
zimcub
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Update #53: The Man Who Makes Monsters
zimcub replied to Darren Monahan's topic in Pillars of Eternity: Announcements & News
I hope you guys won't delete any concept art the artists make or leave it out of the digital collector's book format. I would love to see all of it even the rejected ones!- 78 replies
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If it's so punishing to move characters around the map won't this actually hinder mid combat tactical positioning, and just have each of your characters to try to fend for themselves? It kind of creates a static combat with the fighters where they would prefer to just mash each other in the face than actually running to the aid of your party members. Also it kind of makes it an advantage to go die in a battle to see how it will play out so that you can preposition the characters better before the actual combat starts, which is something you are trying to avoid. While in IE games it was hard to block the opponent's movement with 1 character, it wasn't with 2 or even 3 because you could create a wall with them at the right time, and this real time positioning is what made combat a LOT more interesting for me than in NW games. For punishing running way i'm guessing this means that player characters will have bigger health bars than in IE games and more like in NW (unless you want very frustrated players watching the impending doom coming at them as they know they are more likely to eat a killing blow if they try to get away.) I'm kind of disappointed in that because i remember NW games to have very static combat where you would mostly just watch 2 characters mash at each other and nearly completely ignoring any tactical movement. Of course this was replaced with special ability mashing but hardly anything tactical or intelligent.
- 209 replies
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Update #41: D&D: Dwarves and Doors
zimcub replied to The Guildmaster's topic in Pillars of Eternity: Announcements & News
As i said already it's mostly the beard that i find lacking. It's what mostly defines a dwarf for me and different ornaments, lengths and designs are what separates one dwarf from another and gives them character. You could always recognize that this is a dwarf by it even if it's just the head that is shown. As far as the model goes, the nose isn't really that big, I've see people in in real life with noses like that, same goes for brows. The only difference is the jaw width, which might be a bit uncommon but hardly exaggerated. If they initially announced this model to be human instead of dwarf, no one would assume otherwise, and would just think that it's just a more rugged type of character (Think Hulk Hogan). This is why a distinct beard is required. Now you can claim that a heavily bearded dwarf is just stereotyping and that it's better if it's something different, but how is looking more like a human really different? You take away it's dwarven characteristics, it's beard ornaments, that could describe it's history or clan or whatever lore they will have, and you replace it with typical human features. If that's fine than why not just give human model a height and width slider at the creation screen and you'll get the same effect? EDIT: Actually never mind, you win, I can't be bothered to talk about this anymore since art is subjective and it's really just my point of view, i already posted the model design that i think looks cool and it's up to obsidian to decide what to make of it.- 143 replies
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Update #41: D&D: Dwarves and Doors
zimcub replied to The Guildmaster's topic in Pillars of Eternity: Announcements & News
While i agree with you there i feel like the current model looks too human. You could have easily said that this was a human model and you wouldn't take a pause to disagree. So while it's not stereotype it's not really new either.- 143 replies
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Update #41: D&D: Dwarves and Doors
zimcub replied to The Guildmaster's topic in Pillars of Eternity: Announcements & News
Now you're just being stupid. Even i can see how the shaved model top half might resemble Patrick Stewart, although that wasn't my first thought. Just because he doesn't like the model doesn't make him some kind of a racist. A lot of designers use models/tv stars to help design characters so connecting it to a know person isn't really that strange, even though it probably wasn't the case here. As for the model i will also point out that i find it lacking a bit as i prefer heavier bearded dwarves like the models in warhammer online where the beard reaches all the way to the cheek bones instead of just the jaw line Obsidian sends a newsletter every update asking what we think about the update, and i'm giving it. You don't like it? Tough luck.- 143 replies
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Dont forget that when it comes fast vs slow weapons , the slow ones will have an advantage when it comes to chasing or running away because the swing time will always reset by the time they get close enough to hit. While perhaps its not that big of a deal it might be a good idea to test if it needs some sort of compensation for faster weapons.
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Update #41: D&D: Dwarves and Doors
zimcub replied to The Guildmaster's topic in Pillars of Eternity: Announcements & News
I'm also interested if doors can be used as a tactical advantage or disadvantage. If the door always opens away from the character then you can make a collision detection on the other side if something is blocking it, and can decide with a Strength (or perhaps weight) check to see if you can open it. Pehaps even add a spell that helps opening a door if someone's blocking it. This way you can retreat behind a door where you have a chance to recover stamina or health. (or not, if a golem comes knocking on it) It would be a little tricky programing the AI whether or not it should also do the same vs the player when it's low on health and resources, but i think it would be more interesting than just have the creature always open the door or never actually do it. As for the armor fitting all sizes, i'm not sure how this will work; i just hope it won't be like in WoW where only helmet and shoulders have different mesh and the rest of the armor is just a paint job.- 143 replies
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(This is me assuming the -50% rules will be used if all else fails) I think the problem is the occasion, where you will be engagaging enemies with different slash/pierce/blunt resistance, will be much more numerus than in the D&D. If you are engaging a simple party of adventurers, you will already need to have all 3 weapon type damage on your party (vs mage, fighter, rogue) . Or if you engage simple goblins with light armor and then engage the next wave of heavier armored orcs. You will always get a prefered weapon type. And i assume that stronger and bigger creatures will also have armor types like wryms and dragons. (obviously i have no idea what kind of monsters you will face in PE so i'm just giving general examples) I think -50% is way too harsh if the number of occasions will be so high.
- 265 replies
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Probably not intended but the story of Woedica gave me a feeling of nostalgia as it feels like a scary story that you used to hear as a kid. No complex setting needed just a weird story of an old woman you would hear in a village, that makes you want to investigate furter. As for Orlans, they remind me of squirrels, too bad they arent as cute.
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I personaly would not find constant weapon switching to be fun. Beacause it becomes unecessarily tedius. Even with a cooldown it wont really change anything because you will just switch as soon as its up, and then you need to manage the cooldowns of several party members for every monster they fight each, and end up with just a big headache of unecessary micromanagement that isnt really fun. A fun example of weapon swaping for me would be like an in BG2. You see a mage casting confusion on your party but remeber that one of your characters happens to own a sword that protects you from that spell so you swap it to a weaker blade and it helps you get through the powerful attack that can potentionally kill your whole party. If there has to be a weapon vs armor switching mechanic in the game, then at least make it so that you can do it only once or twice each battle. (But thats also a weird mechanic that i would rather stay away from.) Or limit it with weapon specializations so that weapon swaping isnt always the best choice and balace it around that.
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About humans..
zimcub replied to morrow1nd's topic in Pillars of Eternity: Stories (Spoiler Warning!)
But it doesn't matter which race is the baseline, if you plan to make the races balanced. You can make the elf race be the base line with no bonuses and then humans with +2 con and -2 dex and it's still going to be the same result as using the humans as base and giving elfs +2 dex and -2 con (just a simple example.) The reason humans are used as base line is because it's easier for new players to understand the world they are brought in, not because it's some arrogance thing. Unless you are suggesting that some races should have better bonuses than others, then that's a different story. -
About humans..
zimcub replied to morrow1nd's topic in Pillars of Eternity: Stories (Spoiler Warning!)
I think the reason humans don't get any bonuses in most games is because they are the building blocks of other races to be balanced around. Other races get advantages and disadvantaged while using the humans as a base. I know that wasn't really the case in bg1-2 but that game was hardly balanced anywhere. -
I hope there will be different specializations available for the druid. I did some modding with the shapeshifter class in bg2 to make the werewolf form scale with levels and ended up with a pretty unique type of fighter where it had low armor class and health but had health regeneration. So it needed up as a soft tank where it could eat a couple of blows but then needed to run away to regain it's health again. It was good against mages because they usually didn't dps fast enough to kill it (you rarely faced only mages in battle though) and was good as a support fighter in melee battles where you needed to switch the tanks so that they could heal up again. It's advantage was that it was always at full hp when battle started but, but needed to be careful on getting it killed if you were too reckless with it. I know healing items/spells are scarce in PE but as far as i know that shouldn't affect a regen if it's balanced properly.
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Quality or quantity?
zimcub replied to iHeldan's topic in Pillars of Eternity: Stories (Spoiler Warning!)
I think it should be quality. They can always add more stuff with expansions. -
Delayed Consequences & Ripple Effects
zimcub replied to agewisdom's topic in Pillars of Eternity: Stories (Spoiler Warning!)
I would like for "some" (too many would be annoying) of the choices to have consequence down the road that you might not predict unless you really carefully look at the hints around you, because it adds replayability. Some people say that this may annoy them and that they will simply look at the walkthrough to get through the game. I see no problem with this. If someone wants a game where everything is to be known beforehand and what their choice affect, then looking at a walkthrough won't really spoil their game will it? You're free to get as much help from the internet as you want. However people that want to be surprised don't have an alternative at all if everything is already pointed out in the game.- 57 replies
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I think it's okey to go from regular Goblin to something like {Clan name} Goblin with a different hue avatar that's a few levels stronger. That way you don't need to create so many diverse monsters while keeping some of the encounter scaling. (changing only 1 bit of gear on them would be even better, to make them more distinct) However fighting a group of challenging goblins/kobolts/gnolls at level 20 is a big nono. It's fine in special cases like a single powerful gnoll with a special name that's a leader of some group though.
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I usually strongly disagree when it comes to bypassing certain mechanics by having an easy option to go around it (in this instance, saves). However this is a single player game so it's only up to each player on how much you wish to limit yourself. Not long ago i saw some guy saying in Baldur's gate remastered forum that he has never finished it because he always play's it with the rule, that if his main character dies he needs to restart the whole game. I've also started to attempt this and it's amazingly fun. It makes survival really important so you even look forward to grinding mobs, just so that you won't die in the next big battle. Even though i'm allowed to save and load as much as i want, it's no problem creating your own set of rules on how you play your game, because it's a single player, and you wont feel like you're behind everyone else if you limit yourself.
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You need to remember that you aren't just fighting humanoids in the game. When an ogre slams that mace on your head you would rather use a large shield to absorb the damage than a buckler, not to mention something bigger like a dragon. And because of issues like that you probably need to list, for the player, all the shields and all the creatures that would get different type of protection, which can become very confusing. That's why it's much easier to just say bigger shield = better Or you could just give the bigger ones some kind of penalty like to hit or dexterity if you want to make smaller shields more important.
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I don't really get it how it doesn't make sense out of the game world. The guy was touched in the head so so why is it hard for him to behave like that? You can easily look at him as a kid who wanted to be a hero but never outgrew his childhood. I mean i respect your choice to dislike and i also wouldn't like it if they made a similar copy of the character in the new game. Just the logic behind it doesn't make sense when you describe it as this type of humor.
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I just want to point out, that although OP and some other people don't like the basic races, there are people out there who do. I don't play every other game with these fantasy setting and don't have much experience past Bioware and with dwarves and elves, however i simply loved the lore and setting in them. Just because some people play every fantasy game that comes out, doesn't mean others do too. However i really do like some interesting ideas posted here with more exotic races like werewolfs etc, however the idea is completely lost to me if the world doesn't actually acknowledge this. It feels so pointless to add such exotic races if the world treats you like you were a human. (Someone asked why dwarves used axes when they live in moutains. The reason they use axes is because they also chop a lot of trees for their forges which is exactly why elves hate them.)