Everything posted by rjshae
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Update #56: Paladins and Wild Orlans
Yep. Apart from the Faith and Conviction benefit (which apparently shows that the game will have comparable saves to D&D), the Paladin benefits all appear to bestow leadership qualities on the Paladin. If you go where he goes and fight what he fights, then you get benefits. That doesn't seem like a support role to me. The horse archer was a very effective weapon in the middle ages, so it seems like a legitimate tactic to shoot and scoot. I'd say it depends on how much of a movement increase the Paladin provides and how much time it requires to get off a shot.
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The Kickstarter thread (PnP edition)
Recently successfully funded: Sovereign Stone Crimson Exodus The Elves of Uteria sourcebook Witch Hunter: The Invisible World Under way: Deep Magic: A Tome of New Spells for Pathfinder RPG Castles & Crusades -- Return to the Haunted Highlands Zeitgeist AP hardcover compilation (Pathfinder & D&D 4E) Westwater Role-Playing Game Lamplight Media Kickstarter for Dragon Con
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Wondrous Items in Project Eternity
Gorget of Adra Sculpted out of the shell-like material known as adra, this gorget is reputed to provide some limited protection against the biamhacs, the spirit-wind phenomenon that scours the ruins of Eír Glanfath. Although of little value to those with strong souls, these items are sought out by weak-souled looters so that they can hunt for treasures amidst the ruins. Wearing the gorget for extended periods can result in disturbing dreams that leave the subject restless and weary. However, it does provide some protection against sleep spells and similar magic.
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Holy Avenger
It might be interesting to have a weapon's properties vary depending on your status with a particular faction...
- Update #56: Paladins and Wild Orlans
- Update #56: Paladins and Wild Orlans
- Update #56: Paladins and Wild Orlans
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Holy Avenger
I'd rather see class enablements than restrictions. That is, have an item more favorably complement the ability set of a particular class, but still be useable by others. For example, a paladin's sword could allow an additional use of Reviving Exhortation by the character. If you're not a Paladin, then that ability provides no benefit.
- Update #56: Paladins and Wild Orlans
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Cloaks and other cloak-like things.
Yeah it's funny how often game cloaks end up looking more like capes.
- Encounter and side quest ideas
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Encounter and side quest ideas
One of the more interesting topics on the Wasteland 2 forums was a series of posts by the community on interesting encounter ideas. I think that might also be a useful topic here, so how about it? Do you have a brief but unique idea for an encounter or a short side quest in the P:E setting? It doesn't have to be anything fancy, just something unique or memorable. I'll throw a quick one out there to get the topic rolling:
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The Kickstarter Thread
Looks intriguing, but some of the grammar has me a little concerned: Frozen State
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How "grindy" will the game be?
Perhaps we should do like they did with Wastelands 2 forums and start a 'Quest ideas' thread to see what sort of original notions we can come up with? There's bound to be a nugget or two they could use.
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How "grindy" will the game be?
COMBAT IS NOT WHAT MAKES AN RPG. If you can play a role in a story which reacts to your choices, it's an RPG. If it has a stats-heavy system and a well-defined, branching story, it's a CRPG/Western RPG. While combat-free CRPGs have been very rare to absent, it's not unknown in P&P, and the amount of actual combat encounters is generally smaller even in the ones with traditional combat system. This is true, but irrelevant. If I want a non-combat game then I'll deliberately pick one. For me the primary benefit of a party-based CRPG is to allow tactical options in combat.
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How "grindy" will the game be?
Yes well that's the key factor isn't it: will any loot be dropped?
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How "grindy" will the game be?
Exactly the point. Combat has a cost with no benefit. Ergo, it becomes an adventure game withe the occasional boss battle. Zzz...
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How "grindy" will the game be?
Avoiding most combat sounds a little... boring. I'd rather have combat that require unique and creative tactics to solve.
- Update #54: Art Update - Work IS in Progress!
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Update #54: Art Update - Work IS in Progress!
I agree in general, but even games concerned with optimized efficiency for multiplayer, like DotA, LoL and Starcraft 2, still use solid UIs. The implication elsewhere in the thread that P:E is hanging on to an outdated design sensibility while everyone else has moved on just isn't true. Hmm, interesting. Your examples all differ from the original P:E interface by using varying heights. The latter interface just looks like a solid bar across the screen. Your examples also add a lot more color, which tends to blend in with the game window. I wonder if those factors have any impact on the perceived changes to the aspect ratio?
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Small suggestions. Easily implemented ideas, quickfire thoughts.
Obviously, some old, mad Wizard developed the Flame of Eternal Burnitude, and made oodles of money by selling it to all the dungeoneers throught the land. Afterwards, they killed him off, took their money back, and re-dubbed the technology Infini-Bright. The mage who invented endless magical light for dungeons and got stiffed out of royalties would be such a great quest hook... One possibility is to make such a spell require a relatively uncommon material focus. This would make it at least somewhat costly to implement on a large scale. Another is to put in a prohibition that would require either certain conditions or else maintenance by a wizard. Here's one method: the eternal flame requires a flawless crystalline focus to serve as a containment vessel. The lowest cost material for this purpose is a crystal of quartz of at least the size of a thumbnail. The larger the crystal, the brighter and more durable the light. In order for the light to function, it must draw upon the surrounding darkness. Thus, the spell must be cast in dark conditions and be kept isolated from bright light sources. (In actuality this could be ultraviolet light sources.) The ideal conditions for this are deep underground, away from sunlight. A particular hazard is a spell that can reproduce sunlight; these can snuff out the flame if they are cast too close to the crystal. There may be rumors of a spell that can protect the crystal from extinguishing light sources. But the cost of casting this spell is high.
- Update #54: Art Update - Work IS in Progress!
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Update #54: Art Update - Work IS in Progress!
Regardless of which interface the developers choose, something I would like to see are elements that provide an indication of the conditions in the sky of the game world. That is, when the party is outdoors, some components that show whether it is sunny or cloudy; rainy or clear; day, dusk, dawn, or night. One way they might do that is have polished metal elements that show a distorted reflection. For example, the little clock mechanism may have a polished metal rim that looks like it is reflecting the sky behind the player. Another might be a clock background that looks like one of those old weather prediction dials showing clear, cloudy, or rain. Thanks.
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Update #54: Art Update - Work IS in Progress!
That's what I signed up for also. But for some people the combat log, solid UI that acts as a frame to the game window, the dialogue system etc. are importand parts of that style and flavor. Call us strange. Okay, well let me try this from another angle. If you look back at the old BG dialogue window, it was possible to expand it to at least half the page. Now it is being constrained to a small box in the corner. To me, the only reason to keep it minimized like that is because you want to show some animations that take up most of the screen. But that seems unlikely. Wouldn't you rather be able to see a lot more of the text?
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Planets, Space & Satellites don't exist
Strange thread. Moving on...