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Everything posted by Sabin Stargem
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PoE - Feature Requests
Sabin Stargem replied to gerahmurov's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Actually, I have a use for that: It tells me if tab is activated. I would sometimes forget to toggle it on without the pet to remind me. -
Better without stronghold?
Sabin Stargem replied to halfoat's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I am hoping that the stronghold becomes a centerpiece for an expansion or two. Here are changes that I want: 1: If you are in the stronghold, the rest button won't consume supplies if used. Furthermore, all of your inn bonuses are applied. Supplies are also replenished. 2: The addition of a stables building, which cuts your travel time in half on the world map. Each map area you pass through also has a survival check, which passing further halves time by half again. 100, -50 (Stables) -25 (Survival) = 25. This allows the player a bigger window for timed quests and events. 3: If new regions are added, a teleport system should be added. This requires the use of certain map locations to achieve, but Obsidian can block or disable such nodes for dramatic purposes. The stronghold acts as the nexus of the teleport system, and various NPCs from around the world can enter the stronghold to petition the player. 4: Each building upgrade should come with a quest, adding functionality to the keep when the quest is concluded. For example, you can side with a corrupt priest to receive "tithes" from his flock, or replace him with someone who can bless your hirelings before battle. 5: Various story NPCs can be sent to the stronghold. This can serve as a means of following up on quests, adding benefits to the keep, and so forth. Saeda for example is the child of a notable family from Heritage Hill - the player can try to help her recover, or try to hijack her inheritance. 6: Keep events should not be tied to quest completion, instead being based upon game time. In its current state, the keep requires the player to fully upgrade it before completing quests, in order to take full advantage of it. This is frustrating and boring. 7: When at the keep, no companions can follow the player. This is so that the companions can participate in events around the stronghold, such as target practice or haggling with a shopkeeper. They should show up on the map, since they will be relocating on occasion. 8: Companions can have their gear and setup changed when not in the party, for the convenience of the player. -
I am in favor of prebuffing being allowed. However, I would like to suggest an alteration: Combine buffs and attacks into a single spell. By casting spells on party members, you create a buffing effect, while casting on enemies would be an offensive one. By tying buffs and attacks to the same resource, a choice has to be made about which effect the player prioritizes for a given situation.
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If I can offer a suggestion: Add in the ability to "reincarnate" a character so that they can experience the world anew. A character's level is dropped to 0, retaining the abilities that they had previously earned, and losing all XP that had been previously acquired. This means that people can continuously reincarnate their characters, gaining a wider array of powers each time. However, some things like stamina and health are tied to level - so there is a drawback if you go from a high level to a low one. Masochistic people can keep their characters at low level and try to complete their game that way, while powergamers get to make their characters very strong, and hoarders continue to get use out of their XP. I think that is a win-win.
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In addition to my previous suggestions, there is something I would like to see: After the stronghold has been acquired, the player cannot have companions in their party when at the stronghold. This is so that as the player wanders about the stronghold, they can see their companions doing various things: Durance "debating" with another priest, target practice between the ranged companions, Aloth being had by a pretty lady until his "friend" steps in, ect. However, if that is to be added, two considerations must be added: The ability to equip companions and their spells without them being in the party, and a method to find these wandering companions. We do not want people to be inconvenienced by the roleplaying aspects, so ease of use is a crucial counterbalance.
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I hope that a keep-centric expansion is released. Anyhow, here are some changes that I would like: 1) Allow stables to be built. They cut down travel time in the game world by half. Also, add a Survival check to each area that the player travels through: Passing it halves the time again, since they know good shortcuts and knowledge for making their way. This is for those quests that are time-based. 2) Instead of keep events being triggered by quest completion, they should be time based. 3) Have each upgrade for the keep to have a quest associated with it. Completing the quest upgrades the keep in some way, such as extra hireling slots, shop discounts, or "tithes" from a corrupt priest. 4) Add a teleport gem, which moves you to the keep and back - but you have to be at certain spots in the world for it to work. This is so that the stronghold can be accessed in distant lands, where it would be unrealistic to return by normal means. Of course, these spots can be blocked or disabled by certain events, so that Obsidian can create dramatic tension.
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I prefer 3D. It is more flexible than 2D assets, so it lends itself better to ongoing projects. As it is, modders would have great difficulty in adding new areas to Eternity: They have to create art assets, paint appropriate pathing, and generally be very careful. With 3D, a misplaced object can simply be deleted or moved.
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Why does this game run poorly?
Sabin Stargem replied to Ebolaids's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
While I don't see Unity as a problem, I do feel that Obsidian should do a GOTY edition of Eternity that uses Unity 5+. That would improve perfromance, and be appropriate as a stepping stone to releasing an expansion or sequel to Eternity. -
Here is how I would like it to be: You can detect without being in stealth mode, but effectiveness is halved. Being in sneak mode will give you the full bonus. Adding in extra mechanics like range penalties, darkness, vision cones, and so forth would also be good for improving Eternity's ruleset. For vision, I suggest the applying the full bonus for objects directly in front of a character's viewpoint, with an increasing penalty as objects go to the side and rear of a character.
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While the game is undoubtedly flawed, the original poster is hardly qualified to judge. This game is designed around the likes of Baldur's Gate and other pen & paper adaptions. I expect that Obsidian would continue to rebalance the game, especially if expansions and sequels are released for the same ruleset.
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Current status of Monks
Sabin Stargem replied to Maydawn's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I don't like Pillar's take on the monks. If there is a class editor released, I will try to add in my own version: Dragon Warrior. Afterimages, kiai shouts, wolf fists, spirit balls, and so on. Tenkaichi-era Dragonball is how I would like my monks to be. -
Limerick edit thread
Sabin Stargem replied to Divinehammer's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I hope that the old poem is someday restored, while being paired with the new one. Maybe for a GOTY edition of the game? Hopefully, the SJWs would have abandoned Pillars once they figure out that the game wasn't built for them. Come on, we got a tree of dead people and infantcide. This game was not meant to be politically correct. -
Patch notes for 1.03
Sabin Stargem replied to Sleazebag's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I am hoping that the patch releases on GOG at a pace equal to Steam. There are insect swarms that have been eating my characters alive. -
What is a "turn?"
Sabin Stargem replied to Waladil's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I really hope that this mechanic is scrapped. It just doesn't sit right for me, as it forces me to build my keep completely before engaging in any quests to maximize what I get out of my stronghold. Boring. -
PoE - Feature Requests
Sabin Stargem replied to gerahmurov's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Might as well clone my suggestion. As a kleptomancer, I tend to gather a tremendous number of generic items that I would like to sell off. This is a tedious process, as generics get mixed in with unique or useful items. I feel that the solution to this is to add a junk section to the stash, where items marked as junk by the player automatically go to. Right-click an item to open the description window, then click the "unwanted" box at the bottom, and voila - every identical item will always go to the junk section. If you mistakenly junked a item, go to its window and click "wanted" to return it to the regular filter. In addition to this, it would be nice if a search box was added to the stash, where you can find an item by typing in the name. Maybe add an checkbox to allow the search engine to examine the item description as well? Being able to sort items, such as by level (potions & scrolls), effect, quality, and so forth would be the cherry on top. -
As a kleptomancer, I tend to gather a tremendous number of generic items that I would like to sell off. This is a tedious process, as generics get mixed in with unique or useful items. I feel that the solution to this is to add a junk section to the stash, where items marked as junk by the player automatically go to. Right-click an item to open the description window, then click the "unwanted" box at the bottom, and voila - every identical item will always go to the junk section. If you mistakenly junked a item, go to its window and click "wanted" to return it to the regular filter. In addition to this, it would be nice if a search box was added to the stash, where you can find an item by typing in the name. Maybe add an checkbox to allow the search engine to examine the item description as well? Being able to sort items, such as by level (potions & scrolls), effect, quality, and so forth would be the cherry on top.
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I like them. They make it so that the world has history - you are not the only person doing stuff. Besides, this gives Obsidian an extra source of donations during Kickstarters, which means that the company will be able to do more work on their products. However, I do a question: Are these the past lives of the NPC, or their current one?
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I would like changes to stealth: 1 - Being close to enemies won't automatically decloak a character, just give a heavy penalty. 2 - Add a vision cone system. If you are directly in front of a character, they get their full perception bonus, with -2 malus as the player goes towards the side and rear of the cone. -2 if you are in front at a angle, -4 for periephrial vision, -6 if behind at a angle, and -8 when directly behind. Certain traits and perks can halve or eliminate the malus. 3 - Allow characters to enter stealth seperately. This would allow stealth characters to do their thing in combat. 4 - Add certain spells and abilities that can create stealth. EG: Smoke bombs, camoflauge, ect.