Bhazor
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Everything posted by Bhazor
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Is there any kind of difficult terrain mechanic? In the first in game footage it looks like the character is just walking on an invisible bridge when he's crossing the wet stepping. I don’t mind the lack of animation but walking through water like that should at least slow you down, seems like an important tactical idea being overlooked. It wouldn’t be hard to implement in this game you could just “paint” areas of the floor at different levels of difficulty. So normal/unpainted (say a paved path) would be 1, mud would be 0.8 and wet rocks would be 0.4. Multiply walking speed by terrain difficulty, tidy up the animation and maybe add a “sure footed” perk that reduces terrain difficulty and you’re done. This is a simplified version of the D&D system which would include stumbles and falls but could require a tonne of re-balancing. In first person or more hi fidelity third person it could be a lot of work but in this engine it would be easy and in my opinion would really add to the tactical element.
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Only complaint is theres no wading/difficult terrain animation, it looks like the character is just walking on an invisible bridge. I don’t mind the lack of animation but walking through water like that should at least slow you down, seems like an important tactical idea being overlooked. But still its a year from release and not even at the alpha stage so I can’t be too critical.
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The best part about Kriea is you could never tell if she loved you, hated you or saw you as God. Usually it was all three at once. The way she was manipulating the rest of the party behind your back (mind controlling Atton, enslaving the Wookie, reprogramming the bots) also made those characters much more interesting. Which is my point about how character's should be changeable and complex. You certainly shouldn't be able to sum them up in a couple words.
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The problem with the poll is how all the answers should be related. A charcter reacts to the world because of their history with it, they react to other characters based on their personality, their looks usually dictate their skills and their motivations should be the drive behind everything they do. I also strongly oppose the idea you can sum up a character's whole personality in a single word. A character with only one emotional state is a character without an arc or any real complexity. A good character would tick every box for both questions. Basically the correct answer is "They should be like Kriea". She's the total package baby.
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Linear vs non linear story
Bhazor replied to Malekith's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
@Malekith Somebody clearly needs to replay New Vegas. There is nothing preventing non linear stories apart from the writers ability. In the case of Obsidian they have among the best writers in the industry. Honestly the best non-linear story driven game I've played might be the original Wing Commander: Privateer game. -
I can understand the appeal of achievements and they can work well in getting you to play a game differently than you normally would. I can also admit that it would be cool if I had real proof of my pacifist run in Thief 1. But the problem with achievements is the disconnect from the gameplay, it feels too meta. So what about an actual in game effect such as having unique loot for accomplishing deeds? You can still boast and "'chiev hunt" but it has an actual in gameplay presence. I'm thinking something like the quest perks in the Fallout games. They don't have any real effect but they're still a lasting testament to what you've done. I'm certainly not a fan of pop ups in games. Though thankfully those can be turned off on Steam. edit: also what Aqaba said about literal trophies.
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The battle for Chris Avellone
Bhazor replied to Anaeme's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
When do you reckon they'll take Chris public? I'd invest some stock in him. -
Enhance the whole game?
Bhazor replied to gozolo's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Pretty certain they said in an interview that they wouldn't be able to add any extra content after 3.5million and everything after that would just be spent on polish. So yeah, don't take stretch goals so literally. -
First they came for George. And I said nothing. Then they came for Chris. And I said nothing. Then they came for me. And there was no one left to say anything. In all honesty though I thouroughly support the cooperation between the two companies. Just waiting for the inevitable Voltron moment. OUR FORCES COMBINED
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Update #47: Odds and Ends
Bhazor replied to Darren Monahan's topic in Pillars of Eternity: Announcements & News
So how long till Dwarven Forge announce Project Eternitiy themed minatures?- 131 replies
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How should magic work?
Bhazor replied to fan's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
My complaint with the fatigue system is that it loses the foreplanning and strategy of picking the right spells. Perhaps a system where you can cast certain spells faster (preprepared) or at lower fatigue cost depending on your choices. You can choose to cast other spells but they'll take longer to cast and cost more fatigue. I forget the name but there was a spell or ability in D&D that let you cast an unpreprepared spell at the cost of using a higher level spell slot. So you could use a level four spell slot to cast a level 3 fireball. A system like that combined with fatigue would be my choice. -
Crafting vs. Loot
Bhazor replied to Gecimen's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Have to agree with nerdboner. Terrairia and the various Minecraft clones are ruined for me because of just how generic everything you make is. I want items with lore behind them and long quest lines in order to find/activate them. I certainly don't want any Diablolike socketing. That said something like Witcher's recipe system could be pretty cool. Having to browse through shops for recipes felt surprisingly good it's just the dull grind of finding the items. If there were hidden components and recipies which you could take to a craftsman who would build it for you at a set price then that would be pretty cool. Actually similar to the BG2 system of brining ancient artifacts to the Dwarf on the docks who would make super weapons from them. Thats crafting I like as the busy work is removed and you end up with something unique. -
Dialog, best seen and not heard?
Bhazor replied to Bhazor's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I've always known voice work was hugely expensive, restrictive for the creators and often skipped by the players. I'm just surprised anyone else noticed. -
One development that surprised me with the Wasteland kickstarter was that fans requested that spoken dialog be cut down in favour of more content. Avellone himself said http://kotaku.com/59...would-look-like Was curious how we felt about the same approach being taken in Project Eternity. I liked the BG system where a characters first lines are voiced so you get a feel for them and then any wham lines or major speeches are voiced for maximum impact. I'd certainly miss it if there wasn't a little voice work as I do think it makes characters more relatable when you can attach accent or mannerism to their written dialog. I always read Anna's dialog in a thick scot brogue for example.
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Identifying found items
Bhazor replied to Piccolo's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Identifying spells/items is something I really miss from the Infinity era. There was just a huge sense of excitement emerging from a dungeon with arms full of unknown treasures not knowing their true worth. The gamble of using unidentified items and finding out their cursed (the girdle of feminity, anyone?). But there does need to be reasonable lore rules. Characters able to recognise common items or items they've already identified, all characters checking items as soon as they're picked up and most of all combat skills giving a lore bonus to paticular items. It always bugged me that my level 15 master swordsman couldn't identify a +1 sword when he saw one. -
Using Looted Clothes and Armor
Bhazor replied to Amentep's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I like the idea that you could wear any armour/clothes but if you wore the wrong size you suffered a penalty. So a halfling would be stumbling over in long trousers suffering penalties to sneaking/dodging and a huge warrior would be restricted by tight fitting clothes suffering a dexterity penalty as he can't move his arms as easily. But. In practice I get the feeling it would end up as just busy work or carrying dozens of sets of armour that doesn't fit anyone hoping you'll meet someone they fit.