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Everything posted by rjshae
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Thoughts on Experience
rjshae replied to Osvir's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Instead of XP for killing x creatures, it might be enjoyable to have a combat accomplishment system. Maybe an entire integrated tree of combat accomplishments. You might not rise any higher in level, but, if you, say, kill off a large number of orcs, you could get unique benefits as a result of that Orc Slayer accomplishment. Perhaps a bonus to cause critical damage when attacking orcs, or a bonus to defense when defending against multiple orcs. That in itself is a type of XP gain, almost like a bonus Ranger feat for a favored enemy.- 36 replies
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I'm really curious how this is going to balance out against custom portraits: Well, we did have character customization in the IE games combined with static portraits. But it might be interesting if they allow us to have... tintable portraits! Not sure how the artists would feel about that though; they may blow some fuses.
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Very informative. Thank you for the responses, Dimitri!
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Sure, they'd be like the hunting rifles in Fallout 3, except they take many rounds to load (under ideal conditions) and have trouble hitting the broad side of a barn at 100 paces. Meanwhile the guy with the clearly inferior sword has lopped off your arms and spilt your guts.
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Combat animation?
rjshae replied to rjshae's topic in Pillars of Eternity: Stories (Spoiler Warning!)
It sound's like Neal Stephenson's Kickstarter project CLANG is an ambitious project to embody many of the combat maneuvers into a framework that can then be incorporated into a gaming system. I'm not sure how well such a system would integrate into a party-style CRPG like PE, but it certainly will be interesting to see how it works out. I could just picture a game with CLANG-style melee tactics, Su Generis combat physics display, and PE group tactics and world setting. It'd be impossible to control a group in fine detail, of course, so probably the combat details would be handled by the AI. -
Here's an interesting article on Gamasutra: Art of War: Animating Realistic Sword Combat What do you think? Is it good advice for the PE combat animators?
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I'm wondering what role cannon will play in the game? Perhaps as a siege weapon with the PC's stronghold? It seems like too powerful of a weapon to use in a typical encounter, so perhaps the effects will only have an indirect impact? Will the developers opt for fortifications that take the cannon into account? (I.e. such as the use of ditches and ramparts.)
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Call me ignorant if you will, but I'm curious to learn if there is any trend toward playing "live" D&D (or other PnP RPG systems) using Skype sessions? I know there was some rumblings about playing D&D online, but I haven't heard much since then. Thanks.
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Skills and balance in PE
rjshae replied to Sacred_Path's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Here. Meh. A handful whiners doesn't equal "a lot". On the internet you can find anonymous posters to grumble about virtually any position. I think it's reasonable that Josh Sawyer has a philosophy of game design and is is willing to post his views. I'm not sure I completely agree with him on everything, but I'm pretty comfortable with most of his concepts. Time will tell whether he's right or not.- 49 replies
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Two weapon style (dual wield)
rjshae replied to nerevar's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Perhaps a simple approach would be to give each weapon a Strength requirement, then apply a, say, -5 Strength penalty to the off-hand weapon. That way, if you are physically strong enough, you can whip around a pair of Katana quite readily. However, the Strength penalty will still reduce the effectiveness of the off-hand weapon in terms of pure damage. -
Skills and balance in PE
rjshae replied to Sacred_Path's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Where are you getting that "Sawyer hate" impression from? I think it's incorrect. Most of the grumbling is coming from a few squeaky wheels. As to your other points, I'll just be happy if there isn't an "ideal" build from a power-gaming perspective. I should be able to stumble my way through much of the game even if I have a crud PC; it would just take longer and be more challenging to finish.- 49 replies
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Crime, brawling, and reputation
rjshae replied to Jobby's topic in Pillars of Eternity: Stories (Spoiler Warning!)
The gods were watching...- 7 replies
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Any word on when the fulfillment site will be coming online? Thanks.
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^^^^ Good to know. Thank you! Zdzislaw Beksinski -- man, that guy's artwork is bleak!
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Hi Dimitri. First I wanted to say thank you for taking the time to tell us about yourself. It's appreciated. The questions I have is about the models that are going to appear in the inventory panels. Based upon last week's art update, it looks like those representations will be somewhat detailed at around 4,000 polys. Are you able at this time to tell us how much control the players will have over the appearance of those figures? Will it be comparable to the NWN2 system with multiple heads, hair styles, and tinting control? Or will there perhaps something more detailed? Also, I'm curious to know if those models will be emotive? I.e. will they perform animations as in DA2 and possibly behave in a manner that communicates their physical and emotional condition? Perhaps that is more detail than is really necessary, but I was just wondering. Thanks again!
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I did enjoy playing the Bard class in Oblivion, if only because of the character flexibility in a single-character game. One element I liked was the specialization in Illusion magic. That seems to make sense, since Bards have an affinity with sensory experiences. A viable bardic illusionist (Chanter) class would be an interesting twist and perhaps make the character more playable as a party member. Their combat skills could rely on deception and misdirection, with moves taking longer to play out but being all the more devastating when they succeed.
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Update #34: FIRST ART UPDATE
rjshae replied to Adam Brennecke's topic in Pillars of Eternity: Announcements & News
Some day I wouldn't mind seeing a cRPG that uses some architectural themes from historical India and southeast asia. I don't think that has been explored much, and I suspect most westerners would find it exotic. Perhaps an intermix of romanesque and ancient Indian architecture would make for an unusual setting, while still being plausible? Shrug.- 286 replies
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stronghold
rjshae replied to keiichimorisato98's topic in Pillars of Eternity: Stories (Spoiler Warning!)
I think the short answer is: we don't know how much customization will be allowed. The developers may not know yet either. But since this was a stretch goal, I'd be a little surprised if there wasn't at least a decent amount of customization allowed. -
Update #34: FIRST ART UPDATE
rjshae replied to Adam Brennecke's topic in Pillars of Eternity: Announcements & News
Yeah, I'm not sure that making everything imaginative or weird is necessarily the right way to go for a serious-themed RPG. Having a mundane setting with everyday architecture, albeit exotic, adds to the gritty feel of a setting. A bunch of peasants or even merchants are not going to be able to afford fancy construction; they are going to live in plain stone, wood, or plaster dwellings with, perhaps, an appealing facade. The fancy stuff is best left for the wealthy, the temples, or for the races that live for thousands of years and can afford to spend time working on such things. But I'm sure these guys know this already.- 286 replies
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Let us see the whole area please!
rjshae replied to Hormalakh's topic in Pillars of Eternity: Stories (Spoiler Warning!)
I'd rather not have the FoW easily removed, even if you bought a map. But I could live with a clairvoyance spell.