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XenoReaper

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About XenoReaper

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    Vault Dweller of the Obsidian Order

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  • Interests
    Old-school PC RPGs! (Fallout 2 being my favorite)

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  1. Glad to see our numbers are still climbing! (slowly, but surely!) A minor concern, though- my name shows up as "XenoReaperm" in the master list- with the "m" at the end being a typo. If someone could give that a quick fix, I'd appreciate it! (I assume that the master list might be used for the game's credits or something, so I just want to play it safe) Thanks!
  2. I agree with Horm on this subject. The designers do have to make an effort to explain the internal logic of the game in some way- whether it be from the first few encounters (like running into a buff mage early if buffing is expected- not saying I like buff chess but that's an example) or from other experienced adventurers/mentors giving you early advice so as not to lead you astray. An example of where this would have been nice- Dark Souls. Now, in Dark Souls (as another poster already mentioned) the types of strategies available are very open-ended and, at least when playing mostly
  3. Wanderlust It is not known if Wanderlust is a deity proper, or merely a traveler's tale to scare would-be adventurers. It is said that, in life, Wanderlust had a human's name, and led a human's life. He was apparently a wizard of considerable power, and was the head of one of the realm's most influential arcane universities. He had everything an aspiring mage could want- respect, influence, and seemingly limitless knowledge at his fingertips. But, as it were, he was the last person in the world who would have asked for this. This archmage's quest was to acquire understanding of the
  4. And even if the Kickstarter campaign falls through, you just *know* they would make a decent sum by licensing their engine. Amazing what one guy (and a few friends) can cook up in a year's time.
  5. Bare Mettle looks like it has the right base to work off of. Looking at the updates, they seem reluctant to speak of the story much since exploring the world's overarching history and plot is a major point of the game, and they don't want to reveal anything that could spoil something. I will support them regardless of what the gameplay looks like- I agree that they should have done more than a tech demo, but if they can generate tech like that, well, they have the drive to see this through. Hopefully the gameplay will stand up to the tech, but if it doesn't, they can make enough to fund
  6. As for multiclassing, as others (like Shevek) have said, if you make the base classes flexible enough, you won't really need multiclassing. There is some versatility in multiclassing that's difficult to replicate in any other way (besides pulling something like the Elder Scrolls where all skills are available to everyone). But keep in mind that versatility for the player means a nightmare balancing the game for the devs. I'd rather PE be a polished, balanced game rather than a cautionary tale for what could have been...
  7. The main focus of a prestige class is exclusivity, and specialization. If you can achieve this through skills/feats/spell options (by making multiple paths you can take, where you can't max all of them out, just one or perhaps two paths at most) then there really is no need for prestige classes. The other thing about prestige classes is that there was often some flavor element to them... make the world actually notice your advanced skills, and you've pretty much got that part covered too (or make some of them lore-based, like "Hey, you know the X technique from Y school- wow! I heard the
  8. I play a Spellsword-type character in every single RPG I can manage to. What I can say, in D+D terms (while acknowledging that this isn't a D+D game) is this about balancing spell use/armor proficiency. A fighter and mage could both feasibly wear heavy armor and still be distinct without breaking the system in half. It's tricky to pull off, but here is how I look at it. A fighter wearing full plate has high armor (which could be either damage resistance or chance to hit, depending) AND high Hp, meaning that even without the armor they can take a volley of hits with no problem. The figh
  9. I really like this concept, but I imagine the coding for it would be a nightmare. Maybe a few unique/artifact items could be coded to trigger a dialog with certain companions when acquired, hinting at them wanting to use it, and getting upset if refused. I also really like this, and it's far superior to the annoying gift-giving mechanic I've seen elsewhere. I can see it being difficult to implement on any sort of large scale, but it would be nice if an NPC noticed when I finally obtained some hard-to-find artifact and equipped it on his character. Implementation would depend on i
  10. One other thing- I've always wanted a party member that actually reacts to the level of equipment you give them. In other words, the thuggish rogue (not lithe at all, but more like a bar brawler with street smarts) gets irritated if you give him a sub-par weapon, but is just plain giddy if you give him the best bladed weapon in the party... something like that. Obviously the main character's equipment wouldn't be counted in this, since it does make sense for the leader to have the best weapon should he/she wish to use it.
  11. I agree. For me, romances in an RPG come across as cliche in terms of the execution rather than the concept of "love" itself. MCA did say in one of his PE interviews, though (I think it was on Reddit... not sure) that he believes that there should be more "relationship" types than just romance. In other words, having a companion be a rival to the main character, and handle it like a "romance" in that there are branching dialogue options, et cetera that are triggered at certain parts of the story. Frankly, that's what I'd like to see more of- deep relationships with mechanics to back it
  12. Why walk when you can ride? Of course I had to hear that last line in a Dunmer voice, Morrowind style. Thanks for making me miss that game all over again... (whistles 'Nerevar Rising') On topic, I very much liked rjshae's idea of making the party more easily spotted or heard when running. That way, if you already cleared an area or if you are in a neutral zone like, most of the time, a city or town, then the penalty is irrelevant. But running in a dungeon could get you ambushed if you aren't careful.
  13. Guys, Josh has said more than once that he doesn't always like jumping into forum conversations for reasons kind of like this... "one comment from a developer tends to get blown completely out of proportion in terms of its weight" (paraphrased- this Josh quote was slightly different in wording but was stated in an early KS interview). Josh was giving a basic, dumbed-down example of a "what-if" but he wasn't saying that is how lockpicks would work. Just a simple explanation so the mechanic would come across without having to get too deep into it. We shouldn't assume that our characters wi
  14. A couple of things to add to the discussion. First off- the devs have already said there will be two separate skill trees (and separate points for each): One Combat tree, and one non-combat tree (with differences for each class, at least for the combat tree). So, yes, I think we should all expect a good deal of combat regardless of the build. We probably *won't* be able to just sneak through every dungeon or talk through each fight... Second- plenty have said "Why bother? It's a single-player game!" but we're forgetting one important fact. This game is single-player only. That isn
  15. Thanks for that bit of JESawyer wisdom. That's one of the reasons I like the heavy-hitters at Obsidian- they truly do love to ask the tough questions. PE is going to be very refreshing for that reason if not for many others.
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