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Possible Bug in Sanitarium
RTWAP replied to teh_elgee's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
I can confirm that the problem went away if I killed the constructs on the path out, then talked to killed Azo, and then went up to the main floor and talked to the statue (not encountering any new Constructs, obviously). And then I could go back down and kill more constructs and it was all fine. -
God/Pantheon Idea: Imagine a world where Gods form and are sustained by the power of their believers, especially their souls upon dying. And then imagine a world where Gods don't form at first, and instead people commit themselves to rules that have the force of a million souls behind them. A famous hero in ages past is renowned for honesty, so people always swear oaths in his name, until it literally becomes impossible to do so and not be punished for it. Another famous hero believes people's true names (keys to their souls) should not be forcibly taken from them. Over time that t
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Another tweak ... I like quality adjectives for armour like Crude, Flawed, Standard, Fine, Improved, Superior, Exceptional, Heroic, Exquisite, and Legendary. Have each armour have a base value for all attributes (and then vary some of the attributes to get the final values). For example, maybe the system generated a random set of plate that is 50% improved. For all the attributes pick the midpoint for the allowable values for plate. Then vary some of the attributes randomly. This gives you an easy way to set the quality adjective for the armour. Maybe 50% improved is Superior. So it
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I ran a campaign once where items become more magical as the character progressed. In a soul-based system like PE maybe the bad guys souls accumulate a portion of each soul they dispatch kind of like spiritual sludge. And when your valiant hero kills them, the "freed" bits of souls attach in a more useful way to the hero and his equipment. Of course, a bit of the soul of the bad guy attaches too, but in a non-useful way.
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Cultural or material descriptors: I think that adds to the immersiveness. Names should be what the armour is called in the world. Amour attributes: All armours should have attribute values that define how they work in the game system. Some examples could be: Damage reduction Hit reduction Reduction in movement speed Reduction in nimbleness Weight Impact on spellcasting (perhaps for each type of spellcasting) Armour system: I would suggest a limited number of fundamental armour types (e.g. cloth, leather, chain, banded, plate). And then take the armour attributes an
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This. The first Witcher game journal was not just useful, but interesting to read too. And made easy to get back into the game, even after a 2 months pause. That's a great point. Life happens and we can't always play a game straight through. A well designed journal system can really help you pick up the threads of the story.
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To bad you can't post-date a commitment. Or buy on an installment plan. The thing is, Obsidian may determine they have a business reason for not keeping contributions open indefinitely. They need to set a budget and project plan. Money that comes in later can't be counted on and therefore is unplanned. They might prefer to have it up front. So enforcing a deadline acts as encouragement to commit. But we've seen people in this thread who are committed, they're just temporarily lacking funds. So if they could commit now, with payment due in 3 months then everyone would get what the
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Great feedback. In response, I would tweak my suggestion in the following ways. 1) Quest maps or other written lore would just be added to the book, but written in a different hand so you know it's not yours. Heck, you could use the Table of Contents to list other books/topics at your disposal so it can be used as an index into your entire knowledge base. Other books discovered whole aren't going to come with the "write to read" mechanism. 2) Instead of having a player 'memory' show up on screen, do it all in the journal. At the first non-combat opportunity you hear the sound of
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Is $4M enough?
RTWAP replied to Eternitude's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
That's a good point, the untapped market for the game is much greater than the kickstarter support. To me this model is great because allows successful game publishers to gain a hefty pool of capital. If P:E sells 300K at $40ea then that's $12million to Obsidian. My hope is that some of that would be retained and reinvested. This isn't game design without a publisher, this is game design and self-publishing. And the more successful the small game studios are with it, the more capital they accrue, and the larger projects they can fund. It may be that only 25% of some future $20M gam -
It honestly doesn't bother me as a backer during the KS phase. I know there will be some people that want to feel special because they backed it during the KS phase, but personally I say you guys keep it open for the next year or more. I want you guys to get as much money as possible to make the game awesomer. Seconded. If you really want to provide a differentiation then just provide a different in-game item to people who become backers after the KS ended. Personally, I don't care. I just want the game as awesome as possible.
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I voted 'For', but I am hoping that there will be ad-hoc or dynamic accomplishments for certain classes of creatures (specifically bad guys or beasts). There are a lot of ways those less 'storyline' accomplishments could be supported within and 'objectives' system. I hope they find one they like. And we like.
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One of the previous stretch goals lets you make your own companions from each class. But they're not making 'character' companions for each class. They're only doing the ones they have a good character idea for. Heck, maybe we'll end up with more than two companions with the same class, with very different attitudes or playstyles.
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It's not exactly modding tools, but I'd love to see user-created map areas integrated into the game universe, especially if they are planning on doing more games in this universe they control. To start with, they should define the map areas in which they have restricted user additions to the official game universe, Restricted doesn't mean disallowed, it just means you need to ask, probably starting with a thread on the forums to gather user support. Obviously you don't want huge changes in areas already designed by the game designers, but I ca picture adding a poster in a shop that says "Tr
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What if you could also get XP just for hanging around in town, interacting with NPCs? It would be another form of grinding I guess. So someone who didn't grind in combat could conceivably advance as fast or faster than your guy on a wilderness rampage. Would you accept the argument that your grinding isn't affected by the existence of an easier path to XP because it's a single player game?