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Everything posted by DocDoomII
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About Economy in cRPG
DocDoomII replied to DocDoomII's topic in Pillars of Eternity: Stories (Spoiler Warning!)
We already have enough streamlined cRPG out there. Dragon Age II is the master of streamlining and unrealism, and its quite awful. -
Level scaling confirmed
DocDoomII replied to Valorian's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Not the Oblivion scaling I hope. A little level scaling wouldn't be too bad, but not at the point where if you go back to the starting region, every critter scaled up to your level and became godlike too. -
Fallout style combat taunts
DocDoomII replied to molarBear's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I'd really like if they actually influenced the fight. Like breaking the wrist of the arm of your enemy would decrease his ability in swinging his sword or prevent it altogether. -
Proposed Inventory System
DocDoomII replied to Hypevosa's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Anything but, please, not something like the stupid Skyrim inventory. Skyrim and Dragon Age II inventory are like, the most horrible things ever brought to life. -
Combat log
DocDoomII replied to armitage's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Not so much of a combat log as intended by the OP, but a personal favourite of mine is the "kills log". I love when a game keeps track of how many skeleton I killed, how many trolls and so on. In the good old Diablo 1 you'd discover more about a certain type of monster, the more you killed of its kind. Like how many max HP can it have, what level range can it be and such. -
About Economy in cRPG
DocDoomII replied to DocDoomII's topic in Pillars of Eternity: Stories (Spoiler Warning!)
That wouldn't be random thoug... If you happen to clear a dungeon in a region inhabited by a tribal race of "whatever" and they don't even know what a coin is, it would be kind of stupid if they had a merchant that trades in gold coins... But maybe you can trade with them for shiny gems or by trading a piece of armor for a mimetic cloak. Why not? But maybe you like best to 'fast travel' to another continent where gold coin is universally accepted. -
About Economy in cRPG
DocDoomII replied to DocDoomII's topic in Pillars of Eternity: Stories (Spoiler Warning!)
One think that I personally wouldn't like as a money sink is item durability. Diablo III is a good example of what I dislike most. And if implemented I would at least like to be able to repair things by myself with raw materials or scraps. I don't want to be forced to go about, find a smith or thinker and pay him to fix my stuff every hour or so. -
Drows in this game ?
DocDoomII replied to Skysect's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Exactly, he just said that there are stone-age elves, although they might not be like that by the game's start. Yes, I noticed only after I posted Sounds very interesting! -
Well, I'm good until I don't see stuff like "your every single choice will be carried over to the end of the trilogy"
- 7 replies
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- kickstarters
- stretch goals
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About Economy in cRPG
DocDoomII replied to DocDoomII's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Agree with the 'smarter' aspect. Icewind Dale did this, if memory serves. The more times you sold a specific item to a merchant, the less he paid for it. As for unlimited money, I'm kind of torn.On the one hand, I absolutely see the reason behind a merchant not having unlimited funds. On the other, all it seems to is force tedious travel to other merchants to unload your loot. And I don't like tedium. Well if you consider point 4 you have more options and not necessarily need to look for other shopkeepers. Plus having to walk a bit more than normal in the various cities/settlement would make them less of a "pit stop" (in, sell, out in a whopping 5 seconds). Anyway I like your suggestion on party maintenance (maybe some of the companion can be hired mercenaries?), fee for being member of organizations and income/expenses from managing your house! I'd also add, as an additional way to gain money here and there, monster trophies as in The Witcher 1, where killing particularly rare and strong creature gave you a money reward from the royal hunter. That would be neat. -
Drows in this game ?
DocDoomII replied to Skysect's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I'd rather see an elven race akin to the Kagonesti from DragonLance setting. I'm quite bored by elves always being high and noble and advanced. A more tribal race of elves would be awesome. -
Combat log
DocDoomII replied to armitage's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I want my combat log to be separated from the conversation log. Today's monitors are wide enough to have a combat log left and a conversation log on the right. Or vice versa. -
Achievements
DocDoomII replied to buggeer's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
On my ps3 I'm a trophy whore, but on PC and in this kind of games I just can't be bothered. I just want to play the game. -
Will it be possible to enchant arrows?
- 133 replies
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- project eternity
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Proposed Inventory System
DocDoomII replied to Hypevosa's topic in Pillars of Eternity: Stories (Spoiler Warning!)
My opinion. A system that values weight and volume is interesting. A "slot-less dynamic" inventory is the most fitting I think. Simply put the game should check weight and volume and when you get overburden you can't carry anything else. You could go as far as carrying an additional (limited) amount while suffering in walking speed, fighting, being stealthy and whatever else. Graphically, different items should be put one beside the other and identical items should just stack. This would save from having to play tetris after every fight. One thing that I'd like to change from the original infinity engine games are how special containers were handled. Instead of having a gem bag or a scroll case to waste space in the actual inventory, there should be a limited amount of slots (2-3 max) that you can use to "attach" such container (like attaching them to the belt) so you could have your main character with a money bag and a scroll case, your "thief" with a jewel bag and a quiver, your "cleric" with a potion sack and another scroll case and so on. Such containers should only have a (limited) volume capacity and no weight capacity, since the weight should still being subtracted from your total. The perk in this management is that by putting stuff in their appropriate special containers, while still having to carry the weight of the items, you free up volume in your main backpack. They would actually be "bonus volume". -
50,000 Backers. Wow!
DocDoomII replied to Ink Blot's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
If we manage the 2.3 million I'll change my pledge from 50$ to 110$ for the digital tier with beta key -
Why hello fellow adventurers. I only registered today and would like to give few suggestion regarding economy for this promising project. Usually in cRPG it goes like this: Lot of kills Lot of loots Go to shop ???? Profit To the point where after few hours you have enough money to buy whatever you need to upgrade your gear whenever you find something more powerful than what you already have. This aspect should be cured and expanded a little more! I won't talk about implementing 'social' skills like "Barter" or "Haggling" because many cRPG already have such things, and they are quite welcome to have, at least for me. I have other ideas and I'll try to explain them as best as I can even though I'm not so versed at explaining stuff in english (I really suck at writing if I'm not using my language) 1-Shopkeepers should not have unlimited money and be smarter Let's face it, unlimited money from the shopkeepers is fancy and allows us to be laid back and just sell all of our trash in the first shop we see, BUT there should be a little more realism behind it. Shopkeepers should have only a limited non-totally-fixed amount of money, and their wares should be non-totally-fixed too, to simulate at least a bit the fact that the world is alive. I'm not talking about a shop having the "Almighty Sword of Doom +5" today and then tomorrow said sword being sold. I'm talking about the common things, like normal weapons and armor in variable amount or even sold out and then the next day the shop would restock. While with being smarter I just mean that if you are carrying with you 20 "Short Sword of Dullness" and try to sell them all to the same merchant, maybe he could offer you a lower price since you are making such item much more common. 2-There should be more than one kind of currency Even more so in a world such the one that is being described for Project: Eternity with many different races and cultures! I won't go as far as asking for currency to be valid only in their respective territory of origin, but to have them to maybe loose value the further you are from their place of origin, since travelling and trading in distant land would be difficult. But I understand that too many currency would just cause confusion and complicate things too much. 3-There should be traders that only barter and do not accept money I'd really love to find myself in some remote land were the population is less civilized than most and they still use barter to trade stuff! It would be interesting, if out of options, to have to trade a valuable piece of armor for a potion and arrows, even if I would net hundreds more coins by selling it to a shop in another land, just because you can't use your money where you are now. 4-The player should be able, if willing, to try and become a 'door to door' trader Why not? When you have squeezed all the money you can from the shopkeepers, why not go to the local noble, a renowned weapons collector, to see if he is interested in your newly acquired "Sword of Impending Doom +3" Or maybe go to the local chief of the guards and try to sell him that super cool feathered "Helm of Peerless Presence" that will surely boost his influence over his garrison! The magic guild in the next city could be interest in buying ingredients for potions or magic scrolls or whatever magical things will be implemented in the game. The possibilities are endless! Share your thoughts!