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Everything posted by IndiraLightfoot
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Another quick one for Josh: Wouldn't throwing nets be great "engagement zone"-grabbers? I'm not saying it should be like the Roman retiarius (net fighter)... ...but something similar has been sorely missed in RPGs. Why should magic-users have monopoly on web spells and other crowd-control spells. This could be one of several fighter CC stuff, no?
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That will certainly be a novel tactic "Novel" tactic, I see what you did there! Very funny, indeed!
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Wonderful update, and so many wonderful comments and suggestions! A big hug to you all! I love the grimoire slam, it's so true to the spirit of any good adventurous RPG! PsychoBlonde: A very important point: Just make sure that ranged attacks and spells, also sneaking and mind-dazzling cipher methods get a fair share at messing up the order of things, and then especially that engagement zone. P.S. But Josh, what happened to the production beard? Perhaps it's time to break such traditions, anyway, huh? They are more fitting in the setting of ice hockey finals than in the sphere of game making.
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Design a monster.
IndiraLightfoot replied to JFSOCC's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Agreed, I do hope OE rip it off. Great work! -
Apropos nothing than the exploding heart reference: David Carradine in Kill Bill certainly looks a lot like our monk in PE, good old Forton:
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I'm adding two new great ideas from one and the same thread, Ieo's "Dynamic Encounters": http://forums.obsidian.net/topic/63134-dynamic-encounters-patrols-respawns-spawn-points/ Lots of great contributions there. Read it and come up with your own! -Complex target patrol routes through world maps based on migration patterns, seasons or hunting/patroling schedules link: l -Enemies taking advantage of a party engaged in battle through sneaking or calls for reinforcements link: l -Scrolls and documents have different icons for when they are unread and read link: l -Sticking to a weapon will set off familiarity rewards and even quests over time link: lll -Flexible and intuitive spell effects that can be adjusted to fit encounters and environment link: lll -Icons marking the tone and skill implemented when picking dialogue options link: lllll -Quests, or rather objectives, centered on discovery, intrigue, info and non-fetch, non-kill X critters-goals link: lllll -Innovative ideas for strategic cipher abilities before and during encounters link: lll -Guns can be used on certain doors and chests to open them link: lllll -Nice UI for weather and temperature, including an adaptive fog of war link: llll -Maps, weather and environment affecting spells and the party link: llll -Magical artefacts for our houses and strongholds link: llll -Give magical non-weapon items much more love link: lllll -Beast-of-burden teams embodying the deep stash; they are useful and sometimes shady link: lll -Individual party-member quests in cities to challenge their personal strengths & weaknesses link: llllll -Armour and weaponry can get "enfeebled"/"fatigued" over time, easy repair link: lll -Temporary abstract armour degradation in combat, repairs are "automagical" link: llll -Crafted magical items are few, unique and true achievements link: llllll -Loot is "branded/tagged", origin of items affects NPCs differently link: llll -Magical items are very rare, gold is for consumables link: lllll
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Can't believe I've missed this great thread! Good discussion, peeps! I'd also like to underline the importance of better warning/alert systems for baddies and of respawn points/zones used sparingly and wisely - basically, it should really fit-in story-wise. I'd much rather see a more intelligent spawn system that activate new spawns on old spawn points (like migration, new critters taking up the void after old critters perished) or new spawn points (as an affect of actions taken by the party. If you kill a group of Aumaua raiders, don't be surprised if they popup elsewhere, even in places where you've been before (think: mess with a few bees outside a hive and you get a whole bunch of them after you soon enough) I'll make a bold move and add two of the ideas in this thread to the "Ideas not to be Forgotten"-thread: -complex patrol routes through world maps based on migration patterns, seasons or hunting/patroling schedules -enemies taking advantage of a party engaged in battle through sneaking or calls for reinforcements
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I like them democratic wear-n-wield systems. Although not as realistic, they give me more choice when playing various races and characters. And I gotta admit, "estoc" sounds cooler than "tuck". "Let me tuck you in for one final nightie, nightie!" That's more a line for a thug who's nicked an estoc.
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I just read the Wiki-entry on Estoc: apparently a thrust weapon that's great against plate and ring mails. On that note, a few questions: It was apparently 2H, but can be used as 1H as well. What will it be in PE? Some estocs measure over five feet, while most seem to be a bit shorter than four. How long will they be? How tall will Orlans be - that is, can they wield estocs? Or is PE basically built on all weapons can be used by all races? And why "estoc" and not the more English "tuck"?
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Much better, Hormalakh, great even! It would be neat to choose a few aspect of "godlikeness" per god like aspect, say three each. For instance, for fire elemental god likes, you get to be like a molten Big Ben in one, fiery hair in another, and eyes glowing red hot in a third.
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I laughed myself senseless when I read this reply! I have streaks of childish humour, I must admit. And by the way, the post really sums up why it's not a good idea, after all.
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Very nice idea: If you happen to encounter and defeat certain elemental or magical monsters many times enough, you get a bit better in that field of elemental or magical power. In a way, it could work like you get certain perks in FNV - like 30 dead frost monsters, and it opens up better proficency in your icy spells somehow. It would be fairly easy for the game to keep track of such things, and it would make various playthrus a bit different, no doubt.
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Here's a wild idea (coz even a voice-specific "Uh-huh" will possibly get on one's nerves, eventually): What if the picked character's equipment made a distinct sound: A pally in plate mail sound like a clank, an elven archer emits the sound of a bow string getting stretched, an assassin has the ziiiing sound of a sharp blade being unsheathed and so forth - a bit like units make a sound in 4W/strategy games when you click on them. EDIT: And wouldn't it be cool if you could change that equipment sound in options from a library of equipment sounds? And for those that still want "Yes, can do!" and "I'll be much obliged" etc can pick voice lines there as well or toggle that, you get my point.
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Design a God for PE.
IndiraLightfoot replied to Stiler's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Here goes Dráàn, God of household waste, gutters and sewers Putrid Waters, The Underminer of Cities, The Rat King. Throw something out the window and it feeds this insatiable beast god. Citizens of any city, down and village fear Dráàn and his subterranean realm of sewage tunnels and gullies. The rats down there are bigger and fiercer, the diseases ozzing around are deadlier than normal. No known temples in honour of Dráàn exist, but there are worshippers and even societies devoted to him. Those male-gender-only societies are the undertakers, which in many cities double as sewage cleaners as well. Being the ones who bury the dead and deal with the worst imaginable kinds of waste, they are shunned by society. They cannot marry, but legend has it that they take humanoid rat wives, which in turn spawn giant rats of high intelligence. One gift Dráán grant her followers is immunity to disease. -
Thanks for letting us know, Rob! And I did think that fella to the right looked more than a handful - and a sturdy Aumaua, it was!
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I guess that I go against the grain here somewhat: coz I loved those elemental god like characters! : In 3rd ed D&D and in NWN2 MotB I got to play genasis a lot and I adore them, and then especially the air genasi, and now I more or less get to play one, hooray! And yes, playing a dryad sounds really appealing. After having met them in BG1 and NWN1 vanilla, we knowe get to try them ourselves, hehe. Also: Wonder which races those three figures of various sizes with magi-stretch armour are supposed to represent? Dwarf? Orlan? Human? Or Human? Dwarf? Aumaua? And the ingenuity behind these 3d animations and armor-fit-all mechanics is astounding! Thanks for sharing!
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I think the line is for an evil male character in Icewind Dale, perhaps IW2? And yes, these lines tend to get annoying fast. For instance, perhaps the worst part of the great game Planescape Torment was that each time you clicked to move, you got like one out of two responses for the character EACH TIME, and those were really annoying.
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Chill, man! This is just for the fun of it, and nobody is forcing anyone to vote for anything. And as for the other thread, it is basically as democratic as a thread gets. Anyone can add their favourite ideas there and then people will get to vote for them. I think you'll find I'm all for everyone having an equal say on everything. Also, I don't think the devs need hand-holders that tell them what they can handle or not. They are doing just fine, they need not be watched over, this forum is living proof of that. I'm pretty sure that they would set the foot down if these forums derail. Why waste energy on basically telling us fans "keep quiet and let the PE devs work undisturbed" on a Kickstarter Project Eternity forum? Let's just do thing in a nice and creative spirit and let petty stuff slide, yea?
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Hi folks! Here you can vote for questions you wish to see the devs answer ASAP! The thread is all in good fun, and I've just listed questions that popped up in me head. So go grazy with the voting, and hey devs, 'fess up now! EDIT: The last two polls were not multichoice the first minutes, I've fixed that now.
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This is a very nice offer, and hopefully they will get in touch with you guys! However, like I just replied in the thread about LAN-support, I want the Obsids to focus on making PE first, and if this means that the combat animations are a bit repetitive and lackluster, so be it, coz it's not a priority, it's merely a matter of a nice polish to the game, at least that is what I think.
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Heh, meteor impact, now that's a hot topic right now! Well picked. Alright, here goes nothing: Celestial: -Supernova explosion creates a new light that shines all day long like a moon on the sky (its neutrino radiation does something world-wrecking to the magic balancing the elements of the world) -Comet tangents the atmosphere, this gets interpreted by astrologers as a bad omen, but the more modern astronomers realize it brought with dust in a weird form, but what kind of dust? A new substance/element, perhaps? Cultural/political: Secret societies rule a nation behind the scenes, as it were, but our part will expose them for what they really are: Worshippers of the goddess Drenya - the deity of the thousand choruses and babbling brooks and streams Think Orinoco Flow turned into evil harmonies and demon whispers. Economical: A foreign land invents notes for currency instead of coins, and this sets the scene for elaborate counterfeit operations in the hands of the Orlan kingpin Inkblot (his ears have patches of black in them) Environmental: A dam and a profitable water mill gets blown up - and the dam busters destroy an entire valley. It gets submerged and strange creatures soon take over the eerie swamp of submerged villages and farms. And did I mentioned the Drowned Ones? They've risen from the dead and have revenge etched into their foreheads by some mad man, literally. What is going on?
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