
teknoman2
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i think you failed your saving throw when they casted chaos. luckily i have chaotic commands and can try to cast dispel they said they want to bring back the infinity engine game's style and since these games are all based on dnd, all speculation about eternity uses dnd as a base to describe what we want or expect from the game. however the devs never said it will be based on dnd and actually dont want it be. its a new ip with a completelly new set of rules and a new world and the fact they will have a durlag's tower inspired dungeon doesnt necessarilly mean the whole game will be a brainless dungeon crawler.
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stick to your guns, devs
teknoman2 replied to Benison's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
let's look at it from another angle. in a medieval setting, armors are designed for use by those who society accepts as warriors... men! women can fight, may fight but it's not the norm and usually that is seen as deviant, so there are no mass produced armors made for women, unless it's a custom job i can understand skintight cloth or leather armor (or even chain mail at most) that reveals some curves, but you just cant have a skintight metal plate armor. -
PE already inspiring others
teknoman2 replied to norolim's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
i really liked anachronox and i think they may have something going, however i dont have the money to pledge on their project... the 40 i could spare + the 40 my bro gave me have gone to the 80$ tier of eternity. they really messed up their timing though. they should have waited for the eternity kickstarter to end, and then start their own, in order to avoid unneeded competition for those who cant afford to pledge on both -
stick to your guns, devs
teknoman2 replied to Benison's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
that one yes, but your's is Annah from torment -
stick to your guns, devs
teknoman2 replied to Benison's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
well looking at the pic i have to admit it was too much... it looked like a skintight suit rather than a metal armor. -
Overreaction theater!
teknoman2 replied to Madzookeeper's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
look, we all know we are talking crap in this forum and barely 1% of what we say gets any notice from the devs. we just say too much to get more things to fit in that 1%. -
T-shirt size?
teknoman2 replied to Loranc's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
they already said they will. they will ask you if you want the digital copy on gog or steam, what size t-shirt you want, and where to sent the items if you pledged for a physical copy -
i played and liked all of them despite the huge amount of flaws each had. such as totaly crappy combat system in arcanum, BG didnt really have much on the choice department PT was short ToEE had no pathfinding for the characters and they coulld not find their way to the destination if it wasnt a straight line both KOTORs had lots of companions that in the end were almost decorative since most of them you never needed to have with you IWD was a dungeon crawler of endless combat, with barely any rpg elements except for stats
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Party size limitation
teknoman2 replied to Tartopaum's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
the problem is, as i said in another topic, to make all companions useful no matter the size of the party. if you have 2 thieves they must operate differently so you have to use each or both depending on the situation. if you have 2 mages, they must have each different spells and choose which one fits your mission and so on. i really hated in KOTOR that most companions were useless once you had 3 jedi in the party -
Party size limitation
teknoman2 replied to Tartopaum's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
when the time for the final battle comes, i want to either face the big boss alone or with all the companions. so i dont leave 6 of my 11 companions at home and face the enemy with me and 5 others. i want to have all 11 of them with me and kick some serious ass in an epic scale battle. so instead of me and 5 companions facing the big boss with his overpowered 5 companions, i want me and all my 11 companions, fighting against the boss, his 5 lads and 50 goons -
Weapon vs Weapon
teknoman2 replied to teknoman2's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
No, we're not talking about the same thing. you want to add special modifiers to weapons (like +2 vs swords to sa spear). I want the weapon to just be weapons wihout modifiers and their basic stats and character actions determining how good they are. No +2 vs, sword for the spear, but increased threat range. If you fight defensively, that threat range is more pronounced (meaning defensive fighting makes it more difficult for the enemy to close..by either making him slower when entering the threat range or some other mecahnic). No flat bonuses vs. there. You can for example have a combat stance or something ( like how you have commands like "Ready vs.", "charge attack", "Fight Defensively" "deal non-lethal damage", etc..) who's purpose is to keep an enemy at range. And this is the stance you would use with a spear. As long as you roll a good skill check the enemy can't enter your threat range. Since a spear has a bigger threat range, he can't close to attack. Of course, the enemy cound counter by trying to attack the weapon (another possible combat stance), which upon sucesfull roll damages the weapon (eahc weapon ahving it's own durabiltiy..OR you could simply have a results table or something) See? Far more flexible and natural than just the +2vs. bonus. EDIT: Now that I think about it, ToEE does have something similar - "Ready Vs. Approach" command. With it a guy with a spear will ALWAYS strike first and stop the enemy in its' tracks if the enemy has a shorter ranged weapon (and fails his tumble check). So this would basicly hte same thing. The enemy can't enter your threat range bubble untill he passes his check. This basicly simulates exactly what you have been talking about, while at the same time opening many more tactical options - like fighters actually being able to occupy space and prevent movement trought it. well now that you explained it properly i tend to agree. as i said before the bonuses are just an example. the main point is to have some sort of mechanic that simulates the advantage of using one weapon compared to using another -
no it should be text only with written commands... no graphics or use of mouse at all :trollface: seriously people its 2012 and the game will come out in 2014, we cant expect it to look like a 1999 game and the devs have nothing to gain by doing so. to make a 1900x1080 2D background and scale it to 800x600 takes as much time as to make a 800x600 background and scale it to 1900x1080. lowering the quality WILL NOT free up time for other things. besides the guys making the graphics are not the same guys who make the combat rules or write the dialogs or invent the quests etc.
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Weapon vs Weapon
teknoman2 replied to teknoman2's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
i think you missunderstood. im not talking about damage (attack usually means hit chance in rpgs not damage). im saying the same thing you say in different way. the guy with the spear has longer reach than the guy with the sword. the guy with the spear can attack before the guy with the sword gets close enough the guy with the spear moves around to keep out of the sword's range as he keeps attacking unless he messes up, he has the advantage and can win the fight without getting hit that's the real life fight scenario. in a game you would either have to recreate this, having the characters move around while fighting or have the characters move up to each other and simulate it with a bonus to their attack (or hit chance if you prefer) also darkpriest, if you have a fighter who's a master of the sword, you have no points left to add to the other weapons. so he can use a spear if he likes but with penalties so he doesnt get anything by switching weapons, however if one of your team is good with a spear, you can send him forward against a sword wielding boss. this way, you have incentive to have your party members learn to use more weapons than just swords -
A dog companion?
teknoman2 replied to bonarbill's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
a trained monkey like in risen 2 that we send in places to steal for us undetected -
Weapon vs Weapon
teknoman2 replied to teknoman2's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
it doesn't seem that complicated. if we take DnD rules: the guy with the sword has +6 to his attack. if he attacks a guy with an axe he gets a +8, if he attacks a guy with a spear he gets a +4, to simulate the fact that in the first case he can bypass the slow defence of the axe and in the second that he cant get close easy to connect a hit. same goes with the rest complicated would be to ask for the guy with the spear to continually step away from the guy with the sword to keep out of reach of his weapon -
Weapon vs Weapon
teknoman2 replied to teknoman2's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
well the proposition comes from my personal experience of martial arts with and without weapons. so it's anything but fake where realism is concerned. -
Weapon vs Weapon
teknoman2 replied to teknoman2's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
the bonus is just an example. the actual + and - are for the devs to decide and balance out. but the general idea is that some weapons give an advantage when used vs certain other weapons and it should be reflected in the combat mechanics. -
There is one thing that i enjoyed in the combat system of IE games: the fact that using bows or slings in melee resulted in a bonus for the guy who had the sword, axe etc. However there are many more combinations of weapons that are weak confronted with other weapons that were not used. A sword has finesse and is balanced, so it can move easily past the defenses of a guy who has a bulky axe or a hammer (Sw vs A +2 attack). However the sword has limited reach so the guy who uses a spear or poleaxe can keep himself at a safe distance while attacking (Sp vs Sw +2 defence). At the same time, having a wooden shaft, a spear is easy to break by the attacks of an axe so it must be handled carefully (Sp vs A -2 attack). A 2h sword has is bulky and slow but with long reach, so it gets no bonuses vs other weapons and they dont get a bonus against it (same for flail). I think this would make us use more weapons than just what looks cool on the character and would give incentive to the devs to make a bigger variety of non sword weapons. Let's admit it... How many of you have chosen to have a fighter in BG that used other weapons than swords, since these were the most available and had the greatest variety?
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Rideable mounts?
teknoman2 replied to rjshae's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
it doesnt fit the setting and design. i could accept however the ability to rent or buy horses, who's use will be implied for traveling. so going from point A to B will take 20h on foot or 10h on horse if you pay for it. one more thing would be to use horses like the mules in the dungeon siege games, but in a more static manner. so you go to X spot where there is a dungeon, using the horses you have bought. the horses stay out of the dungeon and can be used as storage for the loot you find and dont want to use or carry on you. and then you ride them back to the city once you are done. there are no mounted sequences or anything, you just have a few static models in a corner and cut travel time in half. -
Fair enough, maybe I misunderstand when you mention that the character models will be in 3D but wasn't that the case for BG as well? As in the original character resources where in 3D and then transferred into the game as you see them when playing? Which is why Beamdog could have remade BG in HD but Bioware lost the source art, making such a venture null and void... Not sure how to grasp what you are saying regarding FFIX graphics, I did play that game and just remember the characters looking somewhat clunky (nothing like FFVII though!). I figured Project Eternity graphics would be like a HD version of BG. i dont mean the art and desing of graphics i mean the way they worked. you had 100% 3D character models (not 3D converted to sprites) that moved around in a 2D enviroment, drawn in a way to look like 3D. the thing about the attacks is an animation issue of the IE. the characters are animated to swing away non stop, regardless of actually making an attack or not. i just hope that whatever the rules of combat are in PE, the animation will coincide with the actual attack
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QTE? kill it with fire and make sure there is nothing left also liquid silver, the game will have 2D backgrounds, but the character models will be in 3D (they already said that since the begining). something like FF7-9 graphics. so it wont be all that much work animating the characters anyway the most important thing for me, as i said in my first post, is to have character attack animations that 1. coincide with the actual attack (in IE games, you could see your character swing the sword 4 or 5 times, but there was only 1 attack roll made in that time. so your character attacked once and hit, but it looked like he attacked 5 times and missed 4) 2. the attacks look like they connect with the enemy and not just randomly swinging the weapon and get a message "you hit for x damage" or "you miss" the rest would be nice to be there but its optional
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well all the "finishing moves" on normal enemies in DAO from this video are just a series of 2 or 3 scripted animations for each weapon. i dont see that it would be dificult to add in PE a couple of scripted moves/weapon for the final blow on an enemy if humanoid and 1 for each category of non humanoid (ie the same animation can be used for wolves, tigers, bears and other animals since they look and fight in the same way esentially to save time). so lets say your attack is a hit and the damage brings the humanoid enemy to 0hp. one of the 2 predetermined animations will play out, showing your character stab the other guy in the chest and he falls forward as the sword is pulled out. if the combat system is anything like BG's or NWN's, then there should be a 2 or 3 second interval between attacks, which is plenty of time to fit an animation like this before the next attack to the next enemy
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Sewers and Swamps
teknoman2 replied to Gorth's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
sewers are an absolute must in all rpgs. you cant have an rpg without sewers, its a sacred rule of the genre