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elminster

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About elminster

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  1. OK, to the poll: that was clearly not the intention. I thought you could that answer the first question only. Is it technically possible to change that? To the arrows: maybe I m mistaken there. Its just that I think that "normal" arrows / bolts are the standard weapon for most archers who use bows / crossbows. There are other types of ammo like heavy bodkin arrows but to represent them to much would be like a bias of arrow use. Just my 2 cents to that.
  2. Armor. In the latest update, update 36 (http://forums.obsidi...omes-but-first/), the armor system was announced. It consists of three types of damage: slashing, piercing and crushing weapons. Slashing works best against unarmored enemies, crushing is best against heavy armor. Piercing weapons can be used as a trade-off of both. In the past I asked in a poll what you think of wizards wearing armor (http://forums.obsidi...-wearing-armor/) The question now is: What do you think about the new armor system? Do you like it or do you fear that it doesnt work „in the long run“? Please take part in the poll to help PE earlily to make progress in this regard.
  3. Feargus said in the comments that they'll consider adding both approaches. They promished crafting.But they can still define what type(s) of crafting and what items each type does.Even in the kickstarter comments BG2 crafting was requested more than once.I think the more popular option will be the third in the poll,where both types exist,but with different uses.Plus is more easy fot the developers to balance I think in the same way. Legendary crafts which are possible in every playthrough (like in BG 2) could be limited to some sort of items f.e. armor and weapons. Other crafts which depend on randomly found items could be possible just for boots, shields and gloves f.e.I would also like that they are some kind of items which cant be crafted like f.e. rings and necklaces.
  4. First of all, I played Watchers Keep too - and I was disappointed as well. That was after I completed Baldurs Gate II - Shadows of Amn, an epic RPG with fantastic atmosphere, great story and lots of great skills (or, to specify it for the wizard, spells). You simply have to take into consideration that to critize Watcher's Keep this way is only possible at a very high level. The quests may be a bit boring and monotone, but dont forget: it was a dungeon from an add-on (!) which should complete the Baldurs Gate saga. It could be skipped which you could see already on the possibility to play trough it in BG 2 - SoA. If you want a fifteen (15!) level dungeon, the Endless Paths, to be better than the third-long Watcher's Keep, you are dreaming! Consider the Endless Paths just as bonus to the game, as it was Watchers Keep in the BG 2 add-on. And in particular, I would have nothing against several "boring" figths in the EP, as there were some in WK as well (vs. dragon, demons, etc.), maybe just a bit more challenging ones (consider the Giant they mentioned!). And finally, there is one thing I liked about Watchers Keep. It was the card game with the cambion, Aesgaeth. P.S.: no need to post 3 times, dude. It doesnt increase the replys
  5. I could arrange with the Arcanum system as with the BG system, the NWN system is just too boring. Of course I hope it gets as good as in BG 2 even its a different system.
  6. Hmm I would call myself pacifist in the "real world". And maybe I even dislike strategic war games with tanks etc. Nevertheless, I want play P.E. with a wizard who slaughts his enemy by his will - yes thats just a game and I have fun with that. But I can see your point and hope there will be lots of quests that can be solved alternatevily peaceful.
  7. I dislike armor use skill because it's a bit like a shoe use skill. Some other solution would be preferable. I agree with this. Only "real" skills. No checking for 1353 different skills every 5 minutes in the game please.
  8. Or that heats metal to 10,000 degrees. These spells wouldn't be against wizards who wear armor, though, they'd apply against EVERYBODY who wears heavier armor. Which is as it should be. You don't need to give casters a special penalty for wearing armor in order to encourage them toward robes. For instance, my Arcane Warrior in Dragon Age wore the Reaper's Vestments (robes) even though she could wear armor because with them she could get a 62 armor rating whereas wearing actual armor left her 12 points shy of that. No joke. What you do is make it so that the benefits of heavy armor apply more to melee classes than to casters, and the detriments don't hurt most melee types too much but DO hurt casters. How to do this? Lots of ways. Here's one: armor reduces your ability to avoid being tripped or knocked down and it takes you substantially longer to get back up again after you've been tripped. Presumably the fightery classes will have the mighty strength or dexterity to avoid getting tripped, but a caster wearing heavy armor and getting up in melee will spend most of their time flat on their ass, defenseless and unable to contribute to the fight. Here's another: heavier armor reduces your ability to dodge attacks, and most of the attacks that will be directed at range are the type you can dodge better than are absorbed by armor. Anything short of full plate armor won't protect you much against arrows or crossbow bolts. Here's a third: certain damage types do MORE damage if you're wearing heavier armor. Lightning bolt, anyone? Or they could make it that someone wearing heavier armor takes a lot more damage but absorbs the bolt so it doesn't continue on its path. This would be a great thing for fightery types with lots of health/stamina, but your caster may want to avoid this situation like the plague. Here's a fourth: all the really awesome suits that increase your spell abilities are robes. Sure, you can wear armor, but all you're getting out of it is a slightly higher AC, while the other dude who's NOT wearing armor is doing half again as much damage AND regaining mana every time he gets hit. I like your first way. That is something very intuitive which imho should be implemented. The second is the common way I think. I fear that wizards get a bit to powerful by that (imagine something like a spell is disrupted when hit). It might work with applied benefits you suggest which I dont like. The third is common as well. The question if it is implemented: Is it the only way armors differ from? The forth with the robes is not intuitive and reminds me on Diablo (1-3). Im quiet sure its not working in a not very-combat-oriented rpg. The reasons are the mana you mentioned and the increased damage for all spells. Creating many spells will be difficult then. And I loved the huge number of spells in Baldurs Gate 1&2 and wouldnt like to miss this for pe.
  9. 2 thoughts about that: First, even if wearing armor doesnt make you immortal it has some effect to wear a different armor. Consider every class could wear the best armor in the game - a bit lame dont you think? You need then an armor system that effects the armor choice. That means an armor system with several best armor - for robes, leather armor, scale, chain... etc. Second, your thoughts about bullets. I agree with this but: as obsidian talked about powder weapons they said something they have a long reload time and are inaccurate. They talked about it as these weapons are part of the game but only to be chosen from few players (because of its characteristics). So you dont put on an armor just to be able to fight 10 percent of your enemies do you?
  10. Hmm I think we should let it to Lucasfilm (now Disney) to design a jedi. I regret that I cant edit my poll anymore to correct the errors and make it a bit more representative. I like the comment on Elder Scrolls Oblivion. Imho having all options only works if you get some penaltys. And this with all options is I imagine difficult to implement.
  11. OK, I admit that it is grammatically incorrect and of course it is incomplete - which based most on the fact I wrote it at something like 3 am. I was tired, but wanted to post it just to start a discussion about armor-wearing wizards. Which went exactly the way I wanted. Honestly, the reason they (Obsidian) are dealing with this topic doesnt mean we cant talk about this I tried to give an overview about the whole wizard armor discussion as good as I could - which doesnt mean you can do it better by posting your own poll.
  12. From update #29: We would like our armor system to accomplish the following goals: ... disassociate armor value from class type in favor of different build types. E.g. a wizard can wear heavy armor and be a different type of wizard instead of just "a wizard who is bad". So, that is a definite statement for the game mechanics (as it was announced earlier several times). For me its a essential one as it produces imho the biggest armor problem - how to combine wizards and armor? I feel that the best solution for this system is to have different armor types result in different bonusses. That also corresponds with the real choice goal. I assume they are Padded, Leather, Studded Leather, Hide, Scale, Chain, Splint, Plate (Tier 2), Field Plate (Tier 3), Full Plate (Tier 4) (also mentioned in update #29) The bonusses could be ... almost everything! So please write and comment what you think about this idea. Below are some possible boni for the armor types in the game. So here comes the bonus section: Padded (10-20%) resistance vs. blunt weapons. (20-40%) resistance vs. cold or electricity Leather / Studded Leather gives (20-40%) bonus to hide in shadows improves charisma (10-20%) Hide gives bonusses corresponding to animal origin of the hide: wolf: (10-20%) faster attack speed bear: (20-20%) higher strength/damage tiger: (10-30%) higher movement speed ... Scale (10-30)% chance to miss when attacked by daggers / swords and arrows Chain (10-20)% damage resistance vs. all weapons Split (15-40)% damage resistance vs. missile weapons Plate (20-30)% damage resistance vs. melee weapons BUT decreases agility by (5-10 %) Field Plate (30-40)% damage resistance vs. melee weapons BUT decreases agility by (15-20 %) Full Plate (30-40)% damage resistance vs. all weapons BUT decreases agility by (5-10 %) HIGH STRENGTH NEEDED
  13. Ok I loved BG 1 & 2 and think that they are the best isometric games you could play. Everything said.
  14. For me, the player house was already ok. Building a stronghold is quiet challenging I suppose. First of all, you have lots of great ideas about something like that - costumized quests, costumize looking, costumize achievments. But the point of costumizing is very difficult in that regard. If you want costumization, you want probably a proper one. So lets say: a mage tower for a mage, a fortress for a figther, a temple for a priest, a lair for a roque etc. Thats up to 11(!) different, most probably greatly time-costing pictures if done for each class. And for each one you want probably costumized furniture. Keep in mind that the stronghold was something for 200k money (2.8 to 3.0). Thats much, but not a huge lot. So I suspect there will be just a huge building / fortress which looking you cant costumize. Then you want to costumize the furniture. You can choose to build a library, a room for praying, a forge for crafting, a roque training room maybe, a chanting room for chanters.... Ok now think that each room buffs only one class. Having just one room makes the stronghold look empty. Having all leads to the question: why do I have to build it separately? I could have my stronghold startet with that already. That makes the last possible option, the stronghold is part of interesting, main-story influencing quests, most probable. But if its main-story influencing, can it even be a bit individual? Im actually quiet interested how they want to solve this without that its something like in BG 2 - not individual at all, using maps you already explored doing quests and adding just 2-3 mini-quests. Call me a pessimist but I see that coming...
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