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Everything posted by rjshae
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				The Natural Philosopher Class
rjshae replied to metacontent's topic in Pillars of Eternity: Stories (Spoiler Warning!)
I'm not sure about that as a PC class; it seems better suited for an adventure from a Burroughs or Verne novel. Perhaps as a contact or a patron though. Mayhap a some-time companion on certain side quests? - 
	
	
				Wizards wearing armor
rjshae replied to elminster's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Select any armor I want? M1A2 Abrams tank.- 51 replies
 
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	Weapon and armor technology advances over time, so there will inevitably be some varieties that are more beneficial than others. I don't see a problem with that being reflected in the game. But, depending on the region of the world where you are located, the more advanced armor and weapons may not be readily available. The local armorers and weaponsmiths may not even know how to produce it. You might even suffer some initial distrust for looking like a foreign invader, so perhaps armor could even have a cultural aspect? Making plate mail look like a barbarian's breechclout doesn't seem terribly useful. Mayhap that should be left for the modders?
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- project eternity
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	One might speculate that implementing moveable furniture would likely require up to four (or more?) graphical overlays for each major object (depending on the orientation) and a grid system for placement. If furniture is rendered using 3D models then it shouldn't be too difficult to implement this scheme. This would allow you to relocate grid-square items like beds, cabinets, sofas, armor stands, and so forth, much as you would items in an inventory. Trophy displays along a wall would only require two orientations, since the perspective is fixed. I'm not sure that it would be worth the trouble to implement smaller details like cutlery on a table. But a bookcase could have several different appearances depending on how many books it holds.
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	There have been rumors of some limited form of zoom, but yes the camera angle is fixed for each area. Calling it "archaic" is a subjective opinion based on your expectations. The fixed perspective allows greater attention to be paid to the graphical features, and the play can benefit from not having to frequently adjust the camera angle. It's a trade off, as is true with all game designs.
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	I'd like to know just enough to assess the benefits of the equipment and combat tactics. At higher skill levels I'd also like to be able to assess how difficult a task is likely to be (with words like 'easy' or 'hard'). It would be nice if the internal mechanics were explained somewhere, but I shouldn't need to know that in order to play the game.
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	I'd say it's a balancing act. A game that takes itself seriously needs to be at least realistic enough to give a sense of historical accuracy, but not so much that it bogs down the play. The greater the diversity of weapon, armor, and shields, then the higher the need for nuances in order to discriminate between them. But the game should handle most of the complex interplay between the parts, freeing up the player to apply tactical decision making.
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	Similar but not quite: GURPS only lets you use one active defense (block, parry or dodge) per attack, and shield adds to active defense not reduce damage, but other than that he is suggesting a similar system and its one I would quite like, but then I like GURPS so I'm biased. :D Yes, I'm aware of the details. But it depends critically on how long a game round lasts. If PE uses the 6 second rounds of D&D 3X, then those limitations will most likely need to be glossed over.
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	Thank you for the update. Regarding armor, I'd like to see a balancing trade off with the Strength and Dexterity ability scores when it comes to determining how well you can move in combat. A strong, agile person should be able to move about readily in a well-made suit of plate mail. By contrast, a weak yet agile person would be very hindered in the same suit. Hence, these two stats would make each person have their own preferred armor in terms of avoiding attacks and absorbing damage. I think that would produce a greater range in armor usage. Perhaps give each type of armor a preferred Strength value. The difference between the wearer's strength and the armor's preferred strength is used to determine the maximum Dexterity bonus.
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	Fringe Walking Dead Dollhouse Heroes (except the final season) Star Trek TNG Firefly Eureka (except the last season) I like series that speculate about alternate realities, question assumptions, and have good elements of human drama.
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	If there is a skill respec then I'd like to see it happen via an in-game mechanic.For example: using a method comparable to what was done in the Dollhouse series, except you'd be paying for intensive and lengthy memory surgery by an arch-Cipher.
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	Will there be an option to turn off the housekeeping SIM? Can't say I really care about re-arranging the furniture. Different strokes for different folks, I guess.
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				Show Muhammad
rjshae replied to GrimRadke's topic in South Park: The Stick of Truth: General Discussion
I'm tempted to suggest using humor of the opposite extreme. Just use a 'no whatever' sign, with the denied object being whatever is most humorous or appropriate at the moment... No booze or ice cream. - 
	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?
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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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				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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