight. instead of having our characters able to see things up to 50-60 feet away (so standing in the center of a 100x100 feet room you cant see the walls), they should be able to see as far as the eye goes so long as there are no obstructions, and keep a 60-70 feet area for indentifying things around the character. to make it simple, you are in a 100x100 room. you get to see the whole room (no black fog) as long as there are no columns, bookcases, and so on that block the view, but you get a "grey" fog after 70ft so you can't see the enemy if he is not in that range (or speaking of external areas, you can see the house from 500ft away, but you cant see the kids playing in front of it unless you get closer) and if you press tab you can highlight what's in that 70ft circle. also you get a 30ft circle for spoting traps and hidden doors, meaning the character must be 30ft or less from the trap to spot it. -
Unwinnable Encounters?
teknoman2 replied to Tsuga C's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
story based unwinnable fights should be like those on jrpg. you start the fight, you may or may not get to attack the enemy and on his first attack he brings down the whole party and the game proceeds (you dont even get the ilusion of having a chance), then you get to fight again in 15-20 levels or several days-weeks (game time) and you can win. battles where the enemy you face is about the same level as you but you cant defeat him, then 10 minutes later you fight again and he goes down like a rat, NO! the cheap trick of killing one and another one comes through the door til you die, NO! winning the battle and getting a cutscene where one of the party says "he is too strong, retreat", ABSOLUTELLY NOT!!!- 137 replies
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Unwinnable Encounters?
teknoman2 replied to Tsuga C's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
yes and no. i accept the presence of enemies i cant defeat because they are too strong and i have to come back later. i accept the presence of beings that cannot die so long as i know beforehand that they are imortal. but making someone imune to my attacks for no apparent reason, other than just because he must be hard to defeat or because i must not kill him is unacceptable. like in BG2, that some enemies were completely imune to certain magics just because they were bosses. they didnt roll a save, they didnt have any resistance etc, they just ignored the magic because if it worked on them the game would be too easy- 137 replies
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using the spike holding bricks of the bridge and the first carvings of the columns as reference points to draw straight lines you get this the image posted before used lines without reference points. for example the top line started from the first carving of the rightmost column and passed trough the corner of the floor to end in the river
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Alignments
teknoman2 replied to JFSOCC's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
i sure hope not. i prefer to keep it strictly action - reaction based so i can make things the way i want, without a stat that predetermines and limits my options.- 26 replies
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no need to worry about that anyway... there will be no combat xp as stated in one of first updates. you get xp for making progress in the main quest, for doing side quests, for clearing dungeons, for exploring and so on but not for body count and other menial tasks
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keep it simple... simple i say! getting xp by results is a very time consuming process to implement right and in the end, as it has been said, some party members may never really get xp or may hoard all of the xp if killing a wolf get's you 200xp, and you have 4 members you should get a message "the party gained 200xp" that is divided by 4 and each gets 50, or you get the message "XP gained 50", meaning that each party member got 50xp
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i dont really care. if they can do it i'm all for it. if they can't im fine as i was in all IE games
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maybe they want to use a final fantasy style aproach to some enviroments for added effect. in FF7-9 they used 2D backgrounds with 3D characters, positioning the camera at various angles. so in eternity they may add some transisional screens where there is no combat or other encounters, where the camera is at a different angle than usual in order to show some pretty scenery, or the presence of something you need to reach in the distance oh and
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Saving and reloading
teknoman2 replied to qstoffe's topic in Pillars of Eternity: Stories (Spoiler Warning!)
ceap trick in BG 2 you could load 3 offensive spells on a spell triger and use it on an enemy, or put in 3 defensive spells and use them on yourself. same thing was for chain contigency. however most enemy wizards could have 2 defensive and one offensive spell or 2 offensive and 1 defensive spell in a triger or contigency, and auto cast the defensive on them and the offensive on you. ie Draconis: contigency activated Draconis: shielded Draconis: protection from magic weapons Draconis: Ali Da'Zib's Horrid willing-John Draconis: spell triger Draconis: casts stoneskin-Draconis Draconis: casts Death spell-John Draconis: casts Symbol Fear-John not to mention the fact that you could have only 1 active contigency, but ALL enemy wizards had at least 3 or the fact the certain spells, offered more to enemies that what they did for the party... complete imunity offers invulnerability to all weapons except +5 and up. a lich used it, i used Ixil's Spear +6 on him and: Weapon Ineffective -
My weapon does nothing!
teknoman2 replied to PsychoBlonde's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
if the fight is part of a quest and you can find a suitable weapon for the enemy you face around the area of the fight, then there is no problem. like magic golems in BG2 that were vulnerable to non magical weapons only. wherever there was a magic golem, you also had a box with various non magical weapons nearby to use against it of course if the fight is optional like the fight with Fiirkrag, you will have to come back later with bigger swords- 141 replies
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well that game was made to run in a max 800x600 resolution, with optional but not recomended 1024x768 resolution which was the standard of that time. they didnt expect people to play it in 1920x1200 12 years later eternity will obviously be scalable to the various modern HD resolutions. it is made by professional game designers after all, but they cant make a scale for the 3840x2400 resolution that will be the standard for screens in 2020 or the 14400x 9000 in 2030