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Everything posted by rjshae
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Fear: UIv2
rjshae replied to Sensuki's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
For me it's not so much where the "stupid gap" is in the screen as that it allows you to see some of the area real estate along the edges. This provides an illusion of access to the full screen for viewing, as well as making the area fit the golden rectangle ratio of the typical screen display. When you are moving a party in some direction, the edge of the screen is normally where you will be looking to see upcoming risk factors. Having that blocked off by a solid bar feels hindering.- 184 replies
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Fear: UIv2
rjshae replied to Sensuki's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I don't have an issue with decorative borders around the edges of controls and information displays because they lend solidity to the appearance. Minimal borders just looks too modernist. As long as they don't take up huge chunks of screen real estate, I'm really not seeing a problem. Clearly no one UI is going to please everybody.- 184 replies
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New Kickstarter incoming
rjshae replied to C2B's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Timing wise, they would need to plan the budgeting for the next Kickstarted project before the current one is complete. If they wait until PoE is wrapped and shipping, they'd have a budget gap. So asking them to wait probably isn't realistic. -
New Kickstarter incoming
rjshae replied to C2B's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
The end of year is a really bad time to be asking for more money. Hopefully they'll wait a few months. -
Kickstart Backer Badge
rjshae replied to Gfted1's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I received mine right away. The K badge... well, it's not the greatest looking button in the world. -
A question I have: is this different than the planned (TotSC-style) expansion they mentioned during the early stages?
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- Stretch Goals
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A problem with this is proposal is how the extra funding is going to be collected. If they request more funding from the existing backers, then they are limiting the potential amount. The contributors will consist of (i) existing backers who (ii) are interested in this expansion and (iii) are willing to ante up more money. Conservatively I'd expect the result would be up to 10% of the original amount, or no more than $400,000, if they sell it well. I think they'll need to contemplate how to draw in new backers, possibly think up some enticing but inexpensive rewards, and plan a good sales pitch that doesn't backfire.
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Update #69: Pillars of Eternity
rjshae replied to BAdler's topic in Pillars of Eternity: Announcements & News
It all looks pretty terrific. Thanks for the update. I do have one request to make: would it be possible to desynchronize the running motions so it doesn't look like everybody is performing the exact same animation simultaneously? It looks a little too machine-like.- 488 replies
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At first I thought no, but I probably would be interested in more wilderness if it meant an expansion in creature diversity, more environmental effects, and a dynamically explorable map.
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Thanks for the tip; I'll have to give that plug-in a try.
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You're comparing two images with characters as the focus to an image meant to represent the background, then calling the latter 'not' art. I don't think that's fair. Strip out the characters and their effects/accoutrements from the first two images, then compare them. Personally I've always lived in a pleasingly green landscape, so the P:E image does carry some emotions for me.
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AD&D COMBAT? or..
rjshae replied to Krom27's topic in Pillars of Eternity: Stories (Spoiler Warning!)
A number of the elements of P:E combat may still feel D&D-ish. For example, there are spell levels; the class archetypes are mostly similar to D&D; there are a multitude of weapon types; armor is not piecemeal; you must use a safe rest spot to recover your health, change Wizard spells, and restore certain key abilities; there are a set of feat-like enhancements that improve your combat capabilities as you advance in level; there are distinct character races with their own unique abilities, &c. Health acts somewhat like hit points. The main combat impact of Stamina is to make individual battles more risky: unlike in D&D, you can't entirely rely on a large pool of HP to survive the non-Boss battles. -
Stamina Regeneration POLL (Merge?)
rjshae replied to Osvir's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Health already acts as a type of long-term stamina, so I'm not sure that adding a third component (Short-term Stamina/Long-term Stamina/Health) would be beneficial. But it would be good if Expert mode included some Health effects on the elements you listed. E.g. Low Health should make you somewhat less resistant to poison or disease. -
World Map Travel
rjshae replied to Shadowless's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Story content, sure. But I hate random encounters with a passion. They are arbitrary obstacles placed in between you and what you really want to do. They're generic, tedious and superfluous. Want to rest? oops, no, **** you, you HAVE to do this first. They're a grind. They aren't arbitrary; they represent the risk of traveling through wilderness areas. That's the way it works in the wilderness--as you travel through the wilds you randomly come across potential dangers, be it bears, cougars, snakes, angry badgers, or what have you. But sometimes the biggest dangers are other people. What's lacking is a means to mitigate that risk. You should be able to choose to navigate your way along the more travelled roads, or take the risk of moving directly cross country along a shorter path. Avoiding the random hazards of the wilds is one of the benefits of having a Ranger. A Ranger should also be more likely to find interesting sites to explore. -
World Map Travel
rjshae replied to Shadowless's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Here's an approach that is part-way between the point-to-point approach of the IE games and the roaming freedom of the NWN2 SoZ: The world map would be divided into two types of overlaid objects: destinations and milestones. As you move the mouse about the map, the system generates an optimum path between milestones to reach your present mouse location. If you want to lock a path through a specific milestone, move your mouse over that milestone and right click. The rest of the path will then continue to follow your mouse about, pivoting through the locked milestone. You can lock a path through multiple milestones. Esc to undo the last milestone lock. Left click to target your destination. This would provide an easy way to get from point A to point B, plus a little flexibility if you want to avoid (or pass through) a specific location. -
Attribute theory
rjshae replied to Sensuki's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Perhaps an automobile analogy would be appropriate? Strength: engine horsepower and transmission Unnamed Accuracy Attribute: responsiveness and handling Constitution: mass, impact resiliency, bumpers, and air bags Intellect: driver navigation and control- 483 replies
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Stamina Regeneration POLL (Merge?)
rjshae replied to Osvir's topic in Pillars of Eternity: Stories (Spoiler Warning!)
The only time you'd not want regeneration after a battle is when there is going to be another battle immediately afterward. In that case, the developers can just stage the two. Otherwise, I'd prefer the recovery to be abstracted and take just long enough for the player to notice the process taking place. -
I feel similarly. FPS games have become the medium for ever finer graphical detail; I'm hoping Isometric games will turn into the medium for fine story telling and squad level tactical combat. Once the engine is developed, they don't really need to keep re-inventing it. Just apply incremental improvements (like in the old Gold Box series) while focusing in on the story and the associated art work.
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Laying Waste: A Guide to Critical Combat -- (Pathfinder) "modular rules set that replaces the existing critical hit system, and is suitable for any d20-based game" -- succeeding at $10,800. Protocol Game Series: 15 Thematic Story/Roleplaying Games -- a series of games that "uses a simple method of shared storytelling with charts, motivations, character interaction, and plot" -- succeeding at $3,670. Example: "Joan of Arc is a story roleplaying game about scientists and rescue personnel working to save a damaged space station before disruptive energy rips it apart. Starting from the planet’s surface, the team has limited time to get to the station, climb inside, and repair the damaged station. The clock is ticking as problem after problem besets the team members who have limited resources to battle the ravaged reactor core." Crios Role-Playing Game -- "Crios is a fantasy campaign setting that mashes the fantasy genre with that of Earth's First World War." It is based on the Renaissance Deluxe setting. Currently at $910/3,000 with 21 days to go.
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Monster Question
rjshae replied to TreverJohansen's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Most of the stereotypes being referred to are entirely the result of modern media, so it's not a "tradition": the folklore just describes them as ugly and humanoid. Obviously nobody knows what a troll really looks like, so they can make it whatever they want.