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Greensleeve

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Everything posted by Greensleeve

  1. Are you sure about this? I thought gromires are unique to wizards, fighters would be able to buy a active talents, that is like magic. But this would be a single "spell". I'm pretty sure I've read that there would be talents allowing Fighters to use low-level grimoire/low-level spells in a grimoire. This is to facilitate the fighter-heavy fighter/mage concept, as I understood things. I might very well be wrong on this though.
  2. If RPS would just publish the damn interview already!
  3. Afraid not. Neither one is in the game, though Talents will largely serve as a manner to differentiate and hybridise classes. They will allow Fighters to use grimoires etc.
  4. I think Karakov's UI looks pretty great. Fits with the map in question, seems to have all the buttons and logs I would want. The first UI Sensuki posted was quite decent also, but the lack of stuff on the sides made it look pretty bad. The one posted with the gap in the middle was even worse, but that's more due to the look of the UI in question than about the existence of the gap in of itself.
  5. It has been stated that the expansion pack will be in the style of the IE games. In other words, it'll be an expansion like Tales of the Sword Coast, or like the Morrowind expansions, or WC3 expansions. New quests, companions, items. You name it.
  6. Thought I should bring attention to the fact that there is at least one discrepancy between the rewards listed on the Backer Portal and on the Kickstarter page. The Kickstarter page lists a Digital Campaign Almanac as included in the $50 reward tier, whereas it's not included in $50 reward tier on the Backer Portal, and only available as an add-on.
  7. Well, so much for having something to procrastinate on. Damn you Obsidian!
  8. Well, since I have to write an essay on anarchy in IR theory, I too will probably end up camping late for it. Guess that's something good to come out of this essay at least...
  9. I would want to know all the mechanics. Well, all of the ones not story-essential/integrated. Also, any background lore I want to have access to. I wouldn't want to know too much about quests and plot, main-quest or side-quest.
  10. https://twitter.com/jesawyer/status/401429781507362816 this should allay everyone's fears regarding this topic.
  11. Actually, I quite like the Codex, though I much preferred the Mass Effect Codex. I think the Mass Effect Codex was an absolutely excellent way for the writers to show off their work that wasn't terribly important to the story, and let the story tell itself and whatever important pieces of lore it needed. I want to see a lot of options available to me in getting access to lore. I love lore and I want to see loads of it. That doesn't mean it has to be squished in my face at every single turn. I wouldn't mind having NPCs available at certain points in the world who would just tell me stuff about that place. But at the same time, an incredibly effective way of conveying lore is the Dark Souls way. The subtlety, yet simultaneous depth, of Dark Souls lore, told through level design, small snippets of dialogue, and, most importantly, item descriptions is something truly noteworthy that I hope PE will take note of. Knowing that Josh loved DkS, I hope we'll see some inspiration taken from there.
  12. Amazing portraits. Promise of a gameplay video in a few weeks. Fantastic presentation by Avellone on the process of games development. Two thumbs up; interesting experience, would try again.
  13. Lovely update. Really nice to see the schedule behind the making of an area. Fills me with a newfound appreciation for tight scheduling and what stress and pressure the team must be under. I am not envious. Actually, who am I kidding? I'm incredibly envious of the team for getting to work on this game. Doing something like PE must be a dream come true.
  14. Lovely double update. Great info all around, fantastic to see the backer site progress, and two thumbs up for the Stronghold art. I'm really looking forward to the 'Big One.' I'm also seconding C2B's question whether Pillars of Eternity is just a placeholder or what?
  15. Fixed that for you. Edit: Oh, and I forgot: It's not literally BG2.
  16. Yeah, that's a pretty blatant disregard for the fact that 1) this is a fantasy world where the Vailians are more similar to Venetians, and 2) skin-colour =/= culture.
  17. Both of those are absolutely fantastic. I particularly love all the detail for the landknecht. I mean, look at his knee-guard, sculpted into a face. Great stuff.
  18. This ****'s just getting better and better. With Kjaamor at head of the team, PE will get done next month or so. And it will be delivered to us all by jetpack. SUPER-SONIC JETPACKS.
  19. KJAAMOR GOT THIS. I mean, with those qualifications, I'm surprised they're not flying you straight to the office. With jetpacks. Super-sonic jetpacks.
  20. Let's see... Haven't actually thought too much on this, as I imagine it will change quite a bit based on actual class mechanics, as well as companion personalities. But I imagine I'd like a party looking something like this: Fighter (me. Playing as a sticky, crackdown-style fighter, probably using an estoc or similar weapon) Priest/Paladin (depends a bit on stamina restoring capabilities. I would like to have a paladin around for close-combat support, and if the paladin can also do stamina healing, that'd be great) Chanter (from what I've seen of chanter mechanics, they seem awesome, and I'd love to have one in my party) Monk (probably most dedicated damage-dealer in the party. Might be replaced by an unorthodox rogue though) The remaining two are undecided, and I'm unsure of. I could see myself taking druid, ranger, cipher, barbarian. Highly unlikely I'll take a wizard, as it's probably my least favourite fantasy class, ever. It's somewhat unlikely I'll pick a druid, though if AoE spell damage is highly useful, I would consider picking a druid for that. Might prefer a barbarian though.
  21. Try telling that to magic users. Even multi-classing into most of the prestige classes crippled your spell allocation. In 2nd Edition, if you multi-classed magic, you could remain competitive, but clearly inferior to your single-classed brethren. In 3rd, if you tried to equally level two spell schools, you'd be miles off the pace and might as well not bother. A level 5 cleric/level 4 mage in the 3rd edition is not worth a fraction of what a level 9 Mage is. Fighter is very much the exception rather than the rule, since every other class had high level class-specific abilities/traits that rewarded you for maintaining your class. I've said it before, but I find the third edition offers a huge selection of worthless choices while the second offers a limited selection of tactically viable choices that encourage experimentation without penalising you (except, you know, bards, but screw those guys). As an avid lover of 3.5 and former regular on the 3.5 Optimisation boards, I would like to alter your last statement into the following: Third edition Core offers a huge selection of worthless choices for anyone but a full caster. (Won't comment on 2nd Ed, as my only experience of the system is through the IE games) Throw in the insane number of splatbooks around and you'll get more useful options for everyone. I will, however, willingly agree that quality of 3.5 as a system varied wildly depending on system mastery of the people involved, as well as the writers of the splats. Some of them were atrocious (Lost Empires of Faerun, Serpent Kingdoms, Weapons of Legacy), others were brilliant (Magic of Incarnum, Tome of Magic, Tome of Battle). You could end up with a game that would destroy friendships forever, or you could end up with some of the best tabletop moments of your life. And a new player would have no way of knowing.
  22. I do prefer classless systems. BUT! When dealing with a class-based system, I very much prefer being able to multi-class. I love multi-classing, and I've always been bothered by the limit on amount of classes I can pick in NWN/2. 3/4, respectively? Please. With PrCs in mind, I want to be able to combine 6-7 different classes to further my particular character in question. There's a reason why Star Wars Saga is my favourite table-top RPG, mechanically. However, I have faith in that Josh will design a mechanically solid game without multi-classing. From what we've seen of classes, there is nothing that leads me to believe otherwise. So I'm not too bummed there isn't multi-classing.
  23. A problem with this fighting style is that it's only really useful against others with knives and no armour. Try those techniques against someone with even just a breastplate and a longsword, and the knife-fighter probably wouldn't even get close. However, I do agree that grappling would be a cool part of knife-fighting. Grapple someone, then stab them in their throat, armpit, groin, etc. That would be effective and interesting to see, if very difficult to properly implement in a isometric game like P:E.
  24. Fantastic update! Lovely to see the lore and mechanics of the Cipher class. Terribly excited to play now, though I still want to play as a fighter the first time around. Looking forward to seeing more.
  25. The backer site isn't up yet. As far as I know, this means we can't manage our pledges yet.
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