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Everything posted by rjshae
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Update #58: Crafting with Tim Cain!
rjshae replied to Darren Monahan's topic in Pillars of Eternity: Announcements & News
They could still implement the rough equivalent by allowing disarm-type attacks, along with damaged loot capability. But I suppose that would be "punishing" the player. We want no part of that here, sir. Go get 'em tiger.- 633 replies
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Mmm... mostly. They'll still need to add higher level spells and capabilities. I'll bet there's also a temptation to expand the base system, perhaps with new races, classes, or what have you. New races always ruin games. And BG:ToB hit a logical limitation with all the new levels, you basically became a god. Some other way has to be found. I haven't found new races to be the ruin of a game, but our experiences are clearly different. You might be able to carve out a power base and then start developing talent to carry out your orders. That up and coming talent can then be the leaders of your new adventurers. Perhaps multiple teams carrying out simultaneous missions, each run as separate episodes, with the outcomes influencing other events. Or you just start over with a new story thread and a new hero. Perhaps the offspring of your previous hero?
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Update #58: Crafting with Tim Cain!
rjshae replied to Darren Monahan's topic in Pillars of Eternity: Announcements & News
They could still implement the rough equivalent by allowing disarm-type attacks, along with damaged loot capability. But I suppose that would be "punishing" the player.- 633 replies
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Underrepresented Items
rjshae replied to Cultist's topic in Pillars of Eternity: Stories (Spoiler Warning!)
It might be useful to have a barter system for magic items. A high-end guild coster can manage various deals of the form: "will trade items X, Y, or Z for an item of type X or best offer", with a service fee paid for by the other party. This can allow you to more readily obtain an exotic item during the game. -
Update #58: Crafting with Tim Cain!
rjshae replied to Darren Monahan's topic in Pillars of Eternity: Announcements & News
The biggest argument I've seen against durability is that it "punishes" players. To me that's a 'WTF?' argument, but okay. If a RPG removes all mechanics that "punish" a player, then get ready for some milque-toast runs because your enemies are going to be pure cannon fodder. Disease requires players to go and get treatment--a punishment, so make it go away nice and easy. Poison degrades player performance and requires a cure--a punishment; make it vanish after a rest. Petrification is a pure kill-joy--make it easy to reboot. Get rid of food and water requirements, eliminate encumbrance effects, make levelling up easy: these are all steps to avoid "punishing" a player. It's sad, but I guess that's the trend in the gaming industry. No matter. It's a whole lot of fuss over what's essentially a pretty minor feature. I could live with it; I can live without it.- 633 replies
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Well there's loot and then there's loot. I don't think having a few, rare, level-able items around is going to hinder the collection of other goodies. In principle then this is a reasonable idea. But there are multiple ways to implement this, and they don't all involve money. For example, unlocking the enhanced capabilities of the item could be implemented through prerequisites, such as special abilities or skill levels. These can be used to balance out the items and make them more favored by particular classes. Other capabilities may require slots for rare gems that only become available at higher levels of wealth.
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Q. How many gamers does it take to replace a light bulb? A. Just one, but first he needs to roll a 1d6 and consult the table below. Pause to post a complaint in the P:E forums about how the light bulb isn't innovative. Roll again. Roll for critical fail on ascending the step ladder. If successful, bulb replaced. Otherwise you must retreat to a rest area. Roll again. Notice that the light bulb has failed its durability quotient. Seek out a light bulb smith and get it replaced. Roll again. Light bulb replacement is not allowed for your class. Ask the wife to do it. You have a random encounter with a small domestic animal. If you survive, roll again. Decide that light bulb replacement is degenerate activity. Instead, you decide to go and have a nap. Roll again.
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I can't say I'm a fan of magic item breakdown because it makes them feel modular and mundane. Items that can't be broken down are able to develop a history and reputation. As for items that don't fit well with a particular character build: so what? The game world shouldn't revolve around the characters. What would be a nice capability at sufficiently high levels is to be able to use your stronghold library and something like a lore skill to research potential new magic items. The game designers can build in certain hidden synergies that determine how well particular combinations of capabilities fit together. You can then work with the craftsman to see if it can be built. Perhaps with the expansion release...?
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Update #58: Crafting with Tim Cain!
rjshae replied to Darren Monahan's topic in Pillars of Eternity: Announcements & News
I think it means that characters will use other skills to craft things. So crafting is still skill based, but there isn't specific skill just for the crafting. I am not hundred percent sure that I am right, there is always possibility that crafting will not need any skills but only recipes and ingredients. Crafting can always be made a skill that you can hire. Since it is tied to a workbench, that workbench can also be associated with the necessary labor. Possibly what the character brings to the table, so to speak, is a combination of their unbroken soul energy and certain special skills. Thus a ring of darting and dodging could be constructed by an expert gold smith, while drawing upon the soul-based focus abilities of a rogue. Characters could still perform certain recipes that don't require specialized crafting skills, such as basic cooking, but do require a hearth and enough time to perform the task.- 633 replies
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Update #58: Crafting with Tim Cain!
rjshae replied to Darren Monahan's topic in Pillars of Eternity: Announcements & News
It's an interesting idea. One flaw is that I'm not very fond of good magic items being flawed and in need of repair. And if they are out of this mechanic, wouldn't that leave us players heaps of literal trash that only the greedy would repair in order to sell it at a higher price? Thanks. Well they could weight the odds of parts being damaged based on the original quality and the likelihood that it is being maintained. Low quality/value = high odds, high quality/value = lower odds, magic quality = nearly impossible to damage.- 633 replies
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Update #58: Crafting with Tim Cain!
rjshae replied to Darren Monahan's topic in Pillars of Eternity: Announcements & News
Here's a suggestion: Although durability as it applies to the party has been removed, it could still be applied to enemy gear. When collecting loot, it would add flavor and realism to have some portion of it be badly worn and damaged. If the party finds a particularly nice item that is in poor shape, then a visit to a smithy would get it fixed. Bingo, you get the same result of encouraging interaction with an artisan. Those who don't want to deal with such maintenance can just sell the damaged gear at a lower price.- 633 replies
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Mmm... mostly. They'll still need to add higher level spells and capabilities. I'll bet there's also a temptation to expand the base system, perhaps with new races, classes, or what have you.
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Update #58: Crafting with Tim Cain!
rjshae replied to Darren Monahan's topic in Pillars of Eternity: Announcements & News
I find it funny the things that will "annoy" some players. It's a game: the whole point is to overcome obstacles. No matter. By the same token you could claim that crashing to desktop is part of the game and you'd be a fool to complain about it. The whole point of games is for overcoming satisfying obstactles. Not irritating ones. This proves nothing. Obviously if you take away all aspects of a game then it won't be enjoyable for anybody. The game is a simulation of an alternate reality. You'd have it remove all aspects of the reality that you find irritating, such as poison, disease, petrification, or dying. So be it. But that approach to gaming isn't for everybody. Those so-called irritating elements are what give the setting atmosphere, add to the challenge, and bring the setting to life. I think the main effect of a more severe durability mechanic was that it would cause the front-line characters to carry extra weapons. When one wears out you switch to the other. But the implementation wasn't very impactful. Weapon switching will perhaps happen anyway because of the armor system.- 633 replies
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One of my all time favorite series. I still miss it. The first two seasons were the best, but it's all enjoyable.
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In answer to the age old question, "why did the chicken cross the road"...
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On this point, note that it is possible not to care about a particular game feature without actually feeling "hate". I recognize that there are features in the game that appeal to only part of the gaming community and I appreciate the design effort that went into it. Likewise I'm know there are elements of the game that I will love but other may not. My point is that we can discuss this without resorting to reducio ab absurdum arguments.
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"Bribe scientists to advance your technologies, and kidnap doctors to augment your agents. Try siphoning cash out of the corporate account, bribing a bank manager to “misplace” his security pass" You're describing types of actions that can happen in just about any RPG with social interactions.
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Update #58: Crafting with Tim Cain!
rjshae replied to Darren Monahan's topic in Pillars of Eternity: Announcements & News
I see the very idea of durability and equipment maintenance as inherently bad in Infinity-like RPG. No matter how cheap and abdurant "repair kit"-type items would be. In Fallout, they served as universal repair, if PE will feature, something like Hammer item from TES for universal item repair, then still it will be an additional way to annoy the player. I find it funny the things that will "annoy" some players. It's a game: the whole point is to overcome obstacles. No matter.- 633 replies
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Crafting always felt like a non-adventuring skill to me -- it's something you learn through lots of practice in a workshop. Simple crafting skills like cooking, repairing a strap in your armor, and honing your blade: sure. But learning to craft a masterwork blade by slaughtering ogres: not so much. If you need to use a work bench to craft something sophisticated, then it feels more in character to hire a craftsman and his team of assistants to help you do it.
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On the assumption that the game will implement friendly fire rules for magic, then a magic user should be able to acquire the ability to avoid friendly fire effects by channeling spells around companions and allies. This should allow the magic user to cast, say, fireballs, centered on the party, that usually only damage the enemy. Damage to concentration could negate this ability, causing grief to the party.
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Money balance
rjshae replied to jethro's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I don't think the developers need to micro-manage the scarcity of money; that comes off just as annoying as level scaling or expendables scarcity was in DA2. Just give us enough spending options so that making gobs of money feels worthwhile toward the end. -
Update #58: Crafting with Tim Cain!
rjshae replied to Darren Monahan's topic in Pillars of Eternity: Announcements & News
repair kits never helped anything in FNV. With abdurance of repair mateerials they were only used when you get some unique weapon like fatman. And it was always not worth it when it came to creatuing repair kits via crafting. You're comparing apples and oranges. This is an entirely different game and my suggestion was for a universal implementation of item repair, not a one off.- 633 replies
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Conquest of the Universe -- a space-opera campaign book in a high-tech fantasy setting, using the Pathfinder system. Successful: $6,140 pledged. The Ministry Initiative -- includes a new steam-punk role-playing game. Successful: $30,480 pledged. World Beneath the Clouds -- A setting book about the alternate world of Venus in the Hive, Queen, and Country steam-punk universe. Successful: $3,055 pledged.
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It's hard to tell without looking at the finished product. Perhaps we'll see reviews on rpg.net down the road.
