-
Posts
5204 -
Joined
-
Last visited
-
Days Won
87
Content Type
Profiles
Forums
Blogs
Everything posted by rjshae
-
Never had a desire to play in MMO games; the thought of playing with a mob of needy 14-year olds isn't appealing. I'll stick to the single-player experience.
-
It's not what powers you gain that's important, but what you do with them. To balance things out, the gaining of any type of superpowers should be counterbalanced with major drawbacks. Scaling up the potency of the PC by granting him superpowers would push him/her above the capability of most opponents, essentially diminishing the capacity for dramatic conflict and linearizing the progress of the plot. The game may then need to move the story to a different part of the world where the hazards are greater, thereby raising the question as to why the powers in that region haven't spread widely and taken over. I suppose the plot could thereafter be about stopping the spread of those powers, turning it into another "world in peril" fantasy. Since this setting is soul-centric, one of the hidden goals of a character with an unbroken soul could be to become transcendent; to ascend to a higher level of existence. Gaining superpowers could be a representation of this process. But to make it dramatic, there would need to be some type of resistance to this ascendancy. Someone or something either needs to stop other creatures from ascending, or draws their powers from incapacitating those with superpowers. The greater powers of the PC may draw in those hungry to draw upon their capability. This in turn may significantly endanger others in the surroundings. Perhaps the religious practitioners of the land have gradually devised a means to deal with this danger by dispatching the source (the PC) elsewhere? As a result, those characters developing superpowers are gradually weeded out of the local population: a PC can choose the path of the normal power level and remain in the lands, or strive for superpowers, be perceived as a threat, and then be voluntarily or forcibly sent away permanently.
-
All good stretch goals, although I'm a little surprised some of these weren't already in the game since it has been under development. I guess it shows they really do need the kickstarter to improve the game. There once was a gent from Gent...
-
Hmm, you did take quite the gamble then, didn't you? I anticipate it being a variation on a theme, albeit a good one with its own flavor and features that enable it to stand apart from the original Torment as a worthwhile "spiritual successor". It's often hard to tell how much I'll actually like a game before I play it, so in that sense every game purchase is a gamble. But I'm willing to support game development of the general type: single-player, multi-character CRPGs with depth.
-
^^^^ Why does it keep feeling like a Mel Brooks film?
-
I reluctantly gambled a bit and contributed: going for the boxed game at $65 and hoping that it'll pay off down the road. Some people sing the praises of PS:T; I'm not one of them. But I liked some of what I read on the KS page, so I'm crossing my fingers that I will be pleasantly surprised.
-
A significant percentage of the exceptional quality item drops could be heavily damaged items: goods of obvious value that were not being put to use by the opponent because of the defect. For example, a superb sword with a broken hilt; a fine mithral chain shirt that is rent from shoulder to waist; an elegant recurved bow that has a crack running along the grip; a magical elixir that has dried to a gummy mass, &c. The PC can then choose to locate a skilled craftsman and provide the necessary funds and material to see the object fully restored to normal operation. This would add a little realism and provide another incentive for interactions with artisans.
-
A little irony...
-
Looks like they just hit $4.1M. Impressive. Greed? Marketing tactics? In a commercial business, no less. Companies doing more than one project at a time? Just what is capitalism coming to? At this rate some gaming company is going to want to turn a profit. It's shocking, shocking I say.
-
Well it could be a vegetarian zombie outbreak, in which case they'd want your graaaiiiinnns.....
-
This crowdsourced game is on IndieGoGo: Ghost of a Tale The video character is kinda cute; I'm sure the young 'uns will probably love it.
-
Every potential thing to be included in the game costs money to implement; they can't afford to include all the good ideas if they don't get enough funding to pay for them. Yes and it's better to go in ahead of time knowing what you can afford to implement, rather than nearing the end and having to cut a bunch of content to meet costs.
-
Woodsman might serve, but really Ranger is more widely recognized form of the profession in English-speaking nations. The word has certain connotations that just aren't present with the term 'Hunter', so I think it's highly unlikely that the PE developers will switch. But they could always call it Hunter in translations.
-
No horses. Imagine that.
rjshae replied to Jarmo's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I'm skeptical that it would be a significant overhead to add mounts for opponents. It shouldn't be any more than a winged dragon, say. The rules shouldn't be difficult; just treat the mounted warrior as a single creature for attack purposes, but track separate damage targets. -
The problem with selling licenses is that the company you sell them to can change hands, the product vision may change in unforeseen ways, and, as a result, the contract may end up getting tied up in courts for years. But presumably Disney has good lawyers.
-
The BAD Kind Of "Multiple Currencies"
rjshae replied to Ffordesoon's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Different currency systems should be abstracted. I want to play a FRPG, not Currency Exchange, the game. -
It's perhaps an odd thought, but... a stronghold in TToN might be much more interesting than the one in PE; more quirky, more unique, more fun. Unfortunately they made it all but inaccessible by setting the stretch goal so high.
-
Either we're being scanned by a positronic sensor beam from the alien mothership, or they may have found direct evidence for a certain form of dark matter: http://phys.org/news/2013-04-scientists-hint-dark-results-billion.html
-
There's a good chance however they're gonna find a new deal with someone to finish 1313. Would be a shame not to pursue completion of it. Agreed. The concept of moving away from a force/lightsaber-centric game yet sticking to the SW universe is intriguing, and the result may be a more gritty, down-to-earth experience. Some will love that approach; some will hate it.
-
Well that does seem to fit Disney's shift to a "licensing model", so I'd speculate that the odds have improved.
-
Linear vs non linear story
rjshae replied to Malekith's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Non-linearity should be easier to implement near the end than near the beginning. So perhaps mostly linear at the start, semi-linear in the mid-game, then a weighted non-linear end game. -
To me, specialization based on weapon usage style makes more sense: Swing vs. thrust vs. hybrid Fast/very fast vs. slow One-handed vs. two-handed Solid shaft vs. hinged or flexible Hurled vs. projected vs. gunpowder/magic Specialization in a specific weapon would be okay, but I think it should have a prerequisite of two or more of the above.