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SanguineAngel

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About SanguineAngel

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  1. Hi guys, sorry to go of the rails a bit here but please correct me if I am wrong. I was under the impression that Sawyer had previously stated that there would be a companion for every class and that adding a new class added a new companion by default. Is that not still the case?
  2. Heck I'd love it if you could find plausible clues that aren't designed so that a child of 4 wouldn't have to think about where to go next. Clues & evidence that actually require you to think about them, work them out and maybe even are often fiendishly cryptic would be nice. Especially for side quest/story lines
  3. Stop right there, that is bull spread by Hollywood! No knight had to be lifted onto horseback and could run and move fine (it was the heat that was the problem, plate is actually quite light for armour). The only person who had to be lifted onto his horse was a french king who was lifted because he was too FAT! Please, before you lecture go and do some actual research first, most of what you learn from RPGs and films is actually complete bull (don't get me started on studded leather). Hey that's quite cool. So, please do get started on studded leather - sounds interesting!?
  4. Yes. Which is why I propose the balancing situation - remember that you're proposing that you allow characters to become extremely powerful in order to allow soloing. My thought is that you don't need to do that
  5. I would tackle it very differently. I would scale encounters based on party size or calculated combat strength. (this can obviously been altered using the difficulty options that have already been discussed in the official updates). Additionally, I would want to encourage a solo player to tray and think their way out of overwhelming situations. I mean, if you've chosen to go it alone you have to expect to be weaker and so be forced to avoid some situations. There would be an overlapping balance between these two solutions See, I've never been one for dev ex machina where you save the pl
  6. I would tackle it very differently. I would scale encounters based on party size or calculated combat strength. (this can obviously been altered using the difficulty options that have already been discussed in the official updates). Additionally, I would want to encourage a solo player to tray and think their way out of overwhelming situations. I mean, if you've chosen to go it alone you have to expect to be weaker and so be forced to avoid some situations. There would be an overlapping balance between these two solutions
  7. Much like the IE games, there's room for many "temporary" companions - that's already been confirmed. In the instances you are talking about it shouldn't really have been a problem in the first place. I can't recall if this happened but it would have been a simple matter to add an option to help those characters without adopting them into your party. At which point, they could have joined your party as temporary characters, duration dictated by the quest.
  8. Hah, one of my favourite moments in BG1 was when Khalid picked a fight with someone - I cannot remember who (possibly Xan?). They'd been bickering on and off for a week or two in-game time and suddenly Khalid drew his sword and attacked. Khalid actually died. That was an interesting playthrough! I had to get rid of Jahira too!
  9. Same here. I'm not asking for similar system, but I think allowing you to choose your party depending on current situation without fear of losing anyone would be great. I hated system in Baldur's Gate where dismissed company just left never to be seen again. Wouldn't it make more sense if they went back home (or nearest tavern if that's more their style :D) and could be re-recruited from there at any point of the game. Oh no, not for me. Whilst I think the party hub in both ME and DA:O were actually handled quite well as spaces they just felt a little bit gamey on the whole, if you get
  10. I think the old IE games of old struck a perfect balance. Hearing the first line of important dialogue added character but didn't limit the conversation in any way. I'm sure someone already mentioned this.
  11. This dungeon is not about the keeping, but the adventuring. It's a Durlag's Tower; a place filled with death-traps and cunning that only the best and the boldest adventurers will survive! In other words, in RPG terms, it's bliss! Although it was REALLY frustrating that you couldn't even enter your supposed base
  12. I am with you there. And I like your specific example. However, as Althernai points out - having a lot of outcomes reducing stats could cause significant balance issues. There are a few things that occur to me here: 1) The outcome of quests fundamentally changing your character is fantastic - it draws you, makes you feel affected by your choices or external influences on your character and even a negative change develops your character. 2) To counter those balance issues of doing it too often, I'd say you could more frequently have a positive and negative impact - receiving a signi
  13. So I just came in here to squee a little bit. I hope it makes it to at least $2.2m! I'm all for the $2m goal of player abode but I'm far more interested in even more companions! So deliciously close
  14. As long as I don't have to suffer another tedious prologue/tutorial combo
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