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Everything posted by DocDoomII
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Development time too short
DocDoomII replied to PeonWarrior's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
For those games the developer were probably starting from scratch. Obsidian already has development tools fine tuned by years of use (they said so more than once). -
I seriously hope they would not trade in gold money, as that would be quite convenient... don't you think? Thinking about it a bit; Od Nua could be a haven for other adventuring parties as well - so maybe you end up trading with some of them (and fighting others?) As long as there is no a settlement that seems to exists as a Tourist Attraction™ placed there for all Parties of Experienced Adventurers™.
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Chris Avellone playing Arcanum
DocDoomII replied to Starker's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I hope you mean "insane" and not "inane"... Well, inane means "silly" among other things... -
I wouldn't dislike them as enemies or particular NPCs tied to quests. But, with the context of P: E world, I'd like them to bee different from the usual cliché. Maybe a lich could be someone who is able to extend his life by periodically binding the soul of a dead to his own body. This would make him, maybe, the top of what P: E necromancy has to offer.
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On the Subject of Stats
DocDoomII replied to anubite's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Path of Exile is not a really good example. The system is very interesting and challenging to manage, but that is the game. Manage the stats, since it's a Diablo clone Hack'n'Slash. cRPGs, while still being about stats and leveling, are more about the story, exploration, interactions, actual questing and combat. Hack'n'Slash are all about combat, stats, loot. -
Backer Badges
DocDoomII replied to Byeohazard's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Weren't the badges in Update 9? -
Chris Avellone playing Arcanum
DocDoomII replied to Starker's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
MCA! We want to see you playing in streaming like Adam did with ICW II!! -
NEW STRETCH GOAL!
DocDoomII replied to Loranc's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
You did your part fellow Backers. Now you can go rest. And watch the streaming http://nl.twitch.tv/obsidian -
NEW STRETCH GOAL!
DocDoomII replied to Loranc's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Also at $4.0m Chris Avellone will be forced to play Arcanum. -
XP System - Pro Efficiency idea
DocDoomII replied to El Duderino's topic in Pillars of Eternity: Stories (Spoiler Warning!)
@El Duderino (I'm expanding what I said to you on Kickstart) The idea of being "Pro Efficient" in something is not bad as it is, but it seems a bit simplified. Being Dungeon Pro Efficient in general seems a bit far-fetched. You should be pro-efficient with a different efficiency value for each dungeon, or else I don't see why, exploring a dungeon should make me more efficient in exploring a different dungeon 2 days later, if said dungeon is completely different and infested by different creatures. This Pro Efficiency idea seems to be more suited in replacing the arbitrary proficiency points of the old IE games. An maybe it could be applied to social skills (talking to a lot of people of a region would allow you to understand their mentality better and benefit your attempt at swaying their belief to your interests). It is nonetheless an aspect to keep in consideration when trying to create a better XP system. My take in improving XP in general would sadly make it very complex and unappealing to most people. The "XP-reward for killing/questing" system and the "Your abilities grow with use" system should be interpolated (something attempted with Skyrim, but it was still way too similar to the previous installment of the series). There should be 3 different XP bars: -Combat (related to killing and using combat equipment) -Social (related to NPCs interactions, companions interaction and quests completion) -Exploration (simple exploration, locating hidden passages, solving puzzles, lock pinging, and so on) These bars should fill up by repeatedly using the required abilities (that much to the likeness of TES games, level up with use) and when a bar fills up it's current level capacity, the character should gain a suitable amount of points to spend in perks (as in Skyrim). The perks available should be reactive though. It would be totally stupid if I could take a "+25% success in lock picking" because I leveled up by solving the riddle of a talking statue. It is very complicated to implement, and maybe too complex for the average player, but it would be way better than most systems we have as of now. -
I didn't follow what happened, but reading his post he didn't demand for anything. He just pointed out what he didn't like about the newly revealed mechanics. So what? That was totally in his rights and I don't even know why this topic is being discussed the way it is. You are all blowing this out of proportion. It could have been a critical discussion about the implementation of stamina concept, xp rewards and base IE mechanics that they are trying to change.
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Go easy on the jargon
DocDoomII replied to StreetBushido's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
@OP: Chillax man! -
Which tier did you choose?
DocDoomII replied to Althernai's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
165$ digital only tier (+8$ for the Order, ofc) physical stuff tends to get delivered damaged to me too often -
How should the UI look?
DocDoomII replied to Rostere's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Then you obviously don't play much games. Baldur's Gate style UI is huge waste of space. Every pixel of UI is limiting your view from those gorgeous backgrounds so they must find prefect balance between size and usability. Also UI consisting of blocks like in DA:O behaves much better with different resolutions than solid one and if you are allowed to set sizes for different pieces of UI or turn them on and off it's just perfect. On the contrary, BG UI is much more to my liking. It felt limiting only because the game had low resolutions. I simply hate to the utmost every wired-frame semi-transparent over-stylized UI. They lack of appeal, personality and seems too hightech for a fantasy.