teknoman2
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why guns in such an epic time
teknoman2 replied to okey231's topic in Pillars of Eternity: Stories (Spoiler Warning!)
those wigs are a topic worthy of research -
why guns in such an epic time
teknoman2 replied to okey231's topic in Pillars of Eternity: Stories (Spoiler Warning!)
indeed it is not high fantasy and they said it... it's alternative fantasy. and since it is in a colonial era setting (like our 1600-1800) and not a medieval (1000-1300), i do not see how guns would break immersion, they are part of the setting. immersion breaking would be to have something that does not fit the setting like tanks in Baldur's Gate -
i just hit a major bug in icewind dale 2. after many hours of playing with no problem, now the game crashes because i have sword and shield in one weapon set and a bow or crossbow on another and it creates a conflict saying i have both a two handed weapon and shield equiped at the same time. this is the sort of thing you need console commands for. now i cant load the game
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im still trying to finish IWD2 and so far it is probably the only DnD based game that does not seem to cheat on the dice rolls on core rules difficulty
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The Heros you will roll
teknoman2 replied to Fatback's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
oh and when it comes to class, i play anything except paladin (i cant stand the "by the book" style of paladins) -
The Heros you will roll
teknoman2 replied to Fatback's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
i always go for half elf in fantasy games. as for his personality, i just put myself on his shoes and do the things i would do if i was there. that means i avoid unneeded fighting, i dont bow for no one, threats fall on my deaf ears, i do not care about morality or any ideal if it stands in the way. in short im a "the ends justify the means" guy both in real life and the way i role play my RPG characters -
the feat evasion, allows you to avoid all damage from aoe if you save, but take full damage if not. improved evasion makes you take half damage if you do not save and avoid all damage if you do. in NWN2, most enemies in the city are thieves if you go on the side of the law and it was really rare for any of my aoe spells to hit them since they had huge reflex rolls and evasion was a class feat. so if there is something similar in eternity, you may be able to cast fireballs all day, but you have no guaranteed hits
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if, speaking in DnD 3.5 terms, by the time you get the unlimited fireballs, most opponents have improved evasion and can easily get away unharmed, it's unimportant if you can cast one or 10 a day. the nature of the spell, prevents you from using it more than 1 or 2 times per fight, due to friendly fire, and even then the chance to actually do damage is small.
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Companion AI
teknoman2 replied to Aoyagi's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
the only AI i would use for companions is "if they attack you fight back", "after you cast the spell-use the skill on the target follow up with normal attacks" and "if your target is dead attack the next". for the rest, like in NWN2, i want to decide what they should do. and thinking of it, an action queue like the one in kotor would be nice. you tell the priest for example to cast bless, followed by prayer and then defensive harmony, and leave him to it -
to make it more clear you have a wizard who can cast up to lv5 spells your grimoir can hold 3 lv1, 3 lv2, 1 lv3, 2 lv4 and 1 lv5 spells. your other grimoir can hold 4 lv1, 2 lv2, 2 lv3, 1 lv4 and 1 lv5 spells that means that you can fill the slots in DnD style with any spell you know and choose which grimoir you want to use durring battle you may swap books, but you cant cast the spells from the new book for a while lv1-3 spell reset after combat has ended and you can use them again later. lv4-5 spells do not reset after battle and you have to rest it is possible that after a certain point, lv1 spells can be cast any time without the need to reset but i do not know it for a fact
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Yeah, let's not have that. I distinctly remember BG 2 and the poisoning Jaheira quest, where there were these mercenaries helping out the guy. They had a wizard slinging spells all over the place without impunity, so I've decided to pay a visit to the government building where you can buy your permit, to find out stuff about them. They didn't have any info, but the mercenary leader came to me after I walked out of the building, offering me to double-cross the poisoner guy for a modest sum of gold. I've paid up, got a sizeable amount of xp, and felt very clever. It lasted until a second walkthrough, where I had no money at the time, and decided to just kill them instead, and not only got some semi-useful loot out of the deal, but also way more xp. Including clever options with less reward usually ends up with the clever players feeling incredibly dumb and frustrated for jumping through hoops to achieve their aim, just to find out that it wasn't only a lot more of a hassle than smashing faces without thinking about the situation, but they are actually being punished for doing so. and this is why the objective based xp is the best. in the quest you mentioned, you get 100k xp when it is all over. you may pay or you may kill, but the xp will be the same and will be given at the moment the curse is lifted becasue that is the objective to achieve
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get one of the valve controllers. they emulate nicely M&K so you dont need xpadder. they should be out by the time the game is ready.
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Turn-Based or Real Time
teknoman2 replied to Legionary666's topic in Pillars of Eternity: Stories (Spoiler Warning!)
If it doesn't matter, because Torment isn't about combat, then why must it have turn-based combat and not RTwP combat like the spiritual predecessor? A decent combat system would have vastly improved Arcanum.i plead indifference on the combat system. it is not important and so i do not care which type they use. if you think the combat of a game like torment is so important that the type used (regrdless of how well or not it is made) will ruin the entire game, i think you are playing the wrong gamearcanum would certainly be a better game if combat was not so bad, however it was not the combat that made it what it was, and that is even more true for torment. personally, i would have preffered that torment had no combat at all (both the old and the new) Many people have been repeatedly stating that the combat in Torment is not important. Fine. If it isn't important, then why must the game have turn-based combat? It could have used RTwP like the spiritual predecessor. That's all i'm saying. ask the inxile guys. in a combat heavy game like BG, IWD, PE i like RTwP. in a game where combat is something that (depending on the design) may be completelly avoidable or optional and is a small part of the game, the choice between RT and TB is of no consequence, unless you are a hardcore hater of one or the other system -
the thing is simple consoles are made to be in the livingroom, with the user sitting on a couch with a pad (possibly wireless), across a 32"+ TV at an average of 2m (~6ft) from it. the controls of games made for consoles reflect this by being tailored for the pad's limited buttons a game that has controls that are not tailored for the pad, cannot be played on consoles. even if said console can accept M&K as input devices, the user bought it to play games while lazying on the couch. if he wanted to use M&K he would just use the PC
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Turn-Based or Real Time
teknoman2 replied to Legionary666's topic in Pillars of Eternity: Stories (Spoiler Warning!)
If it doesn't matter, because Torment isn't about combat, then why must it have turn-based combat and not RTwP combat like the spiritual predecessor? A decent combat system would have vastly improved Arcanum. i plead indifference on the combat system. it is not important and so i do not care which type they use. if you think the combat of a game like torment is so important that the type used (regrdless of how well or not it is made) will ruin the entire game, i think you are playing the wrong game arcanum would certainly be a better game if combat was not so bad, however it was not the combat that made it what it was, and that is even more true for torment. personally, i would have preffered that torment had no combat at all (both the old and the new) -
this is somewhat unrelated to the topic but not completelly. the biggest problem that fantasy settings have is staleness. 2000 years ago, a warrior with a magic sword did great things... and today you find the sword in a forgoten ruin. and you use it because the world did not progress in these 2000 years and everyone still uses swords. and in another 1000 years, someone will raid your tomb and find the sword and will use it because they will still be fighting with swords, bows and magic. there should be differences if you put 2 games in the same world but with several hundred years separating the events
