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Posts posted by IrishLuigi
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I agree that town guards shouldn't be named, but only giving names to quest givers/important NPCs? It's like the quest compass, making it easier for people to do stuff and lessening the immersion.-Fake uniqueness. When I see two NPCs with the same name standing next to each other, neither of whom has anything to say other than flavor/background one liners it kills my suspension of disbelief. I'd much prefer "Guard" or "Townsperson", yes it can make the one named NPC who has something to say more obvious but is that so bad? Focus the player in on the dialog you have created, don't make me waste my limited gaming time searching for the right guy to talk to. -
Is it just me or is there a whole lot of people who don't seem to realise that this game is isometric on these forums?
I would also like people to recognise the type of cloak or armour you are wearing and react accordingly (For example, when you go into a faction wearing a rival faction's colours, you should expect a negative reaction).
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For me, it would be awesome if it was possible to create a high-level character who uses only hand-to-hand combat, like a Monk. That'd fall under the Fighter class, I assume.
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You're wrong. It's completely realistic that not every single village in the game would be guarded. It's completely realistic that stronger monsters would be likely to hang out in some types of location whilst weaker monsters would be likely to hang out in others.
But that would add to immersion. It is realistic that it would be relatively easy for high-powered bandits to rape and pillage relatively unprotected small villages, although it of course also means that the rewards in items and gold would make it not worth it.I think, locations should be filled with enemies of different levels, so they will be useful for players with different levels and not just "oh, this is newbie location, I will kill everyone here without a problem".I`m trying to say that existance of completely newbie location is not very realistic.
Why don't you just come out and say you support level scaling?
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I don't think it's about realism in battle situations, just social realism.for example one-hit-one-kill firearms may be realistic, but not so much fun in a game.- 1
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Could be interesting to have some races accept homosexuality whereas other races won't. Obsidian did say they wanted to be dynamic and creative with the differences between races.
Just as long as it doesn't feel like it was forcibly coerced into the game.
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Herecy here: well, upscaling low-level enemies is not really THAT bad, 'cause having to fight through them can be really annoying.
Just sayin'.
Perhaps there could be a system implemented where, when you reach a certain level, lower-level monsters wouldn't even approach you?
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As long as they aren't AK-47s or any other modern weapon, I see no problem. Steampunk dwarf-engineered muskets FTW!
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No level scaling, please! Weaker monsters in places where it makes sense to have weaker monsters and stronger monsters where it makes sense to have stronger monsters!
Running away from a battle you simply can't win is a good way to learn humility.
But that would add to immersion. It is realistic that it would be relatively easy for high-powered bandits to rape and pillage relatively unprotected small villages, although it of course also means that the rewards in items and gold would make it not worth it.I think, locations should be filled with enemies of different levels, so they will be useful for players with different levels and not just "oh, this is newbie location, I will kill everyone here without a problem". -
Up to 7 classes? Aw, looks like my dreams of a Monk class are dashed.
I hope they will at least have the option of hand combat (with ways of increasing your hand-to-hand strength). I always do a Fist of the North Star playthrough in any RPG I play!
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Idea's good. I would like to clarify that, in my opinion, t's not absolutely necessary for every single quest to have multiple levels of success/failure (that would be too much time for the devs to spend on each quest), but rather the amount of potential outcomes correlates with the complexity of the quest.
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I definitely like that! That would be a good way to make the character, whatever race he/she/it is, more familiar with his/her/its own background in their own unique villages before being introduced to the main event (possibly by being sent to the 'big city' to get something their village wants and having the event happen just then).except if they make some prologue (similar to Dragon Age) which then leads to this event regardless what we do. -
I like this idea.- Slowly degrading equipment might make a decent money sink. The key element here being slowly, not those single use swords from the beginning of baldurs gate.Do you believe that there should be an option to send it to a blacksmith to repair? (Which I approve of, if it's suitably expensive and the blacksmith doesn't immediately repair your sword, instead taking a few days to do it.)
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Seems too OP in my opinion.I would like a tree-fortress, with an inn and dungeon, and an customizeable airship anchored amongst the branches.
I'm serious.
And then you'd travel around with that airship, from town to town, region to region, or nation to nation. So that no matter where you went, you'd have that "hub" or "base" with you. And then you'd have a real, major "home base" in the fortress.
Furthermore, I'd like to see the player "home" significantly tied to your choice of race, class, and choices made in the story, subquests or universe. Different choices should result in you being able to recruit different characters or vendors, or get different upgrades. For example, if you can fit a temple into the fortress (or whatever we end up with), that should have a profound and long-lasting effect on almost everything else. Your choice of race could make the difference between a wall of living hedges defending your keep, or a massive thick wall covered in spikes.
Classes
in Pillars of Eternity: General Discussion (NO SPOILERS)
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