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Everything posted by rjshae
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For the love of all things merciful, please, please don't ever do another Cespenar voice-over. Just reading the words makes my eyes burn... So... that's a no to Adam Brennecke's goblin voice? In all seriousness, I think it was mostly a problem of repetition. Like listening to the same advert entirely too many times.
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Then don't respec. Problem solved! It depends on how game balance is designed. If the balance is such that you have to respec, then the problem is most definitely not solved. If you don't need to respec to solve the game, then it does nothing but add an unrealistic gimmick. The very presence of respec will alter the game in a significant manner.
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Those seem reasonable. But what would you have for a rogue PC? Perhaps a "respectable merchant" style?
- 19 replies
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- stronghold
- player house
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Random Exploring Areas
rjshae replied to Tarrasque Cult's topic in Pillars of Eternity: Stories (Spoiler Warning!)
As i stated, "randomly generated according to region on map" (geography and lore). Then no. Exploring purely random maps is not interesting.- 13 replies
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- random areas
- hunting grounds
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Attributes - Fixed or Increasing?
rjshae replied to Cultist's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Point buy lets me choose the character I want to play, so that is my preferred method. I'd rather have only gradual increase in stats so that the ability scores don't become hugely disparate, as in DA2 and Dungeon Siege 2. If they wanted to make it more sophisticated, they could use a Rolemaster-like system with a current stat and a potential stat, with the current stats improving based on skill use. That would put a cap on stats abuse, while still making character development interesting. -
Random Exploring Areas
rjshae replied to Tarrasque Cult's topic in Pillars of Eternity: Stories (Spoiler Warning!)
For me it depends on "how random". I'd still rather have themed wilderness areas where a particular ecosystem is at play and there are some NPCs with specific motivations. Just trekking through the woods in search of monsters to kill has long since lost its luster.- 13 replies
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Random Exploring Areas
rjshae replied to Tarrasque Cult's topic in Pillars of Eternity: Stories (Spoiler Warning!)
There's no XP for fighting monsters. Still interested?- 13 replies
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For the love of all things merciful, please, please don't ever do another Cespenar voice-over. Just reading the words makes my eyes burn...
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...only while seated upon a magical throne that has a small chance to turn you into a charcoal briquette.
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You're assuming that the sleep lasts 8 hours? My thought is that 'sleep' is just a representative mechanic for withdrawing from the field of battle until you're healed up and rested. If the developers want to make it realistic, they can make the rest period last for several weeks and require you to withdraw to some place where you can get proper care and have your humours balanced with leaches and purgatives.
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Mmm... weird idea: psion stalker. Say you have your romance, wed the gal (or guy), settle down at your house (or stronghold), then begin having strange, tormented dreams in which you are cuckolded by your spouse. It begins to pay havoc with your mind, causing you to see problems where there are none and to fear the worst. Your spouse begins to suspect you demented; your interrogation of the staff means they avoid you and generally don't speak in your presence. A few even leave outright. The source of this problem is a psion who secretly holds a burning desire for your spouse and is using his (or her) skills to drive you apart. He (or she) has infiltrated your household and is wrecking havoc on the place. Each time you leave, you return to find the place in an even worse state. What will you do?
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Day/Night system
rjshae replied to Richie_SE's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Some weather-related lighting might be a nice touch: sunny day = sharper shadows and brighter colors; cloudy or rainy = faint shadows and more subdued colors. A sunny dusk or dawn could emphasize warmer tones with lower lighting levels. Moonlit and moonless nights would be another effect that could emphasize the flow of time. -
True, but then Fallout was a skill-based system so perks make more sense in that context. In a class-based system, talent trees can be better targeted toward individual classes. They may even provide a multi-class (or prestige class) like capability.
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How do you guys feel about the possible use of talent trees in OE? (That is, a branching tree of capabilities that you use to customize your character at level-up.) I have seen some nice implementations of talent trees, and others that were decidedly weak.
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Day/Night system
rjshae replied to Richie_SE's topic in Pillars of Eternity: Stories (Spoiler Warning!)
I only hope I don't see vendors standing around their stalls at midnight waiting to sell you some fruit (or whatever). I distinctly remember that from the BG series games. -
Unless a game is built from the ground up with curses in mind, I don't think they are worth the bother. They are a minor aspect whose main purpose seems to be to confound players who are too eager to use magical treasure. At best, they can be useful as motivators for unexpected NPC behavior.
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Suggestion: Merchant class?
rjshae replied to Ivan Bajlo's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Merchant abilities could be implemented using talent trees, if the designers choose to take that route. Otherwise, I think you're pretty much stuck with tailoring a rogue using merchant-like skills (appraise, diplomacy, lore?). -
If you're willing to do this, then you may as well make Health damage impact other attributes as well, such as Strength and Dexterity. The Drakensang/RoT cRPG uses a system where you can get up to four wounds, with each decreasing a number of stats. Of course, in that game you have an available means of repairing wounds during combat. Perhaps the developers didn't want to go too far in that direction? Those injuries do tend to significantly cripple the combat capabilities of the wounded character.
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Sigh. One might suspect that these 'explanations' were invented after the map was drawn.
- 69 replies
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Weapon familiarity.
rjshae replied to Giantevilhead's topic in Pillars of Eternity: Stories (Spoiler Warning!)
While an approach like this is interesting, it may be too much of a detail to be worthwhile implementing. However, if it was included, I could see weapon type familiarity being implemented as an 'Accomplishment' with some suitable benefit (such as a bonus [or non-penalty] to special attacks like disarm or feint).