
agewisdom
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Everything posted by agewisdom
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Yes, but why is the journey (as indicated by quantum of donations) stopping just shy of the castle? If we follow your line of reasoning, then the journey to the castle should end at 3.5m. I'm not saying they're not planning to go beyond 3.5m - perhaps even adding one final stretch goal - I just don't think the castle was intended at all to reflect ideas for an additional in-game feature. Ok, I get your point. But seeing the ominous castle at the very end just makes it kinda intriguing...
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Yes, but why is the journey (as indicated by quantum of donations) stopping just shy of the castle? If we follow your line of reasoning, then the journey to the castle should end at 3.5m. The castle may not be representative of anything, but I think it can be safely said there's still a stretch goal (or two) left.
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Length of the Game
agewisdom replied to firstarioch's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
A reasonable length with good quality. There's one game that I found with extreme length but it was such a slog to go through, that for once, I skipped most of the side quests and went to the main one... It's was soooooooooo..... darn...................... booooooooooooriiiiiiiiiiiiiiiiiinnnnnnnnnngggggggg... Kingdom of Amalur! -
Believable NPCreactions
agewisdom replied to harhar!'s topic in Pillars of Eternity: Stories (Spoiler Warning!)
Yes, I prefer the Gothic system as well. Another problems I sometimes have is when you start lobbing fireballs at NPCs - which seem to be immune... they just go on their daily schedule like nothing's happening... Immune or non-reactive NPC... I really hated this in Dragon Age 2 especially when you're fighting hordes of bandits lobbing bombs, spells etc. and a civilian just walks by nonchalantly. -
Yeah, same. It would be rather nice to see consequences from a choice I made 10 hours ago. For many games the consequences are just an instant gratification, I want it to be a bit deeper than that. Yep, I feel the same way. If it's to be implemented, has to be used sparingly since there are people that don't like this.
- 57 replies
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- Save scum
- Delayed Consequences
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I think this has been mentioned before. Can Obsidian or someone record this and upload a VOD onto Youtube? Due to time differences, work commitments etc, not all of us can watch this live.
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- Lets play;
- Livestream;
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Even if he is, he looks almost nothing like one. Aye, the sandals and the armwraps are definitely Asian inspired. In fact, in ancient asia no one wear such kind of sandal.If they do like asian inspired, they can add a clogs. About our dear Forton, I wish he can find a better tattooists if he didn't come from Neverwinter City. Also, if his hairline can move a bit down, the hair style will be better. Now it really looks like a old lady.And the color, simple white is fine, please not pink! Hopefully, someone Obsidian is taking some of the feedback into consideration and improves on the concept art a bit. The portrait isn't colored yet, so I don't think we need to worry. Probably the artist will get back to coloring it later.
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How should the UI look?
agewisdom replied to Rostere's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Whatever UI they're using, the most important thing to me is READABILITY. I hope: 1. Fonts can be changed - in case they decide to use some crazy artistic font that's bare unreadable. 2. Size of the fonts can be changed - Err... it's no fun to look at a big ass screen with tiny fonts. I don't like squinting and I'm not a young'un anymore. 3. Please make sure the dialog window / codex / inventory screen can be ADJUSTED to make full use of our big screens. I'd like to see all of the details in glorious size. Please, pretty please ... -
What mold should be broken?
agewisdom replied to fan's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I believe Bioware did a very good job at romance and influencing companions in Jade Empire. If I remember correctly, the PC could heavily influence his romance interest to the dark side, even though she was heavily resistant at first. It was quite well done. Perhaps something along those lines.- 131 replies
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- innovation
- gameplay
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I'm really glad they haven't gone for a typical Asian looking monk. And does the stance really matter that much...? It's just concept art for an isometric fantasy game. A) Why does his stance have to mirror stances used in Earth martial arts? And B) We're probably not going to see that stance in-game. Well, when you mention monks - unarmed combat comes to mind. And stances play an important role a monk's martial abilities. Granted, it's not Earth but people (or maybe it's just me) tend to associate with the familiar.
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Voices in the game
agewisdom replied to Dostro89's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Leaving in some game hooks for modders to add in their own voice acting sounds to be a great compromise and solution. I definitely support this x100 -
I'm ok with the monk in general, but he looks pretty Westernized. Guess this doesn't jive very well with the actual monks we're used to in Asia. But since I love Caradine in Kung Fu, I don't mind. Wonder whether he'll speak like Caradine too in PE However, as mentioned in the update thread, the stance appears awkward. Hopefully they get some helpful input to make it more realistic.
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Update #21: 5 days left!
agewisdom replied to The Guildmaster's topic in Pillars of Eternity: Announcements & News
I agree with this. If the stance doesn't make sense, it should be changed. After all, the monk definitely looks human - so applying human standards to it makes good sense to me.- 88 replies
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- project eternity
- update 21
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I'm not asking for specific work to be done i.e. large 3D renderings. What I'm asking is just to make what's available in-game and let us see a close up of the sprites in the inventory/biography section. Why would there be a waste of resources and effort? Okay, perhaps I misunderstood. I was picturing something along the lines of DA2. But I'd guess you'd need models with at least a few thousand polygons to make them respectably presentable; that's probably a lot more than you'd need for the isometric view. It's a trade off really. Perhaps they already have models they can use that would make the task reasonably do-able under the budget they have? It really depends on how Obsidian built the models of the PC and companion in the first place. If they started with a highly detailed model and rendered it into a small sprite, I think what I'm asking would be quite easily done. However, I am aware of your concerns. If they built a small scale sprite to begin with, then it would be a waste of resources trying to "blow it up", (so to speak) to see a detailed paper doll.
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I'm not asking for specific work to be done i.e. large 3D renderings. What I'm asking is just to make what's available in-game and let us see a close up of the sprites in the inventory/biography section. Why would there be a waste of resources and effort? You mean like the way the IE games did it? Those were just closeups of the sprites, I think. I would like a paper doll that properly reflects gear appearance on the sprite, at least, as opposed to the generic paper dolls.... Not quite. Since PE is going to be rendered in high resolutions, I'm guessing that the sprites would be quite detailed. I'm presuming what we would see in-game would not show all of all the details and work done. So, what I'm asking is to see a PROPER paper doll that gives us a close up of how our sprites look in the inventory/biography section. As for showing proper equipment etc, Obsidian should just follow whatever they decide for the in-game sprite. Further, it would be good if we could rotate the paper doll to see how they look from a 360 angle. Hopefully it doesn't require a lot of work and detract Obsidian from focusing on the game itself.