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Everything posted by rjshae
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Armor and Defense Rating
rjshae replied to crackwise's topic in Pillars of Eternity: Stories (Spoiler Warning!)
I suspect that reach weapons will probably have the slowest attack speed. Hence you may be able to get in the first blow, but once the opponent closes you could be at a distinct disadvantage (much like the Roman gladius vs. the Greek sarissa). -
An interesting and creative concept for a game. Just playing as a powerless two-year-old would have a potent psychological impact. I hope it succeeds.
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Creativity and artistry don't function well in a mass-production environment run by corporate bean counters speaking pure manglish. The primary interest of the Harvard MBAs is in reducing costs and commoditizing output, which tends to relentlessly stamp out individuality and imagination. Ref.: music industry, movie industry, video game industry, fiction book business.
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Watching the news yesterday was a bit like seeing fog of war in action. They couldn't wait to contradict their own announcements from five minutes previously. It's just sad to watch them mindlessly at work.
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Having shopkeepers standing in the middle of the street in the Athkatla bridge district at midnight was one of the real oddities of Baldur's Gate II. So yes, scheduled overall city behavior would be good. But I don't think it should be necessary to implement that at the level of individual detail in, say, Oblivion; that would probably take much more work than is necessary for a useful simulation.
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Lighting and Its effect on Vision
rjshae replied to Bhaal_Spawn's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Assuming that the party members would communicate with each other, my thinking was that you'd display a union of all the FoW from each of the party members (but perhaps not some companions). Thus the FoW wouldn't be a circle, but a cloud-shaped region formed of the overlapping individual FoW. Modern PCs should be readily able to handle the necessary computation in real time as the party moves. It would shift shape based on lighting effects and party member positions. -
Me too. A nice look, but a tad uninviting plus a wonky interface. I could never tell if my postings were successful there.
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I've never had any problems with figuring out the meaning of the more elaborate spell icons and prefer them over the simplified ones. Then again, I'm a strongly visual person. I'd agree with you, except I didn't find the spell icons in the IE games much better. Spells I use all the time are easy to remember and I rarely have to change them. On the infrequent occasion that I needed to fine-tune a list, I always, always end up doing mouse-overs to figure out the spells. Then there was the inevitable delay before the tool-tip appeared. It's not the greatest approach.
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Update #50: So... Project Eternity!
rjshae replied to Darren Monahan's topic in Pillars of Eternity: Announcements & News
Message redacted.- 248 replies
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Update #50: So... Project Eternity!
rjshae replied to Darren Monahan's topic in Pillars of Eternity: Announcements & News
This part interests me: the fact that human ethnicities are being based upon the same parameter types as the other races. It feels more consistent that way, and I hope that more diverse human archetypes are presented than are currently "permitted" in our PC-sensitive culture. (After all, it is a different world with unique evolutionary pressures... or possible 'divine intervention'.) I'm not sure what is meant by the human 'Ocean' ethnicity though. Do you agree that suggestive of a merman/mermaid ethnicity? Or does it just cover coasts and islands?- 248 replies
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Demon Raptor--Formulated by a mad wizard (some even speculate by Od Nua) this flying creature combines the physical traits of an imp-like demon with a predatory bird, while assuming the social traits of a pack animal. When not scavenging they usually hunt in groups, chasing down larger prey by constant diving attacks that rip off small pieces of flesh. In the process the prey is steadily worn down and exhausted, leaving them vulnerable to a final, swarming, coup de grace. In some barren lands the Demon Raptor have been domesticated, which has allowed their physical traits to be modified to various degrees and their nasty personality ameliorated. Domesticated Demon Raptors have acquired the temperament of a loyal guard dog, and they can be relentless, cunning, and swift in the attack.
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Lighting and Its effect on Vision
rjshae replied to Bhaal_Spawn's topic in Pillars of Eternity: Stories (Spoiler Warning!)
I like this idea, really, but fear it might produce too much micromanagement to be a regular mechanic. Terrain modifiers and the like would be cool because they add tactical complexity, but are simple to grasp and static. Lighting can dynamically change the combat environment anywhere that's otherwise dark though, and I suspect this might add a bit too much complexity to chew down properly. As I said, I otherwise do like the idea though. Between having to deal with a dark screen and shorter perception range, the choice immediately seems obvious, but then maybe you can't fight so well in the dark. A torch would improve your melee prowess, but what about rangers? You limit the sight of your own, and provide easier targets to enemies. Provided these enemy archers are smart enough, perhaps they take advantage of your relative blindness and stay out of your path as they fire on you, who can't manage to find those damned buggers with your torch equipped. There's a lot of potential here, but the real real trick is to employ such with elegence and mechanics simple enough to not overload the player, I think I agree with most of what you're saying, and I hadn't really thought about it in terms of micromanagement: the change in FoW radius would be handled by the game so, for the player, it's more a matter of tactical planning based upon the lighting. Once a battle is joined, the Priest or Wizard may have a spell that can light up the battlefield for the duration of the conflict. The Ranger can roll off into the bushes, quickly adapt to the darker lighting, then pick off those archers hiding in the dark. The non-humans with improved vision would be at an advantage in the dark, so they too may move outside of the party's torch radius. Maybe the Chanter has a spell that allows her to detect enemies based upon sound rather than sight. &c. -
Has anybody been watching Orphan Black on BBC America? It's not bad at all; the drama has a nice flow and the suspense level is good. In some respects the premise reminds me a little of Hanna (2011), albeit without the genetic enhancements. I'm curious to see where they take it.
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Again, I'm not pledging money I can't live without. If the company is upfront about the delays - why, how long, etc. - I'm okay with that. If the project dies and I lose my money I won't be happy - but I accepted that risk when I pledged. Yep, that be one of my rules to live by -- never lend (or give) out something you're unwilling to lose.
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Lighting and Its effect on Vision
rjshae replied to Bhaal_Spawn's topic in Pillars of Eternity: Stories (Spoiler Warning!)
^^^^ I agree it would depend on other factors in the design, which may make it unfeasible. -
Lighting and Its effect on Vision
rjshae replied to Bhaal_Spawn's topic in Pillars of Eternity: Stories (Spoiler Warning!)
A thought occurred to me: As a fairly simple innovation, what the developers could do is to implement a variable radius Fog of War (FoW), with each character having a minimum and a maximum FoW radius that depends on the the race and other factors. When a character enters the light radius of a point source, her FoW radius rapidly shrinks down to the minimum. Once the character leaves the point source radius, her FoW gradually expands out to the maximum as her eyes adapt to the darkness. The speed at which this occurs may also depend on the race. This would partially simulate the effect of light blinding at night, giving the player a reason to pay attention to light use and placement. It could also add to the suspense element, since the FoW is now shifting size. Finally, it would provide another readily visible racial difference. -
Actually, delays could be a serious problem for a Kickstarter-funded project because it likely means a budget overrun. Just look at what happened to Legends of Eisenwald.
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Update #50: So... Project Eternity!
rjshae replied to Darren Monahan's topic in Pillars of Eternity: Announcements & News
Thank you for the clearly written FAQ. It added several details I don't think I've seen before, particularly the ethnicities. The Aumaua heads are interesting and nicely formed, although the polygons are visible in the hair. Can't wait to see it with the texture added!- 248 replies
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Yes, I couldn't get into the book either; I'm not sure why. But I thoroughly enjoyed the TV series; it's one of the few I have in blu-ray. Sean Bean sold it for me--one of my favorite actors. The remainder of the cast is generally top notch as well. Just wish they had more episodes per season...
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Lighting and Its effect on Vision
rjshae replied to Bhaal_Spawn's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Plus your individual party members are going to adjust to the darkness at different rates, depending on where they are situated and their movement. Would you adjust it to the character with the best sight, the worst, or take an average? It's probably much easier just to track the vision effects on the individual character portraits instead of in the area panel, and easier to play that way as well. -
It does drag on a bit in places; somewhat the same way that the Lord of the Rings trilogy got a bit tiresome.
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In TV news, the BBC apparent plans to make a 6 episode mini-series of Suzanne Clark's award winning fantasy novel, Jonathan Strange & Mr. Norrell. Could be good...
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Lighting and Its effect on Vision
rjshae replied to Bhaal_Spawn's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Yes, how they implement the hide skill versus lighting and shadows could be interesting. Perhaps at night it will just depend on the brightness of point light sources and the distance to the light? I'm not sure if they will factor in the effect of obstacles. -
Update posted for Clang.