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Everything posted by rjshae
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^ That activity may already be covered by Kingdom Come: Deliverance. We'll have to wait and see.
- 350 replies
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- 1
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- Obsidian
- Pillars of Eternity
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Update #88: Final Sprint and... Release Date!
rjshae replied to BAdler's topic in Pillars of Eternity: Announcements & News
I always wait for the third patch so I get a more enjoyable playing experience. This will be sitting in my play queue for quite a few months after launch. Maybe by my birthday... -
Low int dialog.
rjshae replied to TheisEjsing's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
It seems to me that low-INT conversations would be something beneficial that modders could bring to the game. Assuming the capability exists to implement it. -
Yes they could, but why would they? It's high enough to show they take it seriously, but low enough to make success very likely.
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As they wrote: "We know from experience that fulfilling lots of physical rewards is a big, distracting, and expensive undertaking and we want your funding to go into making a quality game - not into shipping a bunch of tchotchkes. Remember, the people making your game are also the ones making and sending your stuff!" So imho it's totally okay. Less money on physical goods = more money for gametime fun ) Well, just as long as less money on physical goods != less money period.
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The fact that he took two steps with the ball under control makes it a catch in my mind. But a rule is a rule.
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Overall I found it to be a fetid stew of acerbic grumbling, unchecked profanity, and hyperbolic negativity. At this point, I don't take their opinions too seriously because they aren't representative of what I enjoy. But they do put out the occasional interesting review.
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None of the higher level rewards look particularly interesting. They seem to be steering away from physical goods; probably for good reason yes, and yet... a t-shirt, laptop sticker, or mouse pad would be nice.
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Update #88: Final Sprint and... Release Date!
rjshae replied to BAdler's topic in Pillars of Eternity: Announcements & News
Thank you for the update. I'm looking forward to the release. -
This twisted trollogic brought to you by the school of people butthurt over people being butthurt about people suffering from butthurt.
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Well this may turn out to be a demonstration that Kickstarter's best days aren't behind it yet. Nicely done!
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When somebody spews venom regarding a company's works, then goes on to give the most ridiculously trivial excuses as to why they don't like a particular game: I'd say they are carrying a grudge. Unfortunately I see this all too often, so it doesn't seem contrived to me.
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For those who haven't seen this yet, a web site called XP4T is running a best RPGs of the 80s poll.
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Those guys were pretty harsh on DA:I--it's listed 47th. Lots of Bioware haters, I guess.
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It succeeded on Kickstarter in October, 2012; the early release target was (IIRC) eighteen months, which would put it at April, 2014. Clearly that was aggressive scheduling, but it's nothing out of the ordinary. I'll bet the budget is getting pretty tight by now.
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Perhaps it's just me, but the zombie gaming market seems overly saturated right now. It seems like the undead tropes are getting a little stale... or else I'm jaded.
- 350 replies
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- Obsidian
- Pillars of Eternity
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To make up for the U.S.'s pathetically poor education system that starts off a year late and skips three months every summer, we'll add two more years of catchup at the end.
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Wizard spells
rjshae replied to commissar7's topic in Pillars of Eternity: Stories (Spoiler Warning!)
I'd like to see the pool of Wizard spells include various force effects. In some respects, these can play the role of summoned creatures as they tie up opponents and prevent them from impacting party members. The effects could even manifest themselves visually as a vaguely creature-like form. But they would be unique to this class because they would be limited in their engagement abilities and wouldn't have the same types of attacks and defenses as summoned creatures. -
Not diminishing returns; a cap. Once you've killed enough critters of a particular type, you know everything there is to know about killing them and don't get any more XP for them. Also, no XP for killing people (=not beasts or monsters). Essentially, this is what happens in D&D; or at least in D&D v3.5. As you go up in level, you get diminishing amounts of XP for slaying lower CR creatures. Eventually it becomes pointless XP-wise to seek out and engage weaker foes.
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No Thrown Weapons?
rjshae replied to Magnificate's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
That might be the case since they likely require another set of animations. Perhaps they will make an appearance in the sequel? -
Wizard spells
rjshae replied to commissar7's topic in Pillars of Eternity: Stories (Spoiler Warning!)
D&D Wizards were the swiss army knife of spell casters. Per illathid, PoE tones that down and narrows the focus so that Wizards now seem to have more of a purely artillery role. That certainly would seem to make them less interesting to play. -
Boots of Speed!
rjshae replied to TheisEjsing's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Boots of Speed Dating... now with built-in heelys. -
I think we can expect this a lot in the future. People are accustom to getting XP for fighting. Seems to be pretty traditional in games. Players will have a hard timne understanding that there is at theoretically a non-combat path and the devs have tried to balance this. It's classic Pavlovian conditioning: kill the monster; the bell rings and you get a treat. Some experienced players may have a hard time getting past that. In addition to replacing this with the monster lore XP, the game could reward the player with random comments from NPCs. "Ooh, I just love a skilled bandersnatch slayer!"