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pl1982

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About pl1982

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  1. Thanks for the great update. Really liking all the classes revealed today. Paladin sounds very cool, and I love the fact that there are actually paladin orders that are more focused on the 'fanatic' side of being a paladin than on the good/noble side. Priests sound solid as well. Chanters: very cool and interesting; I really like how you implemented it with 'chant dancing' (akin to stance dancing using intricate overlapping mechanics). One thing I just want to mention that I would love is this: it would be very cool if we could actually discover somewhere in the game where those names of the c
  2. Very happy about the pre-buffing change. That was the one thing that was always lame to me and actually felt cheap. Sadly, it was almost required for quite a few fights in BG/IWD series. So this is very well done, as long as it is balanced of course.
  3. To be honest...I would not mind if the character progression system of PE is 99% akin to D&D3.5E. I personally think D&D third edition (and its extension 3.5) is an amazing system (far better than 2nd Edition). The only thing of D&D I would want changed (which they are doing anyway) is the Vancian system of magic. Other than that: Mr Sawyer and crew can copy D&D third edition all they like! The guys behind third edition knew what they were doing imho (feats, skill system mostly not tied to class, attribute progression system, DC20 & the structure of roll bonuses/penalties,
  4. The game needs a manual. Period. However, digital is the way to go these days. I love manuals personally and also find great disgust in the lack of manuals these days, especially for complex RPGs...then again that might just be because there are so few complex RPGs these days... Point being, a game like Doom or COD probably doesn't need a manual, but a deep RPG like PE is going to be (hopefully) needs a manual (especially for things like referencing xp tables, progression charts, etc.). However, make no mistake, I believe awesome in game tutorials are a must as well, but with a game like t
  5. I actually wholeheartedly agree with the OP. I am not a late backer (backed first day), but "slacker backer" is a bit demeaning in a way for people that support you. And don't fool yourselves into thinking a pre-order, even after the initial KS run, is not supporting the developer. I also vote for a change in the title/name. It might seem a small thing, but imho it's the small things that matter.
  6. I, for one, am glad that durability has been removed. I have never felt that it really adds much more to an RPG than boring mundane maintenance. It serves no purpose other than to irritate in my opinion. Glad it’s not in PE. Some might argue that durability is more "realistic"; to that I have two responses: firstly: I just don't care about "uber realism" (this is a fantasy RPG after all, I don't actually want it to be super realistic because...well reality is mostly mundane and boring crap); secondly: I don't think that in a world where magic exists and especially with the situation of magical
  7. I, for one, am glad that durability has been removed. I have never felt that it really adds much more to an RPG than boring mundane maintenance. It serves no purpose other than to irritate in my opinion. Glad it’s not in PE. Some might argue that durability is more "realistic"; to that I have two responses: firstly: I just don't care about "uber realism" (this is a fantasy RPG after all, I don't actually want it to be super realistic because...well reality is mostly mundane and boring crap); secondly: I don't think that in a world where magic exists and especially with the situation of magical
  8. Just so long as it isn't overdone! I actually quite dislike "breaking the fourth wall". It completely breaks immersion for me, and in RPGs immersion to me is everything, especially fantasy RPGs. I have no problem with well-placed humour in the game, but breaking the fourth wall is very difficult to pull off without doing great harm (at least in my eyes) to immersion.
  9. I LOVE what I am seeing. Looking amazing already! Just a quick question though: will we be able to zoom in/out in the final game? I would actually love to be able to zoom in/out; for example during an intimate or intriguing convo I would love to zoom in for the mood or just zoom in to check out the details in the environment/characters.
  10. I see quite a few posts here wishing to pretend that evil is non-existent. Some go so far as stating that "to state a category of evil exists is itself juvenile". I believe this to be an absurd position to take. Yes, evil is NOT a tangible thing, yes it is an idea...but that most certainly does not mean it does not exist...as an idea/concept. I do not wish to turn this into a debate regarding philosophical realism versus idealism (or even rationalism vs. empiricism), but suffice to say that for me when anyone says "do away with evil, there is no evil", that statement is...juvenile and the pers
  11. I have to admit that New Vegas did indeed do a very good job of facilitating a fulfilling "evil" route. I have not played AP or DS3, but yeah, if anything NV is a good example of what the team at Obsidian should be aiming for in terms of depth of interaction and reactivity for an "evil" route. Contrast that with Fallout 3...which is a brilliant example of how not to handle roleplaying (i.e. juvenile, shallow, etc.). PST is indeed also a good example of how to handle fulfilling and deep "evil" routes (driven by in game/narrative motivations, and not solely player motivations).
  12. @Obsidian: Please make playing evil worthwhile, fulfilling & not juvenile! Hi Obsidian, As per the title of the thread, I would greatly appreciate it if playing evil (this is after all a deep roleplaying game) in this game will actually be worthwhile, fulfilling and not juvenile. Let me elaborate: Worthwhile: Most RPGs simply don't reward evil roleplaying; i.e. you always get the best rewards for playing the nice guy; i.e. what I am asking for here is that you actually design the game and quests so that there is actually a good motivation in the game itself to play evil as
  13. I am definitely for it (I made a recent thread requesting this)! However, one must be clear what is meant by "new game +". For me it is solely the ability to export/import my character (or party even) and play through the game again with him/her again (with all his/her gear as well). Ideally exactly like how heart of fury mode was handled in IWD1&2 where there is no new content (just better items). I.e. always same content, just ability to make game harder (and get better loot). That is what I want. They don't even need to spend too much time balancing it; I just like having the option of
  14. Hi Obsidian, As the title states, I would very much appreciate an import/export function (new game+) mechanism in the game, just like you had with IWD, IWD2, BG & BG2. I really enjoy playing through the game again with my high level characters and continuously improving them; I know some might say that it takes the challenge away, but I enjoy it nonetheless. Also, the "heart of fury" mode that you planned for PE can be facilitated via this in exactly the same fashion as IWD and IWD2. Something that would also be awesome is the ability to export our PE1 character/s and import them i
  15. I wish to echo some sentiments already expressed, but also sympathise with Obsidian at how difficult it will be to efficiently implement a different UI from the one shown. As many have mentioned: 16:9 is the standard (and will most likely be the standard for many years to come), please rather go with left and right side interfaces instead of the bottom one (or just allow us to customize the UI) to give us more screen real estate for the actual game world. Many people suggest merely going with an interface on the left side, but they forget about things like dialogue UI and also spells/abili
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