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Everything posted by rjshae
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Beasts of Burden and "Stash" Inventory
rjshae replied to Hormalakh's topic in Pillars of Eternity: Stories (Spoiler Warning!)
A few points: Just to enhance the plausibility a bit, I think there should be some circumstances in which the party can not access their Stash. For example, if they step through a one-way portal into another dimension, there's going to be no way they can transport loot back to their resting place. Hence, any circumstance in which they do not have access to a resting spot, they shouldn't have access to their Stash. Likewise, any time they are operating under a countdown or when they are being held prisoner. To limit potential exploits, they may need to limit what you can do while your stash is open. For example, if you are placing new loot in your stash, they would need to prevent the older stash-based loot from being transferred or dropped. What I would like to know is whether you get access to your stash when you're at a store. Will you need to transport salable goods to the store, or will it always be available? -
It doesn't matter what the developers do; somebody isn't going to like it. Squeaky wheels are going to squeak.
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Flora, Fauna, Fungi and Fertilizer
rjshae replied to rjshae's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Considering that underground areas are normally pitch black, creatures that hunt by touch and use entanglement and/or paralyzing toxins probably make evolutionary sense. Perhaps something that uses a Roper-type range attack to catch and paralyze its prey, while employing feathery antennae to sense movements. It could have a worm-like body so it can slither through cracks, then unfold its arms when a prey is near. For giant insects, I suspect that a centipede-like form is more realistic. The individual arms don't need to be too large, yet it can grow to a significant size. Perhaps give it a stinger arm and grappling mandibles. It would be relatively slow compared to other animals, so it may need to rely on surprise. Perhaps the outer shell has developed a chameleon-like camouflage ability that allow it to remain in place, then ambush a passing animal. For draconic beings, I'm not too fond of the color dragons from D&D. Instead, creatures that have adapted to individual biomes would be fitting. For example, a Forest Dragon could be long and sinuous so it can wiggle its way between the growths. The arms would be long and grasping, allowing it to pluck victims off the ground then bite their heads off. It may still have wings, but they are built for gliding across open meadows. -
Class Weapon/Ability Ideas
rjshae replied to Osvir's topic in Pillars of Eternity: Stories (Spoiler Warning!)
If any of the classes are restricted by weapons, it should be based on practical reasons like cultural preferences, legal restrictions, roles in combat, or training availability. Hence, rogues may tend to carry weapons that are easy to conceal or are useful from ambush, while druids would likely use weapons that can be crafted from natural materials found in their area. Possibly the chosen character background could be used to determine what weapon training your character has received on a per-class basis. -
At least the isometric view removes one of the reasons for pausing: rotating the camera to see what is going on. Another reason for pausing is to see what sequence of actions your characters are up to. Drakensang did a decent job of communicating this by showing action icons next to the character portraits. The problem there, of course, is that you had to keep looking up from the battle to see the character portraits. I'm not sure if there is a better way to communicate this information, besides the animation sequences. Shrug. In the IE games it helped that spell casting was made obvious.
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Yes, that was my thinking as well: that it functions like a storage chest. A portable storage chest so you don't need to keep trekking back and forth to your base. It's a reasonable approach and I'm still not seeing a cause for significant concern. If there are some specific design issues with it, well then presumably those will show up during testing and the designers can fine tune it. What I didn't like about the inventory system in the old IE games were cases where you would overfill your carrying load, then need to spend several minutes shifting pack loads around until everybody was mobile again. Hopefully the Stash will reduce or eliminate this problem. That seems like a positive in my book.
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A more detailed spread of scholarly skills would require that the party is going to spend a lot of time performing research or investigation. I'm not sure whether that will be the case in PE. Having multiple scholar skills may be counter-productive if they have little use in the game. Players won't be happy spending a bunch of points on a skill that has a low value.
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Priests and undead?
rjshae replied to rjshae's topic in Pillars of Eternity: Stories (Spoiler Warning!)
^^^^ D&D Paladin also had turn undead, IIRC. For me the ability to sway undead seems logical because of the priest's association with funeral rites. It's an important and distinctive element of the priest class in D&D that elevates them past being a simple healer. -
Flora, Fauna, Fungi and Fertilizer
rjshae replied to rjshae's topic in Pillars of Eternity: Stories (Spoiler Warning!)
A point? Nope. Just wanted to chat about wildlife, so I threw out some discussion points. -
Flora, Fauna, Fungi and Fertilizer
rjshae replied to rjshae's topic in Pillars of Eternity: Stories (Spoiler Warning!)
True. Giant flies would be more like rabbits and deer; added for a bit of flavor rather than being something perilous. But you don't get many birds in dungeons, so you'd need something to catch in those giant spider webs. I'd actually like to see some giant centipedes appear in the game; I know they're probably difficult to render well, but for me they've always been a staple of low-level dungeons. Hovering creatures, like harpies and stirges, seem okay to me, as long as they show some vertical range of motion during animations. -
Modeling weapons in PE
rjshae replied to Rostere's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I like to see just enough detail to differentiate the weapons and make the tactical choices interesting, yet not so much that the game gets bogged down in details. But the developers are in the best position, and have the necessary experience, to make that choice. I'm sure I'll be happy with the combat system they decide upon; what I've heard thus far sounds decent. -
Of course, Oblivion isn't what Project Eternity intends to replicate. They are both systems that allow unlimited looting without it breaking the economics. Ergo, it's quite do-able. Will you be able to access the stash when you go to the store?
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^^^^ Oblivion allows you to pick up every little thing and sell it, down to the turnip, quill, and worn garment. Likewise, there was lots of low-value stuff available in Fallout 3 & NLV. Yes there were weigh limits, but you could instant travel back and forth between the location and a store. For me it never become a problem having all that low value loot available.
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The cRPGs based on D&D 3e (like NWN2) didn't fully implement summoning. You're supposed to be able to summon 1d3 copies of creatures from the next lower level summoning spell, or 1d4+1 copies from the spell two levels down.
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Just a few meandering thoughts this morning: If a setting has giant spiders spinning giant webs, then shouldn't it have giant flies be capture by said predators? Flies the size of a cabbage that like to land and suck all the grease out of the barbarian's knobby scalp. Maybe the goblin equivalent in this realm keeps giant flies in cages and feed them their scraps and dung? Perhaps if there isn't enough scavenging, then the flies will circle injured party members trying to suck up their blood? When there are giant bees buzzing around, why aren't there giant flowers for them to gather honey? Great big rhododendrons and tulips the size of a covered wagon. Huge flowers that emit clouds of will-sapping scents that daze and confuse creatures, leaving them vulnerable to insect predators that can spread the pollen. Maybe there are giant flower nymphs that make their beds between the soft petals and befriend the visiting insects. If Ents are giant walking trees, how do you suppose they mate? Do they walk around dragging their branches through other trees to collect the pollen? Or do they make little walking seeds that go looking for pollen to collect? A little scattering her of seedlets would make for a novel sight. But perhaps the Ents do it like all the other trees and just let the pollen drift or be carried by insects. But in that case, why do they need to walk? How do you suppose an ooze can tell you're there? Do they feel vibration through the ground and head toward it? Or do they form little polyps that can generate sensing organs? Are they scavengers and head for the stinky corpses? Maybe any bodies left behind by the party should occasionally attract a random slime or two? What do you think? Any interesting or unusual thoughts per the subject?
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The concern I have with something like that is the amount of cross-screen travel you end up needing to do with the mouse. Having to constantly drag the cursor back and forth is tedious. It's nice to have everything more accessible.
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Beasts of Burden and "Stash" Inventory
rjshae replied to Hormalakh's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Rather than having the beast of burden take up a precious character slot, what the developers could do is have an iconic box showing the current transport mode. Start off with a boot icon (representing the party lugging their own goods), then spend money to upgrade to laborer lackeys, a mule, pack lizard, wagon team, guarded caravan, flying carpets, pegasi, interdimensional portal, ... what have you. The transport mode defines the size of your Stash inventory and how quickly you can move about the map. It also establishes the likelihood of travel encounters and what shows up when you appear on the encounter map. For loot, stuff that is valuable at the start will soon become less and less value compared to the more expensive gear. That type of stuff can be abstracted because you would just be selling it to pay your basic bills. If they wanted to model it (say in Expert mode), they could have some type of debt meter that increases when you're not adventuring then decreases based on the corpses you loot. -
My loot bag arrived!
rjshae replied to Blazing Hero's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
A processor is more time-sensitive; 18 months from now it wouldn't be worth as much. -
Possible loophole: if two priests are standing within each other's Sacred Circle, they would both gain the accuracy benefit. I guess that's a reason for priests to work together.
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