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Everything posted by rjshae
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Not to be rude, but people who believe that gaming companies should design their video games based on what-if considerations for 10-12 years in the future give me a great laugh. Even when we reach that display size, I don't expect the angular scale of the game to need to change. Assuming they use FoW, then the action is going to be taking place within that radius, and you'll want that sphere to occupy your viewing area. Likewise, you'll want to play with the characters at a certain angular size and, assuming the use of anti-aliasing, your eyes likely wouldn't notice that much of a difference if they introduced an even finer resolution. The one place where it may make a significant difference is in the clarify of the text, but they can address that with the choice of smooth font rendering.
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A dog companion?
rjshae replied to bonarbill's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Or a pet rabbit named Stew... -
The passing of time and 24/7 shops
rjshae replied to ambrusynev's topic in Pillars of Eternity: Stories (Spoiler Warning!)
For cross-country travel, it would be nice to have the option for what time you want to arrive. I.e. stretch out the travel time as needed. That way, if you want to shop, you can choose to arrive at a town when the stores are open. -
A pet could potentially be useful if it can detect an ambush (particularly when traveling cross country). Maybe it can act a little flighty when undead are near, or shake its head when something smells odd. Perhaps during battle the pet can help detect a rogue sneaking up on a party member? It could have an aura that provides some protection against a sneak attack. Otherwise, I mostly want it to avoid getting slaughtered; standing in the back barking it's head off.
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After the latest cool update (#36), I began to wonder what the role of priests should be with regard to undead. It's traditional, and significant, for clerics in D&D to have a turn undead capability (or rebuke undead with 3e). But is that necessarily relevant for the PE setting? Should priests be required to cast spells to repel or command undead? Or should that ability be restricted to wizards? Perhaps the ability to manipulate the undead should be limited to priests of certain deities? Maybe a turn undead-like ability should be weakened somewhat, starting with a "hinder undead"-like ability that just makes the walking dead more hesitant to attack (for an attack/damage penalty)? What do you think?
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Perhaps they can use motion blur on the slender objects so that they leave a trail as they swing around?
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Possibly a troll, but... perhaps one should not be expecting too much for a first level character? They seem fine as starting points, and, as the OP mentions, you'll build your character up from there.
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It all sounds very juicy. Nice! I like where you are heading with this. Thank you for the update... and happy holidays! Minor points: I didn't see any mention of undead in the Priest section, so I'm left wondering what role they will play in that regard. I guess no cantrips either? Not even a cheap light spell?
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Awesome! Hopefully there will be a corresponding variation with in-game appearance of the gear. Thanks, Dimitri.
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There's plenty the developers can do if they want to complicate it a little more: Direct transition from outdoors to indoors (rather than running through a load screen), as per DD. Treatment of line-of-sight FoW issues based upon 3D terrain topology. The use of terrain features for missile cover (barrels, walls, vegetation). Implement terrain effects for movement (per D&D 3.5e) Allow various means of traversing terrain obstacles (swim, jump, levitation, limited fly). Dynamical acoustical effects from terrain. Provide animation for all water features: waves, waterfalls, rapids, drifting leaves, fish, &c. More sophisticated day-night transition and weather effects. Animated structures: waterwheels, windmills, draw bridges, wagons, window shutters that shut at night, &c.
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Skills and balance in PE
rjshae replied to Sacred_Path's topic in Pillars of Eternity: Stories (Spoiler Warning!)
I wouldn't mind seeing a tree-like 'Focus' spending scheme for skill points. For example, a mechanism skill could have specialized foci for locks, traps, and repair; spend 2 points to improve in the mechanism skill, or 1 point to improve in a specific 'focus' skill. But there would probably need to be a cap on how much you could spend in total on each focus; perhaps 3-5 points.- 49 replies
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They would have no need of level caps if they (a) record the character level progression and (b) don't bother providing any higher level benefits. When a sequel is released for a specific level, it can roll the imported PC back to that stage of development and save it in a new character file.
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Kotaku Obsidian Article
rjshae replied to C2B's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
A Might and Magic game by Obsidian would be awesome, especially if the story follows Heroes of Might and Magic 4. I hate how badly Ubisoft has been treating the franchise. I got seriously bored with M&M by about the fourth game. Advance four square, fight some monsters; advance two more squares, fight some monsters; advance three squares, fight some monsters.... There was little tactical feel to the combat and it all got very repetitive. -
Skills and balance in PE
rjshae replied to Sacred_Path's topic in Pillars of Eternity: Stories (Spoiler Warning!)
^^^^ ...and that children, is not how to hold a mature conversation.- 49 replies
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Kotaku Obsidian Article
rjshae replied to C2B's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Let me guess, it'll take only 200 hours of play to get to the interesting part... -
Types of damage
rjshae replied to Atreides's topic in Pillars of Eternity: Stories (Spoiler Warning!)
I think you really just need impact and penetration damage; slashing is just a combination of the two. -
Kotaku Obsidian Article
rjshae replied to C2B's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Man, I thought I was working in a cyclical business. After reading all those stories of cancelled game projects, I think I need a drink... -
I don't think there's going to be much if any XP awarded for grinding. In which case, the available XP may be limited by the number of quests that can be completed.
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Sara Kestelman
rjshae replied to Azrayel's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I'm sure she's fine, but I think I'd rather see character roles be developed then voice actors chosen to fit those roles. Besides, it doesn't sound like there will be much voice acting.- 24 replies
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I suppose the argument here is comparable to whether you like oil paintings or sculpture. Both forms of media can be used to produce beautiful art, or they can generate ugly garbage. It all depends on the skills of the artist. Personally I like both forms: each has their own strengths in communicating an emotional experience to the viewer. What I'm hoping for with the fixed isometric perspective of PE, besides it being an enjoyable game, is that it can provide a successful and engaging role-playing experience at a cost that is within reach of a smaller indie studio. If a AAA 3D game costs US$25 million and a AA 2.5D game costs US$4 million, that's a significant factor in whether a game idea reaches the market.
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I wouldn't call poleaxes ineffective, and they're spear/axe/hammer hybrids. How useful would they be in a massed phalanx formation? That extra mass on the head makes them more difficult to hold at length for long periods. They weren't for phalanxes. They were anti-infantry and anti-cavalry weapons used by men-at-arms and knights, and were also included in pike formations to add versatility and an edge in the event of a push-of-pike. https://www.youtube.com/watch?v=gcDCMhyOLAc Nope, that's not it. My point was that there are always trade-offs when constructing a hybrid tool. It is always less optimal than the original devices when employed in the specific tasks for which the original devices were intended. In this case, the benefit of the poleaxe would be its versatility. It's second best compared to the combat tasks for which the spear, hammer, or axe are optimal. But it is better when used in combat tasks for which the spear, hammer, or axe are not designed. You probably wouldn't want to be using a pole-type hammer in a phalanx, for example. The pole-axe has a higher weight and greater moment of inertia than a comparable spear, axe, or hammer weapon, making it more difficult to wield.
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Relationship/Romance Thread IV
rjshae replied to Tigranes's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Go. Now. Before this thread plagues your dreams and saps your will to live. -
Relationship/Romance Thread IV
rjshae replied to Tigranes's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
If you choose a nobility background for your character (or have ambitious parents), it might be amusing to have an "arranged marriage". Perhaps you get set up with a local baron's daughter, or even somebody shipped in from overseas. Dealing with the social politics of an arranged union could be entertaining. Perhaps you still need to woo her beforehand and retain her allegiance afterward, or else she'll be plotting to behind your back and you'll have no end of trouble.
