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Everything posted by rjshae
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Development time too short
rjshae replied to PeonWarrior's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Nope. You're comparing apples and oranges. -
New stretch goal?
rjshae replied to chisled2bone's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Nope. -
Romance and friendship?
rjshae replied to Krikkert's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Hmm, here's a zinger then: what would happen if the PC has a relationship with one of the companions, then a couple of levels later it is discovered the companion (or the PC) is pregnant? Deny everything and move to a new continent? Edit: On a more serious note, it is a situation that *could* be put to good use by a good writer. How it plays out and if you actually end up having to support somebody is not a given. Quite so. Of course, it does rather significantly fork the main plot. The writers would either have to arrange an unfortunate short-term resolution, or else insert a lengthy time break while the couple takes care of the child. -
Romance and friendship?
rjshae replied to Krikkert's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Hmm, here's a zinger then: what would happen if the PC has a relationship with one of the companions, then a couple of levels later it is discovered the companion (or the PC) is pregnant? -
The two approaches (XP for monsters vs. missions) are not necessarily mutually exclusive. If the designers want to allow XP reward for vanilla monster-slaying behavior, they can always implement bounties as side quests. Alchemists will want the extracts from certain creatures; merchants for bandit scalps; village elders for getting rid of orc raiders, &c. The players would just need to be a little more patient about receiving their XP.
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Slave Trading
rjshae replied to Gyor's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Yes, the game would need a mechanic that allows you to capture, hold, and transport prisoners. I think you should have to move them cross-country and deal with the consequences. You would also need a way to work with the slavers guild, since they won't necessarily like the competition. Apart from the mechanical issues of implementation, though, I don't think slaving by the PCs needs to be included unless it is a necessary part of the main plot. -
Romance and friendship?
rjshae replied to Krikkert's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
They're obviously not going to show sex scenes, but perhaps a watercolor bedroom illustration with a little sonnet from the bard would do? Gives the mood at least. -
Designing an NPC
rjshae replied to jtav's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I was hoping they would exert some editorial control and not allow silly names or out-of-context characters. Some people can't resist that sort of awkwardness, so I expect a few "Sir Thomas Furball Cookienose" type oddball NPCs. -
healing magic rare?
rjshae replied to radioactivelullaby's topic in Pillars of Eternity: Stories (Spoiler Warning!)
The combination of rare healing and a lack of XP for killing monsters provides a strong player incentive to resolve problems without combat. It'll be interesting to see how that works out. -
Randomness and non-combat skills
rjshae replied to Zeyelth's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Sure, I could be apply some strict self-control and not reload saves when I get a bad roll, but that's missing the point. The point is that the mechanic isn't well suited for computer games, and could be replaced with something better. It was originally designed back when all you had were a handful of dice, and in some cases a deck of cards in place of random events. The alternative is what? Player-skill-based minigames? Always succeeding when you pick some option in a dialogue? If you're at skill rank X you fail, at X+1 you succeed? Life is a crap shoot and you usually don't always know all the variables. Random seems fine to me. -
Large herbivores, please
rjshae replied to jb.'s topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Yep, I remember that. There's a lion pride that specializes in taking down elephants. Some will also go after giraffes, which is dangerous work since a giraffe kick can cave in a chest. -
Thanks, that is an interesting update. I really like the split attribute approach to health; it addresses a lot of the defects of the old hit point system. I hope the developers also decide to include hit locations so we can have more variety in armor components (instead of boring old 'leather armor', for example). The update makes it sound like disease will be a lot more dangerous than in standard D&D. 'Ware Mummies!
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Melee combat in IE type of games
rjshae replied to ArcaneBoozery's topic in Pillars of Eternity: Stories (Spoiler Warning!)
I'm sort of expecting something like the Dragon Age/Drakensang systems where there are specific modes and maneuvers fighters can use. It didn't seem that onerous to just activate those when the circumstances seemed opportune, or else you just let the AI handle it. -
Didn't the old AD&D-based IE games used different XP scales for different classes? That led to some scatter in when characters would level up. For newer systems it tends to happen all at once. At 60 hours of game play and 12 levels, that's 1 party level per 5 hours. Personally, I can live with that. There will be plenty of other things to keep us occupied.