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Everything posted by rjshae
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Secondary Weapon Functions
rjshae replied to Tsuga C's topic in Pillars of Eternity: Stories (Spoiler Warning!)
A little condescending, but fair enough. It depends on what level of combat simulation the game allows; too much detail may not always be beneficial. But it may be something they can include in the Expert mode.- 17 replies
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Secondary Weapon Functions
rjshae replied to Tsuga C's topic in Pillars of Eternity: Stories (Spoiler Warning!)
It would be cool to have a game system that modeled all those accurate little combat details. A problem in this case is the isometric viewpoint, which probably wouldn't allow us to view moves like that.- 17 replies
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Yes, and the ability to add annotations to journal entries would be a nice feature.
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Several other projects have show a sharp increase in donations toward the end, so it's always possible.
- 219 replies
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- George Ziets
- Project Eternity
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Character Customization
rjshae replied to Gyges's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Will this game even allow rendered character images per NWN2? That seems unlikely given the isometric display scheme. I was just expecting a portrait selection along the lines of the BG series. But rendered portraits would be nice, if it can be done cost-effectively. That way they could apply facial expressions for different states and conditions, if they so choose.- 49 replies
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- character customization
- pc
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Funny. A less irritating Chanter than Grobnar would be good, or I may have to lock him in the basement of the house.
- 219 replies
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- George Ziets
- Project Eternity
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New Goals 2.7 and 2.8 revealed!
rjshae replied to DocDoomII's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Paladins... without the extra starch. -
Paladins and Bards
rjshae replied to AlphaShard's topic in Pillars of Eternity: Stories (Spoiler Warning!)
For me, Paladins can be interesting, but Bards Chanters are a concern. I hope they come up with a class that is less lame than previous D&D Bardic implementations. -
Not quite as excited about the newest classes, but I'm sure it'll make some people giddy with pleasure. I had mixed feelings about Mask of the Betrayer, but it was definitely unique. Sheesh, now I'm almost grumbling (slapping self).
- 219 replies
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- George Ziets
- Project Eternity
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Adventurer's Hall
rjshae replied to rjshae's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Thanks. Well the description suggested the hall is at a specific location. I'd expected that you'd trek there if you wanted to replace a recruit with a generated character. -
I like the way they did it in some of the old dungeon crawl games: when your character was sick or poisoned, you could see it in their portrait expression.
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With regards to this topic, I'm kind of curious about something. Way back in the old Pool of Radiance game, they had a Training Hall where you not only went to get trained up in a new level, but you could also try to recruit mercenaries (for something like 1-4 shares of the loot). I'm wondering if, in addition to allowing the player to obtain recruits here, the team from Oblivion have something like this mercenary recruit in mind? I.e. for specific high risk missions, will the player be able to temporarily recruit a hit point soak extra sword to diminish the risk? I could particularly see a need for something like this in cases where the player is creating a single-class team, such as all rogues, and need a reliable fighter (or wizard) for certain missions. Has anybody heard anything to this effect? It doesn't seem like it would be that hard to implement, and the recruits could even be custom NPCs with canned dialogues. Thank you.
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Wasn't that captured by the little icons on the character portraits? Granted, the meaning of those wasn't always clear in the BG series. I think they did a better job of that in NWN2. Maybe they need a highlight graphic when a new negative effect gets added to a character?
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A novel approach to a CRPG might be to put a major decision point at the last third of the plot, follow both through to a stopping point, then release two entirely different sequels based on which choice you want. They would both use the same software with many of the same elements, but their plots would diverge radically to different locations and characters. Not sure if that is economically viable though.
- 37 replies
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Me too. It's been a total nostalgia fix.
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I'd be happy with a looting system that had filters; show all goods :: show goods above a certain value/mass :: show only the most valuable goods :: show unique items :: show goods of specific types, &c. But mostly I'd like a looting system that isn't tediously repetitive. (Discussed elsewhere in another thread.)
- 16 replies
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- loot
- vendor trash
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55,000 wo0o0o0oo
rjshae replied to Sensuki's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
What a great idea... subterranean swamps! Ah, good one. I actually meant the levels below the lowest they are planning to build. But, a miasmic underground swamp crawling with undead would be extra creepy! Especially if rotting arms rose out of the muck to pull you under. -
Personally I like the boxed version mainly for the manual and the disk media. They could send me those shrink-wrapped and skip the box entirely. I've never really found I needed a map when the game already has a digital version. The artwork would be enjoyable though. Shrug. Looking forward to the release date, which is way, way too far into the future....
- 270 replies
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- project eternity
- update 17
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Prohibitions against alcohol use are very old. It's not completely unreasonable to expect some societies will have prohibitions against specific mind-affecting substances. But yes, some societies will allow and even encourage the use of certain mind altering substances, particularly for religious purposes.
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55,000 wo0o0o0oo
rjshae replied to Sensuki's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Hmm, will the lower levels have flooded with water?