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About kjrubberducky

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    Bath Toy of the Obsidian Order

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  1. I thought that a game's EULA always stated that you bought a license for the game, not the game itself. Just because there was no DRM doesn't mean you had the right to do whatever you wanted to the game files. Sure, it wasn't enforceable and required people to be trustworthy, and no one was going to come knocking down your door if you modded elves and dwarves into your Fallout install, but it still wasn't the outright purchase you make it sound like.
  2. I like the novel style the best, but the descriptive/action text should have something unique, too, like maybe italics or something.
  3. Normal, no Trial of Iron, some Expert options turned on (no visible skill checks, influence, or faction stuff). Trial of Iron is really tempting, and I have just started getting into some games with rogue-like elements like persistent saves and perma-death. But those are fairly short compared to how long I expect it to take to play through PE. I really want to try again if I die, not just have my 20-hours-played save deleted outright. If I can have my single persistent save without the delete on death stuff, I'd definitely take it. I would also like to turn any "floating numbers" off,
  4. Amazing! Wonderful! Excellent! Stunning! Outstanding! Magnificent! Exquisite! Great work, Obsidian! Now, does anyone have a good way of cleaning brain bits out of my keyboard? That would be appreciated...
  5. I really think that games like these shouldn't be designed for a pacifist or non-combat approach. If a player is creative enough to make it possible, they can go right ahead, but to me, it's an unrealistic expectation. However, I like the idea that a pacifist run has consequences. A few examples: Sneak into a dragon's lair, charm the dragon, and make off with the treasure. Consequence: After you leave, the charm wears off, and the dragon becomes furious and razes nearby villages. Convince an army to not go to war, stand down, and negotiate for peace. Consequence: Their opponent uses the o
  6. One of the big things about P:E is that there is freedom for the player to make his own choices in the game world and see the effects around him. So something related to player choice, making their own way, etc. Also, something to do with souls, seeing that they are going to be focused strongly on in the game. In fact, I would really like to see soul somewhere in the title. "Paths of Souls" "Soulways" "A Soul's Fate" Maybe I should leave the naming to others.
  7. It would be nice to have, especially for the PC, to give the rest of the party a chance to win the fight if the PC is "killed". Also, I've seen that done, except the "countdown" is actually negative HP, so you start at 0 and when you get to -10 you die.
  8. You need to keep the money supply from inflating too quickly. Make low level items useful at all levels, and keep the ways a player can accumulate currency limited. What tends to happen is that, for example, you have a shop keeper who sells, say, 3 kinds of healing potions: small, medium and large. At the beginning of the game, the small potion is useful and affordable, but the medium potion is overpowered considering the enemies you're facing. So you have to make the medium expensive enough that a starting character can't afford it. Then, at the mid point of the game, you have to make sur
  9. Wow, so many new people joining! Welcome all! At this point 500 members would not surprise me at all.
  10. I think it would be nice to count money after the 3.5 as going towards expanding the mega dungeon. Like 100K p. level or so.
  11. I love a good puzzle or mystery that I have to piece together myself. Possible game mechanics for acquiring clues and hints?
  12. I'd like to see grimoires with different advantages and disadvantages. Consider, if more powerful spells are more complicated, then they are longer, and should take up more room in the tome, leaving less room for other spells. While lower level spells are simpler and shorter, so you can fit a larger variety of spells in the tome. So now you have a trade off, adaptability and versatility or sheer power and effectiveness. And what about the length of the grimoire itself? Maybe smaller ones can't hold as many or as powerful spells, but reading them is easier, allowing you to switch betwee
  13. I don't think it should really matter what other players do with their saves; they can limit them selves, or be allowed to exploit the system, whichever they prefer. BUT, if I had to have some type of limit on what kind of saves, where I could do them, how many, etc., I would probably split into 3 groups: 1) Combat Save (Save & Quit) - If you have to save in the middle of a battle, this will save your progress and quit your game; loading this kind of save will delete the file once you resume playing. You can only have one of these per Player Character. 2) Dungeon Save (QuickSa
  14. We've been told that the game starts with the PC having some kind of life changing experience, resulting from simply being in the wrong/right place at the wrong/right time. This could cause the same effect as the amnesia, in that, with the player directly observing or experiencing the event, the result is a character defining moment, thereby rendering any meager previous existence either unimportant enough for the player to not care about, or inconsequential enough to the main story that it allows the player to freely fill in the gaps themselves.
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