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Everything posted by rjshae
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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.
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I'd like a little history, plenty of mystery, and some peasant laborers to keep the bowling lawn properly trimmed. Plus a garderobe, of course, fitted with traps to keep out the riff-raff.
- 127 replies
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Defensive mode, while you're trying to deflect and parry warhammers, swords, dodge arrows, run for your life when you see an incoming finger of death.. etc., would still drain your endurance and stamina. I don't see how it makes sense for endurace to regenerate while you're actively investing your brain and body and its every muscle into combat. It shouldn't take as much effort to steer a shield into the path of a sword thrust as it does to thrust the sword. There's not as much change in momentum required, and hence your muscles can recover from fatigue a little quicker because they are using less energy. Granted it's not going to be as fast as if you completely withdrew from combat, but it should help.
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If they include a climb skill, there is a lot they could do in terms of using a thief as a scout; entering through the upper floor, sneaking about, and seeing what types of defenses the residents have in place. Otherwise, in IE-series combat, I have typically used a rogue for ranged attacks. It'd be good if they could do a little more with that capability.
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Length of the Game
rjshae replied to firstarioch's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Really ?? I loved it ....atmosphere..music ..etc ....just an amazing game ... But hey we are all different .... Maybe you can purchase remaster version and try again .....its very cheap on g.o.g Yes, I was maybe a little harsh with my comment... so sorry Larian Studios. Graphically it was nice, with plenty to do and lots of creatures to slay. I just never really felt involved in the story, and so I basically lost interest after reaching the Orobas Fjords. It felt like a Might & Magic game with a modern interface. Loved Divine Divinity though, for whatever reason. -
Length of the Game
rjshae replied to firstarioch's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I quit Divinty 2 Ego Draconis about half way through. It lacked heart and soul. Can't recommend it. -
Length of the Game
rjshae replied to firstarioch's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
It will be impossible for them to please everybody. Regardless of what they put out, some people will inevitably moan about it. -
Endless dungeons GREEDY QUESTION
rjshae replied to phimseto's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
If it's a ruined castle then there might not be much to explore. Although perhaps it may be like the Moathouse in ToEE and have some encounters before reaching the dungeon entrance? -
I pretty much liked everything I read during the interview, especially regarding the possible Health/Stamina split. The one area I am curious about is whether they will include hit locations as in Fallout 3 and Drakensang, as that should allow for more diverse armor configurations.
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- interview
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I'm more or less in the "I don't want to spend time beautifying another structure" camp. But I'd enjoy clearing out an occupied stronghold.
- 127 replies
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