Everything posted by rjshae
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Respec?
...only while seated upon a magical throne that has a small chance to turn you into a charcoal briquette.
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Having an issue with the no healing magic or medicine
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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Will there be any 3d-vision support?
Glasses-free 3D technology has already been developed and is becoming available commercially.
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Unofficial P.E. Relationship/Romance Thread pt. 3
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
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.
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Talent trees?
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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Talent trees?
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
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.
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Curses!
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.
- Suggestion: Merchant class?
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What if current health limited current max stamina?
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.
- Do you care about a realistic world map?
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Weapon familiarity.
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).
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Identifying unknown items in PE
I think it wasn't so much that it was bad, as that it didn't match people's PnP experiences. I didn't have a problem with the IE approach, and it's probably one of the easiest way to code up the identification process.
- How combat resources should work in PE?
- Armor class
- Destroy environment?
- Do you care about a realistic world map?
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How can they solve the massive texture problems?
Please explain. Given the limitations of the human visual system there is no reason not to go lossy. You simply need to make sure not to go overboard, and no one will be able to tell the difference. They could perhaps do a hybrid approach: lossy compression for the background, accompanied by non- or low-lossy overlays for regions that display obvious compression artifacts.
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Do you care about a realistic world map?
I live in a state (much smaller than Spain) where the biomes range from rain forest to semi-arid, with old growth forests, rolling planes, glacial mountains, islands, wide rivers, rapids, volcanoes, earthquakes, brush fires, floods, landslides, avalanches, beaches, waterfalls, and so forth. Hence, it's entirely possible to have a good mix of conditions yet retain environmental realism.
- Walking and Running
- Walking and Running
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RPG cliches you hope to see avoided and/or mocked
rjshae replied to Death Machine Miyagi's topic in Pillars of Eternity: General Discussion (NO SPOILERS)I'd like to second BasaltineBadger's comments above; this has been so overdone. If powerful items are made available, the process of acquiring them should somehow be made very exclusive. The other one, of course, is a generic +X weapon, armor, or shield. Every magical item should have some form of distinctiveness, even if it is only minor. This could be a small skill or save bonus, or perhaps a minor attack-only bonus against particular enemies. I'd also like to find useful items that include negative qualities so that the player must make tradeoff decisions.
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Another weapons topic
The only reason games used a nice even distribution of damage like 1d8 is because anything else is more complicated and time consuming. But there's no reason they need to do this on a computer. A more realistic approach would likely use a normal distribution, putting the damage on a bell curve. This is very easy to implement using the Box-Muller transform; requiring just two U(0,1) random numbers plus the log, sin, and cos functions. Doing this is trivial on a computer. The game designers would just vary the mean and deviation of the distribution depending on the weapon type and other factors.
- What's Everyone Looking For In Strongholds?