Everything posted by rjshae
- The Stronghold and its features.
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Some ideas for books, scrolls and bookstores
With magic holding a significant presence in this world, I'd like to see some other types of record keeping. For example: A sea shell you can hold to your ear that contains an extensive recorded message. A glass ball that contains a memory, which you can experience by holding it up to a light. A magical font that stores glimpses of historical events as seen by the people who experienced it. A magic scroll that tells a different part of a story to each person who reads it. A legendary tapestry that re-weaves itself into a new pattern each night.
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Will there be any 3d-vision support?
There are many aspects of the game that they have not yet mentioned. Hence, I think your logic needs a little work. I'm not really expecting 3D in the initial release, but at some point in the future we may end up seeing something equivalent to the BGEE for PE. At that time, it is not unreasonable to expect 3D to be included. But this would depend on Obsidian retaining the data used to generate the areas and creatures. Thus, I hope they save off that information.
- Wizards wearing armor
- The Natural Philosopher Class
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Random encounters
I'm fine with this sort of thing, but random encounters would need to have a pay-off or it just becomes something to avoid. If it isn't something you can avoid, then it's not really random.
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Wizards wearing armor
I imagine the penalties for boresighting to target your spells from inside the tank are going to be huge. Dodging will be a bit of a problem as well. At least for the other guy... If it's pre-mechanized armor you want, then I'd probably go for chest plate armor, which would protect my vitals from bullets while leaving my limbs to waggle about and weave spells. For an advantage, I'd like the armor to be as light as a feather. Will that do it?
- The Natural Philosopher Class
- Wizards wearing armor
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Some ideas for books, scrolls and bookstores
Has magical transcription been ruled out? If books are expensive then a simple spell of copying text would be invaluable, even if it only works one page at a time. Or summon a creature that is dedicated to accurate copying of parchment.
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Update #29: Fulfillment and the Pros and Cons of Nostalgia and Realism
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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Will there be any 3d-vision support?
The latter is a known issue in the film industry, which is a reason why they are switching to a higher frame rate. I'm unclear why they are a "horrible" thing. I've played 3D games before: my understanding is they are called "board games". Perhaps that's the issue?
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Decor styles for housing/stronghold
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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Fixed isometric view?
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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The mathematical comprehensibility of PE mechanics
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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Realism: does it matter?
rjshae replied to Death Machine Miyagi's topic in Pillars of Eternity: General Discussion (NO SPOILERS)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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Armor class
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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Update #29: Fulfillment and the Pros and Cons of Nostalgia and Realism
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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Top 7 Favorite TV Series
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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Respec?
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.
- Decor styles for housing/stronghold
- Show Muhammad
- Do you care about a realistic world map?
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[Request] No full voice-over.
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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Respec?
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.