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Everything posted by Quadrone
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Pffahahahaha, get a load'a this guy! Paladins he says... haha. Druid (and Barbarian) master race wins again as this update makes abundantly clear.
- 423 replies
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- Josh Sawyer
- Wizards
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Adam at Work
Quadrone replied to Adam Brennecke's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
So,... all of a sudden no update today, huh? What happened? -
Combat demonstration
Quadrone replied to juanval's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
still, best to catch those things early, no? Not necessarily. That's because most of these errors/problems are "perceived" problems not actually real ones. What I mean with that is that as long as PoE is not feature complete many of the games mechanics (or pretty much anything else) are working just enough that Obsidian can test them but are missing all the polish and bells and whistles. So if they show is the game in such a state the same thing that has happened with the "missing hit animations" will happen on a greater scale. For short, there will be lots of angst about stuff Obsidian didn't forget/failed to do, but just didn't get arround to do yet ,as for now, it just has to work and not look good. So I don't think it is in Obsidians interest to put out a video now, when instead of impressing press and newcomers, they have to run arround and calm the enraged fans afterwards. -
Combat demonstration
Quadrone replied to juanval's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Always love to hear these little updates on progress. -
Combat demonstration
Quadrone replied to juanval's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Eh, generally I would of course be happy to get an actual gameplay demonstration but I also know what would happen if Obsidian did an early preview before the game got somewhere near Beta status. From what I have seen arround several Kickstarter games is that the fans (not even excluding myself) are seldomly able to grasp what "Work in progress" and "alpha" means. Cue massive threads about perceived problems with the game, lots of dissapointed comments and mocking over "floating stones" or similar obvious oversights. Tldr; Sure would like to see it but I can wait until Obsidian is ready to show it themselves. -
Shapeshifting Request
Quadrone replied to Stasis_Sword's topic in Pillars of Eternity: Stories (Spoiler Warning!)
We're definitely going to start with traditional forms but we plan to expand the roster over time. I like weresharks as much (more?) than anyone, but I wouldn't put a wereshark form ahead of a werewolf or werebear. Hmm, unfortunate. Is there a flat power progression between these Spirit-Shapes or is there merrit in keep using an older one over the newest? I ask since for some reason I think bears are really lame animals and would rather keep using any other Were- form. Well, except those ugly Wereboars, there is no Spirit-Boar Form in PE right? -
Shapeshifting Request
Quadrone replied to Stasis_Sword's topic in Pillars of Eternity: Stories (Spoiler Warning!)
This is the reason I'm having high hopes for the next update. Since Josh is gonna expand a bit on Wizards & Druids I'm hopefull we'll get some extra examples for the Druids Spirit-shift and (in)direct answers to some of the OPs concerns. My personal hope is that Obsidian are going to take a little more uncoventional take on shapeshifting and not go for the "usual" Lycanthrope forms. You know, Werecat-->Werewolf-->Werebear-->Weretiger or some variation of that. Maybe an insectoid form, a plant or a reptilian one? Or idealy, a Wereshark. -
Sheathe the swords.
Quadrone replied to amarok's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Really? I hear this kind of stuff way too much here on the forums. Take a second and think about how many differnet weapon types PoE has. Now many of those weapons need unique sheathing/unsheathing animations since you can't just put a halberd on your side. Then add an extra animation if you use a shield or another offhand weapon. When this is done another programmer can now makes sure no clipping occurs if your character has a weapon sheathed while wearing a cape or some fancy hat. Which also leads us to the problem how an Orlan whould sheathe some of the larger sized weapons. This all is also just assuming that weapons just magically hovering at the side/on the back of your characters is fine, but if each one has to be put into some kind of scabbard/sling then things get really complicated. Sounds like a lot of work for something that is essentially eye candy. But who knows? Maybe Obsidian thinks its worth the time. -
Spill your blasphemous opinions on CRPGs here
Quadrone replied to IndiraLightfoot's topic in Computer and Console
This thread makes me genuinely sad. But maybe I shouldn't be be so surprised to see that the only one with the correct opinion is as always... me. -
'Body type' customization?
Quadrone replied to AndAnAnimal's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
From a modeling perspctin its .. 15 minutes ... to scale a model to shorter one (but as waight as original), you take scalin onption in 3d maker program .. 6 models ... 1 hour and 30 minutes ... and make some minor changes ... 3-6 hours yeah .... a hudge about of time It helps if you read the rest of the post as well. -
'Body type' customization?
Quadrone replied to AndAnAnimal's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
It's rather unlikely. Like the myriad of "easy" little additions that frequently get suggested here on the forums, this one too doesn't give you enough bang for your buck. If each race can be scaled in height and girth relative to their specific size that creates a lot of extra work. Plate armors have to bulge outwards arround the stomach, capes shouldn't clip through your extra wide hips and you also got to make sure extra short orlans don't touch the ground with the weapons they're holding. Both during idle and attack animations ofc. There is probably much more to watch out for that I don't know of since I know diddly about modeling, texturing and animation. -
Idea for Multiplayer/co-op
Quadrone replied to unzubaru's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Yes, "spiritual successor" = "perfect copy", even the words are pretty much the same. Really between Torment: ToN and this I've now heard several dozens of reasons why each game can't call itself a spiritual successor, all of which mostly boil down to "*thing* I liked in previous game is not the same in this game therefor I am now outraged". Anyway, since the chances for any kind of Multiplayer for the initial release are slim to none I guess you and your friends will be saving some money, 'gratz. -
Huh, in that case choosing a Godlike as your race should bring quite a bit of extra power/abilities I'd guess. After all, missing out on one equipment slot is potentially a big drawback once magic items become more powerful.
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A questions regarding the Death Godlikes: Are those masks/helmets they are wearing or are those really natural growths i.e. the "horns" that were mentioned? If so, how will some of these wear helmets? Do they have some special kind of sight so they can see without eyeslits?
- 253 replies
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how big is game map?
Quadrone replied to darthdraken's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Thousands of locations!? A little demanding for a Kickstarter game don't you think? Well, maybe... if each new map regardless of its size counts as a new location for you then perhaps we might get close. Example: Main street of Deviance Bay--->(Loading Screen)---->Inside of shop -
No romances confirmed
Quadrone replied to C2B's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Suits me just fine. No cringingly out of character moments when some usually rough and tough guy now has to show his gentle side. No akward declarations of love just because you were nice to all your companions. No "-20 Points of influence" for turning down someones advances. No anemic amount of friendly banter with some companions because writing the content for their romance route took up all that extra time. Yeah, doesn't sound that bad at all... -
game narrator / chapters
Quadrone replied to agris's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Old man! It has to be an old man! He has to sound like he has a long beard, too!! -
The fact that they are about half way there is news to me; that may mean it's another year away. Eh,lets not forget that the speed of production doesn't remain even throughout. At the beginning you just do design and concept work, set up the engine, build bare bone assets, potentially stll leaving the game at like 5% finished after several months. Then they get their workflow/work pipeline/whatever all set up and production picks up the pace. The team added some additional members some months ago and will again grow after SP: SoT is done, like has already been said. TldR: They make much more prgress now then during early production. Agreed. Meeting the same beasts wherever you go is extremely tiring and can makes battles a chore. DA:O is a good example of this. (Didn't play DA2, though it's supposedly even worse.) I am even willing to accept slight variations like in BG2 with the Trolls->Ice Trolls just to mix it up a little. Though really diverse monsters are prefered ofc.
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How exactly would this work? I mean in a way that is isn't useless/restrictive/obnoxious. Can you just buy those components pretty cheaply? Then they would be useless as you can buy a bunch and then even spam spells as you got plenty of resources. Do you have to find them or buy expensive components for powerful spells? Then they are restrictive as many won't dare cast certain spells for fear of wasting a rare spell component, which in turn means wasting either money or risk running out of the component if you aren't able to find more of it soon. At least that is is what comes to my mind first, someone care to dissuade me?
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Nice update! Could we maybe have some examples for the avaible animal companions and what distinguishes them from each other? Oh, and "The Frontline" next please. EDIT: Wouldn't an actual poll be easier to count the votes?
- 483 replies
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- Pillars of Eternity
- Rogue
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Who said anything about scouring the world map repeatedly? If we're gonna go with worst-case scenarios, then how about you ask me why I want all the quest staggering to be strictly time-based, and have 1 new side quest become available every 17 hours of play? Because that would be as good a question. Also, let me ask you this, because it might allow you to better understand my point: Why do things at the end of the game happen at the end of the game, and things at the beginning happen at the beginning? Why isn't the Last Battle for the entire world occurring when your character is introduced to the story? And, is the only alternative that you constantly have to search everywhere just to find out how the story's progressing? And that it arbitrarily/randomly progresses every time you do the tiniest thing? Besides, you don't have to scour anything. Unless you're suggesting that there shouldn't be any reason to ever visit a huge city more than once, one would think the city guard would typically know about local news. So, you walk in the gate, because you're visiting the city for ANY other reason at all, and you ask the guard what news he has. And he tells you there's a search for some missing lad, and/or someone stole the duke's jewels, etc. Then, you have the option of pursuing these leads, or not. Naturally, there'd be SOME quests that people don't just conveniently tell you about. But, I highly doubt you're suggesting that there be absolutely nothing in the world to discover on your own that requires a little exploration or digging. It's not about being drip-fed, and it has nothing to do with quest logs being hard to use. Why don't you find all the loot in the game at once? Does that mean you're being arbitrarily drip-fed staggered loot? Why do you level up? Are we being drip-fed progression? What? I'll just assume we are talking past each other and you therefore completly misunderstood my last post. I was posting in reference to the suggestion the one who necro'ed this thread made: This would lead exactly to what I said. Quest popping up after another one "...which have nothing at all to do with, and indeed may not even be in the same region as, eachother..." is completed. This would be fine if said quest were connected but to my understanding what is being suggested is quest appearing "...seemingly at random...". I don't expect all content to be thrown at me at the very first , how would that even work? But, (taking BG2 as an example here) when I enter the Temple District all Quest that are availble in the current chapter should be in place. Don't make some Questgivers vanish just because I didn't do some fetchquest in Trademeet yet. Worked well enough in the old games. Why remove freedom of choice?
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- bg2
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