Everything posted by JFSOCC
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The Adventurer's Hall
I imagine the adventurer's hall to be like a really big and beautiful high domed building (a bit like the Hagia Sofia) well lit by natural light during the day. And much like a giant council-house hall annex employment agency. With bustling scribes, potential employers, members and a few named NPC's all roaming the hall. The building dominates a square in the centre of the first big big city you're in. (so probably Defiance) "I'm looking for a" option with one of the named NPC's allows you into character creation. (price set based on what you require, so higher levels mean more cost/upkeep) and the response will be "I have just what you are looking for" et voila. you found your employee.
- Music, part 2
- What you did today
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Keyrock's Hopefully Attractive Rodent Thread
- What you did today
Yesterday I went to see a performance of the "jerusalem passion" not normally my cup of tea, but my mother was part of the choir. It was nice, performance was OK, director was really good. Surprise ending, the director got Knighted after the performance for his long years (40) of service to the community. (the man had a washing list of achievements and cultural contributions, so it was well earned) So now I can say I've seen someone elevated from mere peasant to actual knight by royal command. Eat that democracy lovers!- KaineParker's hopefully attractive women thread.
- Movies you've seen recently
the sequel, surprisingly, is even better. But fairly different. These movies are amongst my personal all-time favourites. Great acting, good plot, good pacing, respects the watcher's intelligence. And still a solid action film to boot. I don't think I have a bad thing to say about the film. Except the music at the start of the first. Earsore.- RANDOM VIDEO GAME NEWS
no not yet, it's a progress video. I gotta say it feels pretty empowering, I hope you have to conserve your energy sneaking, but it looks like it's going to be too easy.- RANDOM VIDEO GAME NEWS
- To all of our backers and fans...
Hail, I wouldn't be a good person to tell you about factions. It would be a good topic for a future update, but we would have to be careful to avoid spoilers because many of the factions play an integral part in the story. -Adam What? no "the ratsnatcher guild is going to be awesome"? I am disappoint.- To all of our backers and fans...
- Atypical Crafting
- What are you playing now?
- Atypical Crafting
To keep it interesting, we might make the research tree "blind". I.e. you can invest time and money into heavy armor crafting research, and you will discover heavy armors. You wont know exactly what kind of heavy armor you will get, but it will probably be useful. E.g. "you have improved on your chain link technique, making your heavy armor plating sit more comfortably. Heavy armor penalties on armors you make are reduced by 2" or you could also get something like "through your diligence and experimentation in dwarven smithing you are now able to craft Master Dwarven Plate". The amount of research you can do in a particular branch can be limited by your characters respective skill, and some basic recipes and abilities might be awarded just from improving your skill through leveling, but if you want the really good stuff you have to invest. You can be a master smith in terms of your literal point based skill value, but your real specialty would be in, say, swordsmithing and the lost art of bloodstone armors. However, if someone asks you to make a spear, you can do it, and it will be good, but it wont make it into the bardic tales. Like the idea, but there is no security through obscurity, anything "hidden" will be on the wiki in a manner of weeks, including all crafting recipes. Dangerous. The problem with rapiers is they can be transfered. So someone else crafts that uber-weapon, but the fighter with THACO+9 gets the rapier. This might unbalance the game even if that other party member is slighty weaker for it. Because of this and other reasons I really like the ideas of either making crafting not depend on skill points or having crafting not the same things you can buy or find. Perhaps certain bonuses can only be added for whom the blade is personalised. personalisation, I think would be one of the boons of having a crafting skill. Any personalised blade would be unusable by others, or at least the bonus should be unusable by others.- Music, part 2
- Music, part 2
- RANDOM VIDEO GAME NEWS
Hey NSA, I just wanted to let you know, I don't know this guy. Who surely is joking. That said, I get your sentiment, it seems that if these rules applied to regular crowdfunding rather than equity crowdfunding (funding in exchange for stock) it would effectively kill kickstarter, indiegogo, rockethub and the like.- What are you playing now?
- Atypical Crafting
Suggestion: Perhaps we should separate skill (how well you can craft) from knowledge (what you can craft) Then a high skill allows you many options to craft what you know and as you gain more knowledge, you'll have more items to craft well So someone with the highest crafting capabilities, but little experience won't be able to call himself a master despite being really good at mending buckles. Proficiency with weapons and armour, experience in fighting certain weapons and armour, owning certain weapons and armour, all improve knowledge. Eventually you may have fought with spears or against spears or carried a spear long enough that you got to study it well enough to start crafting it yourself. And then your skill in crafting is applied.- What are you playing now?
- Mount, pets and other creatures
If they exist in P:E, they should not only be around when they're relevant, or rather, they should be just as relevant as any companion npc.- The bad things about Project Eternity...
If I have to pick, I'd say we don't need a ton different species of intelligent creatures. Humans will do. but it's a minor gripe. hardly worth mentioning, certainly no deal-breaker.- Your thoughts on multi-classing
Perhaps, but I think those problems would then probably also crop up with a six character party involving those same classes. If a Monk-druid somehow manages to be devastating on his own, perhaps the combination of a Monk and a Druid would be as well. They'd involve the same abilities, after all. That's no lie.- Your thoughts on multi-classing
A) I said "overly restrict," for what it's worth (in case that was directed at me). B) Even in mutli-classing, you're still restricting their playstyles, as opposed to a single-class system. Unless you have a limitless system, by choosing half of one class's abilities and half of another's (for example), you are restricting yourself from the other half of one class's abilities (which you could've accessed if you had stuck with a single class).Sure, but it would still be a lot less restrictive than having only single classes. You still get to choose which half you take, to top this of, there is no requirement to take a second class, if you want to single-class your playthrough, there would literally be nothing stopping you. In other words... you have a length of string, and you can make whatever shape you want with it, but it's always going to have the same circumference. That makes no sense whatsoever, what's important is the shape, not the circumference. It's not the powerlevel, it's the playstyle. Also, the more classes you allow to be picked from at once, the more difficult it becomes to design the ability hierarchy. How do you guarantee, for example, that someone with the first 3rd of Fighter, Cipher, and Druid abilities will be as capable as someone with 100% of the Druid abilities? Both ways. If you manage to balance out the selection of abilities so that a third of each of three different classes works really well, how do you make sure that people sticking to a single class don't suffer, and how do you make sure it doesn't became detrimental to NOT multiclass? Wow, good argument, still, there is a whole bunch I can say to that. It's not my job, or the job of the developers, to perfectly balance all choices. As long as all playstyles are feasible. Generally there are a whole bunch of ways in which balance can be achieved. Good class design would have the single-classes be easier to play, but not necessarily be more powerful to play. Historically, however, I don't think players have ever been punished for choosing to stay with just one class. Key being choice. I'm not suggesting this means mutli-classing is all bad and not in the least good. There are just many things to consider. Everyone acts as though it's as simple as "Do you want people to pick more versatile builds, or not?" As if there are no consequences to consider. We can just flip a switch in options in a given game design and turn on multiclassing, and nothing in the game will be affecting except an increase in choice. It's just not that simple. So, again, SINCE P:E's being designed with single-class-only builds in mind, I think it's not a bad thing in the least, and I believe that a very good amount of build versatility (a surprising amount to some of you vying for multiclassing, I'd wager) is very achievable with the correct design. Is it inherently guaranteed by the choice of design? Not at all. But ANYTHING could be screwed up by the actual designers, no matter how good the initial design logistics are. Humans are fallible. But, I trust a team with Obsidian's experience to all but nullify that possibility, even if they don't get it PERFECT; they'll most likely do it properly. Two paragraphs of hopeful speculation. I hope you're right. But it is speculation. Really, though, when it comes down to it, I believe that single-class-only and classless cover the range of choice most efficiently. If you design a single-class-only system to be versatile enough, you allow for quite a bit of choice in build and role without actually breaching the class lines. You could even just have a pool of abilities that are available to all, so that instead of having to choose what other class you want, you simply choose what abilities outside your class you want. Basically, you'd have class-specific abilities, and non-class-specific abilities, and that's it. Beyond that, it would be silly not to just bridge the rest of the gap to classless, allowing for any and all combinations (within the overall limitations -- total ability points/levels, etc.) to be chosen. I too, agree, classless would probably have been great. although class-systems allow characters to take more asymmetrical approaches to resolving their conflicts and obstacles. Since mulit-cassing would still limit the choices of a player to a few (but way more than if you had single-class only) you would not lose the distinctiveness of classes, nor do I believe it would become a homogeneous mess. But that's just me. *shrug* *Shrug* my response in red.- What would PE look like if Obsidian catered to the worst of us?
I don't mind achievements, though I find them rather pointless in an RPG, but I do mind achievements for things that are bound to happen, and aren't really special. like: "The way forward" "Successfully pressed 'W' to move your character" I feel insulted when I see those kinds of pats on the back. Congratulations you've managed to burn the rope. - What you did today
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