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Everything posted by IchigoRXC
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"Other" Playable Species Poll
IchigoRXC replied to Gecimen's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Elephant people -
Magic spell customisation
IchigoRXC replied to IchigoRXC's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Perhaps we have a chance to see what Tim Cain thinks on the matter of spell customisation and if it has a place in a world like PE's. I have added a question relating to this thread on the reddit for this weekends update. If this is something that interests you I suggest upping it, or posts similar to it so we can get a feel on how magic is going to be done http://www.reddit.co...her_reddit_q_a/ -
I soooo hope your prediction is correct. I have faith in the German populace to do what it right.
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I don't think the Novelty of a floating talking skull wise cracking and biting people ever got old for me. Still a child at 25, these things still amuse me no end.
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Magic spell customisation
IchigoRXC replied to IchigoRXC's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Yeah, I can't play as a Mage in skyrim (far too restrictive) which is the route I would usually go down. I would hope that Obsidians take on it would be much more involved and well suited for the cRPG genre. I don't think spells are less interesting when you can take the foundations of a spell (shoots in this direction) and add your own sort of flare to it. I choose a chromatic orb base, with the ability to turn the person it hits invisible. 3 variables, direction (and distance), type of spell (projectile orb), and what it does (Invisibility). Ichigo's Shadow Orb - level X spell. Casting time y. -
What if crafting wasn't done in a skyrim/mmo way. You don't have recipes or infinite resources but a small amount of really rare resources, gems, runes of power etc. These can then be used to upgrade your trusty sword you have been using since day one. The weapon that has always had your back. There are not enough resources to upgrade everything you have, or craft everything in the game, not by a long shot, but it gives you a feeling that the weapon is yours rather than picking up a new sword every couple of levels and disregarding the one you had 2 levels earlier, which replaced the one you had 2 levels before that etc. This I agree with, but I don't think they would plan on doing it with every day materials. We can hope this is true. For example how I would go about it in a very dumbed down way is you end up with a dragon bone (yes like skyrim but hush) now there are not infinite dragons flying around for infinite weapons. You have to choose this one style of weapon/armour/accessory to upgrade using this bone. Maybe that trusty knife you use up close and personal, or that lance for your polearm arm user after she broke her last one. The idea would be to have choice but making them feel like they matter, you can only make one thing out of it. You are not going to get an entire armoury of dragon bone weapons, just the one.
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Gender Prejudice
IchigoRXC replied to DeDaL's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
The only place this would ever have in my game is when my Shar-teel esq character grabs the speaker by the hair and tells him how she is going to cut off his *redacted* and choke him with it. -
Magic spell customisation
IchigoRXC replied to IchigoRXC's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I quite like this Idea, that the game has certain hidden pre-sets where when you combine to spells you do get something similar, but with an entirely different mechanism. The snowball is a fantastic idea. My general jist was not about being given free reign to add and develop every single spell in the game in one playthrough, but more have it as a long drawn out research process. You would manage to make maybe 3-4 spells in your entire run through. It adds a bit of re playability and a nice reason to role a mage (take a mage). I would love it if there were consequences to your spell casting actions rather than just mind the AoE. As you say, in a small confined area a fireball should spread quicker and further than normal, eating up available Oxygen and creating an asphyxiating effect. That would be awesome. Perhaps leaving water puddles nearby when cones of cold defrost, making electric spells more viable, but dangerous to nearby allies in/near the puddles. Anything as quirky as a teacup storm has my vote. I love the crazy things Wild magic had under it's sleeves in BG2. "I cast fireball... I get an army of squirrels..." How about a money shield, telekinetically controlled money that floated around you deflecting ranged projectiles at the expense of your coffers. That would be quite something. -
Magic spell customisation
IchigoRXC replied to IchigoRXC's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Well my very initial ideas are various spell types and ranges. Projectile types (magic missle, arrow attacks). Customising them would fall under the, how many projectiles, what projectiles would they be, any added effects, any element. With this in mind, you create a spell that fires 5 small lightning arrows at the target, dealing small electrical damage and each has a chance to paralyse for x rounds. Adapting a cone spell could be as easy as changing the distance and the spread of the attack. An AoE like fireball could have the size of the blast changed as well as element and effect additions. An AoE like call lightning could have extended times or smaller times and more powerful bolts. Oblivion had a spell alteration ability which was quite fun, obviously couldn't be implemented in the same way but I would like to think that if someone could knock the nail on the head with this one, it would be Obsidian. -
So have you ever played a game with some really cool spells or spell effects, but felt it didn't quite cater to your need. You can sling a fire arrow or an acid arrow at someone, but you feel an arrow of freezing a lightning arrow would fit your character much better? I would like to see some sort of ability for high level mages (if that is the route they go down) to be able to research and transcribe their very own spell. They could name it and based on how the spell comes about, (buffs, debuffs, AoE, saves etc) changes the spell casting time and the level of the spell. Perhaps it could increase the likeliness of spell failure if you are going a little extreme with your spell design. The recent update including the stretch goal at 2.4 Million, which I am hoping we will meet head on within the next week included weapon creation, customisation and enchantments Which I made a previous topic about, which was wonderful news in my mind. From this I would like to see a spell alteration/creation ability late in the game. Cone of Acid breath perhaps or maybe your magic missiles replaced with extremely angry chickens (for the wild mages out there). I just feel if mages created their own spells and name them after themselves, once you reach the height of your game, you should be able to join them as legends, forever known through the use of their spells. As an after thought, if then you could trade spells with friends and they are mysteriously scribed into scrolls somewhere in your friends game (do the same with weapons) it could be a really nice idea. Sharing a bit of your game world with them, and vice versa.
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This fulfils my earlier post topic about legendary weapons created by you. This is a goal we need to meet. :D Loving it, need to check my funds before i boost another level of funding :D
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"Crafting and enchanting in Project Eternity will allow players to use objects and materials they find during exploration to both create consumable items like potions and scrolls as well as give their gear custom upgrades that can't be accomplished by other means. This system is intended to be easy to use and very flexible, allowing players to customize many aspects of what they can create or alter. Whether it's brewing basic potions from herbs and minerals commonly found throughout the world or upgrading a humble broadsword into a custom-named, magically-imbued weapon of distinctive and legendary power, we want to give players the ability to make it. On the development side of things, we also want to make the system as data-driven as possible, allowing us to easily extend our list of recipes in the future. Each stretch goal we hit not only adds new features to the game like crafting, but also makes the game larger by adding more content, quests, dialogue, and characters. Together, we've already added two new races, companions and classes, along with a player house. $2.2 million is very close which adds a new faction and region, and there are more exciting stretch goals planned if we make it past $2.4 million and beyond." Seems like something along the lines of what I wanted is coming true. There are no deep details, but being data driven sounds wonderful for further possibilities and additions. Create a name for yourself in this world, and then name your weapon
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New Game + vs Once and Done
IchigoRXC replied to Cariannis's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Import/Export function and a system like fallout 2 where you keep playing after the end if you so wish. This would make me a happy bunny. -
Yes this is exactly the direction I was envisaging. Finding books containing runes/sigils of long lost power and utilising them to upgrade your weapon. Finding a recipe for an incredible alloy/meeting a legendary smith who tells you the ingredients you need to collect to make the alloy. Taking magical gems from Weapons you have (a sacrifice of sorts to better the weapon you have). Imbuing it with magic from certain places of power, such as using the ambient energy around a legendary battleground where thousands lost their lives. The residue of thousands of released souls could give a brilliant backdrop to some sort of upgrade process.
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New Game + vs Once and Done
IchigoRXC replied to Cariannis's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I want both replayability from creating new characters and trying out lots of different things, but I also want an import export function for my character during the game and also upon completion. -
Identifying found items
IchigoRXC replied to Piccolo's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I am well aware of your wall of text, I have read it and noted it. However I carry on with my personal view because your "best solution" does not fit what I would like to see in this game. The adventurers are not "hostage" to the town's Loremaster, it is a service, one we can do without through several means. If you have a "loremaster" party member then you have your source of indentification for all but the most hidden and lost legendary items. You also have the ability to just slap the item on and try it out. The more adventurous folks among us may want to just try it out and see what happens. Perhaps there should be a way of learning its abilities through usage (obviously not it's backstory that would be a job for people with massive books filled full of history and lore) I think if there was to be an "indentify spell" then it would have to scale with level. I don't want a level 1 magic user to be able to identify the most legendary lost item of this world. The scrolls would work in the same fashion. Perhaps the spells work directly with your "lore skill" creating an average between that and your magic capability. Also I would like it if a cursed item applied the curse directly to the target but as was mentioned earlier are not always immediately noticeable. Thus the item can be removed and you would be none the wiser. -
Identifying found items
IchigoRXC replied to Piccolo's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Someone like Giles in Buffy the Vampire Slayer. If you want to know about this extremely old rare weapon you found hidden deep in a dungeon no one has touched in centuries, the lore master may take a while sifting through his books and scrolls looking for a description that matches the weapon you have brought. -
Identifying found items
IchigoRXC replied to Piccolo's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I want identification to be a big thing, loved it in the BG games and when modded it added even more unidentified items to the game. I would also like people to sell items thinking they know what they are but upon further inspection your lore master reveals a little more than the store clerk knew, or perhaps noticing the clerk was just lying to you.