Everything posted by rjshae
-
Update #70: New Year Project Update
I don't see it limiting myself if I have a Wizard that doesn't specialise in aoe spells or doesn't use INT. I could have a second Wizard in my party to do that. Also how does a spell like Magic Missile damage over time? I had three types of 'Wizards' (Drow Conjurer, Human Sorcerer, Aasimar Sorcerer) in a recent play through of IWD2 with each one specialising in a different area of magic, each had completely different stats from each other and they were all quite OP. Creating different builds isn't limiting yourself, it opens up new possibilities that you would have never guessed and perhaps the developers never anticipated. Some might see it as breaking the game. That's a good point -- for optimum performance, Battle-Wizards may specialize in different types of spells depending on their personal qualities (attributes). It'd be similar to players in a team sport focusing on particular positions based on their physical and mental capabilities.
-
Playing other Kickstarter funded games makes me nervous
rjshae replied to Death Machine Miyagi's topic in Pillars of Eternity: General Discussion (NO SPOILERS)What good will worrying do about it? They already have the development money so they either achieve the goal or they don't.
-
Spell interruption in Pillars of Eternity will not cause loss of the spell
Spell cool-downs I don't have a problem with; it's tactical combat cool-downs where it seems a little odd. For the latter, one might interpret it as the opponent keeping a watchful eye for the same tactic being used. But then it should be re-chargeable by disengaging from a fight.
-
Update #70: New Year Project Update
If Might was a purely physical attribute then I think the damage component would be fine as it stands. For me (and perhaps others) the issue comes when Might is applied to magic damage. However, the designers can implement the soul system so that it relies on the potency of the physical expression for its deadliness. That would mean that an intense physical component, perhaps accompanied by a loud verbal expression, is required for any damage-causing spell or power. It would limit the types of spells you can cast while paralyzed. It seems very anime-like...
-
Cities and town
It might be the Sorcerer's Tomb. Seems to be located near Dyrwood, at any rate.
- Update #70: New Year Project Update
-
The Kickstarter Thread
Regarding the above, I'm not sure how well I would like a game where you are playing a series of pre-generated characters within an established story timeline. It sounds like it could be mostly a combat sessions intermixed with narrative. Not really an RPG at that point since there is no character development and your choices are limited.
-
On the confirmed attributes for PE
I have been wondering whether the 'Healing' aspect of Might is the Stamina recovery rate during (and immediately after) combat? They probably picked 'Mig' because it is consistent with the other abbreviations. Plus 'Mgt' sounds like management.
-
Idea for Multiplayer/co-op
I'd much rather see concepts like a console version and co-op/multi-player be explored well after the game is released; assuming it is even possible with this code base. That way it doesn't interfere with the PC version. For example, Red Dead Redemption may finally be getting a PC port through an external contract, some four years after it came out on console. Hurray!
-
Update #70: New Year Project Update
There's probably a number of ways to rationalize the meaning of Might to cover both physical and mental strength. One might view at it as a form of Qi in Chinese culture, providing a life force that sustains a living being. Perhaps then capabilities of the old Strength stat in D&D is now represented by the combination of Mgt and Con, while Intelligence is Mgt and Int? It's a bit of a fudge, I know.
- Update #70: New Year Project Update
- Update #70: New Year Project Update
-
Difficulty Thoughts: Merchants with Limited Gold & High Level Loot
I do not think this is an accurate recollection of events. There were problems with the loot tables but there was a lot of loot in IWD2 from beginning to end. We adjusted the stats of items in the patch, but we didn't dramatically change their distribution and I certainly don't remember adding anything. I certainly didn't have an issue with the loot in IWD2 and if there was "outcry" I missed it. In fact I particularly liked that it had masterwork weapons at low levels; it made for a nice transition.
-
Collateal Damage
Collateal? That's so 2009... But yeah, having onlookers respond logically to events and environment can add a lot to the game experience. The Witcher was wonderful that way (or at least it was for the environment part).
- Difficulty Thoughts: Merchants with Limited Gold & High Level Loot
- Difficulty Thoughts: Merchants with Limited Gold & High Level Loot
-
Difficulty Thoughts: Merchants with Limited Gold & High Level Loot
To me, limiting gold is at the same level of realism as weapon repair; it's probably something better left to the expert mode. But a comparable option is to have "grades" of equipment, then limit the highest grade that a store deals with. I.e. a cheap Grade I or a good grade II sword is available from the village smithy; buying an expensive Grade V sword requires a visit to the Exquisito Sword Works in the capitol city.
-
How to add Numbers (a program)
Would it work better with 2D arrays? I.e. adding 3 and 2 => result in array element [3][2].
-
Can I even handle a game like PE any longer? Well, I sure hope so!
I think my expectation is that playing the game in Expert mode with a higher difficulty setting will take longer. Perhaps much longer. On the other hand, Casual mode should be easier to pick up and set down. But I really don't think the game should be streamlined too much to satisfy the time limitations of just a part of the market. For example, I can play the game when there are longer free intervals to focus on the action.
-
Strengths and flaws?
For me a well-implemented strengths/flaws system would have successful information hiding, in which case the determination of a favorable strength/flaw for a particular character type would be independent of the specific game conditions. Unfortunately that can't happen given the existence of walkthrough strategy guides... unless the game itself meta-games the selected strength/flaw to have a net neutral benefit. People probably wouldn't like that. It might be better to focus on what strength/flaws people would find fun to play with, rather than whether one or another gives a greater advantage. After all, one can always change the game difficulty level if a particular selection makes the game too easy.
-
One month without news
The only thing I really wonder about is how far along they are on the overall production schedule? Other details are always welcome, of course.
-
A strange companion.
Perhaps a companion who is in reality just a receptacle for an unbroken soul that was torn from its original body and bound to a medallion. Currently, the companion has the form of a furry animal who seems surprisingly intelligent, yet possessing the nature of a loyal pet. But it snarls at anybody attempting to remove the medallion from around its neck. Powered by its trapped soul, the pet possesses some unusual abilities that aid you on your quests. Its power is seen to grow in proportion to your own. In time, you may acquire tools that allow you to learn the truth about your pet. You then discover that it is on a quest to restore itself into its original body, which is serving some diabolical purpose in parts unknown.
-
Hidden Experience
I'm not really seeing the benefit of this. It's an option that most people would probably ignore, which means it would have low development priority.
-
Design a monster.
You could overrun the planet with a mincing machine. Program them to attack each other, making even more copies.... Personally I'd like to see a more "practical" limitation. Like it can only fully replicate itself by absorbing the soul of a creature it has slain.
-
What's on the idiot box... Part 2
I still still can't seem to get into Agents of Shield, and yet I can't stop watching it. What's up with that? Must be subliminal mind-control technology.