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Everything posted by SunBroSolaire
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private backer forum's?
SunBroSolaire replied to AcedBlade's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I don't think there is a "private" backer forum. Honestly, I do not remember that being mentioned on Kickstarter. Just as well, if you ask me. Most people here are probably backers, and it's slow enough already that I don't see any need to be exclusionary. The forum badges haven't been set up yet. Sorry to be no help at all, haha. Welcome to the forum -
I like this idea a lot. Picking names for characters is always a little tough for me. It seems like Josh Sawyer is a language buff, so it would be cool if he/they were able to flesh out the languages/dialects a little bit. I don't expect anything on the level of Tolkein, but names and words that sound like a real language go a long way to making the cultures fel real.
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Class Weapon/Ability Ideas
SunBroSolaire replied to Osvir's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Not exactly your question, but this is related: http://forums.someth...0#post409741726 Even given this, it seems likely that different classes will naturally fit different weapon types. I don't think OEI has elaborated on the stats we'll have yet (?), but generally wouldn't rogues and monks have higher dexterity (making them better with light and complex weapons), while fighters and paladins would have higher stength (better for stuff like axes, greatswords, maces, etc...)? That's probably highly customizable, but I would also imagine class abilities will synergize with specific weapon types, such as monks having abilities that give bonuses for bare fisted combat or something... -
That is a valid point. I could see players feeling pressured to loot every single corpse. I wouldn't be opposed to some (very high) upper limits. Or you could implement some simple market forces; for example, at first rusty broadswords net you 10g, but the more you sell, the less valuable they become due to market floding.
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That's fair. Weight limits tend to be pretty arbitrary though. Beyond tactical shooters, I haven't seen many games where the maximum weight was in any way plausible. I don't think having a "stash" that can hold "a lot" of stuff is that much more immersion breaking than being able to fit 10 - 20 weapons plus 4 - 5 suits of armor in your pockets in other games. As a game mechanic, I can see the purpose of having limits, but I think Josh and Tim managed to keep most of the interesting choices that come with those systems while eliminating some of the degenerate consequences. At least, that's how it seems to me right now. I'll have to actually play the game to make a final judgement.
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I don't see the need. I think the stash mechanic could be made pretty clear with just some good UI design. I don't really like the idea of a mule or something following me around costantly. Also, I think having a limited space stash somewhat defeats the point of the idea. It seems like a lot of people feel like the "stash" is unrealistic, but if you've ever been on a long camping/hiking trip, it's pretty close to how things actually work. You want to keep some useful things in the easily accessible pockets of your backpack, such as water, granola bars, tarp, map, compass, possibly a knife. Then you have the big pockets where everything is really packed in. Extra clothes, pots and pans, food that needs preparation, etc... You don't want to open those up unless your making camp, because it takes forever to find what you want and then rearrange/repack everything. To me, the system Josh outlined seems like a really intuitive solution to a very common problem in RPGs.
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Puzzles are good. I absolutely hope we get some labyrinths though. I would love to actually be able to get lost in some of the dungeons. Skyrim went way to far in streamlining the level design to where it was basically just a single path most of the time. That might be less fustrating, but it doesn't really feel like exploring. I would love to see some dungeons that make me draw a map.
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A dog companion?
SunBroSolaire replied to bonarbill's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Nah... I loved Dogmeat, but it made more sense in that scenario (Boy and His Dog being an influence). I don't really see it working that well in a high fantasy setting. I mean, if they do decide to include a dog, cool, it just isn't something I would expect or be hoping for. -
I liked Tolkien's elves in Mirkwood. Their personalities were more balanced than the other elf societies. They were greedy, gluttonous, sometimes foolish, sometimes downright cruel. They had very distinctive Elven characteristics, such as being lighthearted, mischievous, and nature loving, but without falling into the trap of being boringly perfect. I think there's plenty of room for Obsidian to take an interesting direction with the elves while still adhering to some of the conventions.
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I hate them. It tells me that the designers spent less time thinking about the race than the length of an average poop. It also wrecks plausability for me, It just seems so silly. I expect that goofy stuff from WoW, but then games like TES try to make me take their lore seriously meanwhile I'm playing as a lizard with ****.
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Gore
SunBroSolaire replied to Hellfell's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Yes to gore. The more brutal and gruesome the better. -
Cadegund Fan Art
SunBroSolaire replied to Staples's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Wow. Good work, Staples! Can't wait to see what you come up with next. -
I don't particularly like explicit good vs. evil choices. If I have the freedom to do typically "evil" things, that's cool, but I wouldn't want quest branches based on good/neutral/evil. If there is a darker branch to a quest, I think it should be a logical or somehow justifiable course of action, not like say, blowing up Megaton in Fallout 3. Tenpenny Tower was a good quest though, I would love to see some decisions like that in PE.
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Drugs
SunBroSolaire replied to Jojobobo's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I want to trip svef with my companions and go vision questing in a hallucinatory dungeon. -
They had different views because then, a luxurious sedentary lifestyle was an all but unimaginable dream for the majority of people. Fat was a sign of being well off, and not having to work hard. Now, that's the norm, and having the time/money to buy healthy food and work out is a sign of success. So while some fat may have been considered attractive, that was exactly because it was not seen on the kind folks we're likely to be playing as in PE. Also, obesity was associated with gluttony and laziness practically since the beginning of time. When people say that fat was attractive, they're talking about slightly chubby sculptures and paintings, not what modern Americans consider "fat". I get the sense the OP is a member of the anti chainmail bikini crowd. If "realism" is really at all important, characters who travel the country by foot and fight all day long should be pretty goddam fit.
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What part of character creation affects the plot? It's a role playing game, I think more customization of the PC is inherently a good thing. I don't like the idea of age affecting starting stats, though. Just let me pick the age, say from 16 - 60. If I want to create a wise old man, I'll have the tools to do it. If I want to create an doddering old fool, or a super buff senior citizen, why shouldn't I be able to?
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Unless one of the countries in PE has a USA-style convenience culture with fantasy fast foods, over reliance on out-sourced manual labor, and some form of lazy magical transportation, it would be completely idiotic to model the body types of the NPCs after fat Americans. I feel for fat people. I grew up with a father who smoked, older siblings who smoked, friends who smoked, and mostly adult role models who smoked, and at 14 I started smoking. I can understand being stuck in a self-destructive lifestyle that wasn't even really a choice in the first place. But it is self-destructive, and it is a choice now. Fat people don't deserve all the **** they get, but it is a bad lifestyle. It has a very high personal cost in years off your life, and a very high societal cost in medical funding. I blame the corn and beef subsidies, fast food corporations, and public schools that fail to educate and provide good nutrition. But that's like blaming the cigarette companies. They're complicit, but ultimately, it's a personal choice. Please, let's not try to normalize obesity in America. It's an epidemic; we need to fix it, not ignore it. Unless Project Eternity is going to tackle the causes of obesity and the societal effects, like how it overwhelmingly falls on the poor and uneducated, it's probably best for them to leave the subject alone. I don't want to see fat people being ridiculed, but I also don't want to have a wood elf ranger companion who just happens to be morbidly obese because inclusiveness. This is not, despite what a lot of folks seem to think, the discussion forum for The Arkh Project.
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Obsidian's front page survey
SunBroSolaire replied to Frisk's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I voted for Torment because the most important thing to me is that there is a powerful, mature, deeply interactive story. I don't expect there to be many similarities to that setting, or the mechanics besides the dialogue. Really, I want what they described in the Kickstarter: story/dialogue of P:T, exploration of BG, combat and art direction of IWD. -
My first impression was that Forton was a little cliched, but like the other classic archetypes Obsidian is using in this game, I'm excited to see their take on it. I wouldn't prefer a more Franciscan like monk, because philosophically they aren't very interesting, nor did they traditionally do anything that would make good gameplay. I mean, they could be alchemists or something, maybe? Chanting and praying are their defining activities, and those are already taken. Eastern monks, on the other hand, were all about pushing their bodies to the extreme limit in terms of contortion, pain tolerance, and self control. It's a pretty natural fit for an action game. Also, Zen and Doaism are fascinating and it would be nice to see good game writers get into some of those ideas.