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Everything posted by Chunkyman
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Evil PC Options
Chunkyman replied to duskwind's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I loved how in DA:O I could play a sociopath. I was crying with laughter after I had sex with Cammen's girlfriend and told him I was just "Sampling the goods". I really hope Obsidian allows characters to be sociopaths. -
Achievements
Chunkyman replied to buggeer's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I don't care either way. They don't negatively affect anything, but I don't see the point of them. -
Level scaling
Chunkyman replied to buggeer's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I hate level scaling. The only "good" level scaling is when it's so minor that you barely notice it (like in Morrowind and New Vegas). I want to be completely decimated by high level enemies if I wander into somewhere dangerous, I do not need my hand held.- 168 replies
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Please, please, don't make anime style weapons and armor. I want to vomit when I see a sword that looks like it weighs 300 pounds or armor covered in random spikey bits. Basically, look at Dragon Age 2, and do the opposite of that.
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There are no realistic armor designs for women, because never was made any of the kind, soldiers have been pretty much 99% male in all of earth. And this is a fantasy game, why bring realism into this? True, there aren't many real life armors designed for women. What I meant was practical, so that the armor actually shields them from damage.
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I agree that taunt/threaten is stupid, but I simply don't use it. It's not like it drains significant resources either, so I see no problem with implementing it.
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Yes. Dialogue should be tied to stats, your reputation with factions, past actions, and whether the character you're talking to likes/dislikes you. I'll give some examples. Let's say the main character is talking to a bandit who is trying to rob him. If the main character has high strength, he can have a special dialogue option where he can intimidate the bandit into leaving him alone. Or maybe the main character has a high reputation with the "bandit" faction, allowing you to tell him that robbing you will get him into trouble with the bandit leader. Another possibility is if a past action, like saving the bandit's brother from orcs, allows you to remind the bandit that he owes you one and that he should leave you be. And of course there is the standard "buttering him up" so that he likes you and decides he doesn't want to rob you.
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Urgency: Please Have It
Chunkyman replied to Zombra's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Since I play at a rather slow pace, time limits would drive me nuts. A few of them here and there are fine, but I don't want the game to be like "HURRY! HURRY! HURRY! RUSH! RUSH! RUSH!". I also don't want the plot to constantly urge me to immediately go do things, even if their isn't an actual time limit. An example of this is in Skyrim. 90% of main quest/faction quests give you such a sense of urgency in completing it that you either have to break character or complete a chain of quests you might not feel like doing at the moment. When I'm given the choice of doing a big chain of quests when I don't feel like it or having to break character, I don't have fun. When there isn't a constant sense of urgency in plot lines, I can both maintain character and go at the pace I as a player feel comfortable with. Also, it's my first post here! Howdy!