Jump to content

TimB99

Members
  • Content Count

    18
  • Joined

  • Last visited

Community Reputation

8 Neutral

About TimB99

  • Rank
    (1) Prestidigitator

Badges

  • Pillars of Eternity Backer Badge
  • Pillars of Eternity Kickstarter Badge
  1. My wishlist (which is huge, but I can dream, can't I? ): 1) Non-traditional class-stuff I've said it a few times before, but I'd like to see more customization when it comes to abilities/skill distributions with regards to 'classes', à la skyrim. That is: Instead of just having 'mage', 'fighter', 'rogue', etc as classes, have these be merely initial skill allocations instead of being rigid classes where there is no way to step outside of them, so to say. My question would always be 'but what if I want to be part archer and part mage?'. A way around this would be to have classes
  2. The enemies that I personally find most interesting are basically those enemies that will have you think, change or adopt a tactic for that enemy specifically. This incorporates the idea of enemies with special powers of course (melee+freeze/stun? --> kite; healer? --> focus fire; etc), but the main idea is that if an enemy makes you think 'well crap, how am I gonna beat this guy efficiently?' makes for a good enemy imo.
  3. Agreed. I love pausing. But at the same time I'd want things to be so accessible and intuitive that if I wanted to, I wouldn't have to pause at all. There's no pause button in real life, so pausing in game, especially in the flow and hectic nature of combat just seems so artificial and, at worst, sometimes even immersion breaking to me. While it's fun to have things go absolutely optimally, but that's just not how things work, and to me, unpredictability, sub-optimal solutions, and adaptability in combat are things that make a game more interesting and engaging. So, for example @ Sensuki:
  4. Don't know if it's been mentioned already, but I'm not sure I would like to see classes (in the traditional sense, that is) at all... I've commented in another thread about Skyrim's skill system, and that, to me, felt like it had much more options for customizing (and therefore ROLEPLAYING). Basically how Skyrim's skill system works, for anyone who doesn't know, is as such: you DO NOT have a class, but EVERYONE would have EVERY SINGLE skill that was in the game instead (one-handed weaponry, destructive magic, archery, heavy armor,etc), which you could advance in rank/experience levels by D
  5. Moving aside all the wonderful and awsome questions of 'how does one deal when living with differing cultures?' and 'what's the nature of good/evil?' for a minute, I personally was thinking more about an exploration of identity, with a recurring motif/theme of the story apparently being 'soul' and all.. What makes a person a person? <-- insert psychological conditions and illnesses here (what about psychopaths? how does an autistic person see the world? etc etc) What makes a person good/evil? <-- insert nature-of-morality and attached ideas here How much of a person, or what
  6. So I was thinking about this just now. A commenter (Starwars, in the 'spell cutscene' thread http://forums.obsidian.net/topic/60646-spell-cut-scenes/) said that "I hope something Project Eternity will do is to have as little interruptions to the gameplay as possible. No cutscenes or other things that constantly takes away control from the player." This made me think. Although I love making chess-like tactics, I also love relatively simple ways of doing combat. As in: the pause button may be there, but if given the choice, I'd rather not use it if I could deal with the combat on-the-fly, to
  7. Am I the only one who actually likes Skyrim's way of handling leveling up and experience and such much more? To me it made much more sense to have X number of skills, and each skill could be advanced in depending on what you did with them in-game. How would talking your way out of some situation earn you experience or even a level up, that could then yield you the awesome sword slash of doom skill? On that similar note: I actually liked the no-classes mechanic. It made your character much more customizable, and really felt like you did your own thing (which is what an RPG should be
  8. As long as there are no morality meters, I'm fine with 'good' and 'evil' choices, as long as they can pan out differently depending on what you do. You can have different motivations for different choices, and well thought-out choices may not even be good/evil depending on your motivation. E.g. giving beggars money (light side?) in order to build up your intel network (well, isn't that dark side-ish manipulative?), killing an assassin (dark side?) so that they won't pose a threat later on (protecting those you love? Isn't that light side?). Choices shouldn't just be about the +10 Dark
  9. A repost from an earlier response of mine, just to throw in my ideas for discussion: I honestly don't want a morality system. I don't want a good/evil dichotomy... I just want actions and consequences. You choose to lie to a person? I want to see them start to distrust you when they find out. You choose to kill some important NPC? I want a companion of yours to try and talk to you about it later during rest. Do you treat someone like $#iT? I want them to confront you about it. Do you act like the complete opposite than companion Y? Have them come up to you and talk you out of
  10. I honestly don't want a morality system. I don't want a good/evil dichotomy... I just want actions and consequences. You choose to lie to a person? I want to see them start to distrust you when they find out. You choose to kill some important NPC? I want a companion of yours to try and talk to you about it later during rest. Do you treat someone like ****e? I want them to confront you about it. Do you act like the complete opposite than companion Y? Have them come up to you and talk you out of some action you're about to take, or convert you to their way of thinking, or even leaving
  11. As long as the romances have something to them, and they add something, ANYTHING, to the main plot (e.g. they trust you enough to give sensitive info, or charge in to save you when you're about to be sacrificed making your escape easier, or ANYTHING else), instead of it being meaningless fluff, then I'm fine with it. Heck, if there are going to be complex themes in PE, then why not incorporate/intertwine romance in it as well? I like the idea of exploring moral questions with romance or camaraderie as was commented earlier.. ->> this, pretty much: That being said, as long a
  12. That would be awesome... How great would it be to have the game try to play subtle tricks on you? To have conversations with companions or other NPCs that may or may not end badly (i.e. you potentially killing them), only to find out later that said conversation didn't really happen, and you just killed (or thought about killing) a good friend... Or say in a conversation you want to pick option 1, only to find that the game just won't let you... Your character just can't say it.. The option/link is unresponsive, and after a second or two the description of the option changes to 'no
  13. Ohh.. That IS interesting.. Imagine it.. After one mission, you just have no idea what to do anymore. So you go ask people in-game for intel. You get some pointers, but nothing concrete. Your companions make comments about being sleepy, and at some point you decide to go to sleep (perhaps in-transit towards some other location on the map). Then suddenly, there's news in the newspaper/rumours in the street that some major city is destroyed (or whatever). BAM! There's your lead, and damn did the stakes just get raised a bunch. How's that for urgency? ;p -Tim
  14. I would heavily support mod tools that can change pretty much every piece of the game (with restrictions, of course... It would be silly to mod the game into an FPS). I mean... Look at Freespace 2 Open. IT'S STILL ALIVE! And after so many years people are STILL patching up the original game with high res graphics, are even making total-conversion mods to tell stories in for example the star wars or battlestar galactica world, and they are even creating their own stories and settings. They've even made a side-scrolling shooter out of it. Look at Amnesia and what people have done with it
×
×
  • Create New...