Everything posted by JFSOCC
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i hope ther be a LOT OF
I too hope to see intrigue, but as most people in this thread have stated, there aren't many examples of games doing it well. My guess it's hard to write devious intrigue if you're not devious or challenged by devious opponents.
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How can they make P:E interesting at 'Epic' levels?
JFSOCC replied to Death Machine Miyagi's topic in Pillars of Eternity: General Discussion (NO SPOILERS)we're not going to see epic levels for a while yet though
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Your thoughts on multi-classing
Well, it seems there is more or less consensus.
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What sort or party would you put together?
I will probably form my party with a rogue (my character) or rogue/monk (my character if I could multi-class) and the companions written by obsidian of whom I like the character the most. I'll try to make that work, even if it's not particularly well balanced. I think my dream team would be Rogue (me) (utility, stun-lock debuffing) Monk (aggressive damage dealer, debuffer) Fighter (tanking/engaging strongest opponents while the rest of the party deals with the lesser mobs first) Ranger (extra damage against called targets, animal companion utility) chanter (buffs party, defensive backline) cipher (great at breaking up enemy parties into manageable chunks) I imagine this would be a fairly aggressive party, not particularly great at prolonged combat. I would never have priests or paladins in my party because I can't stand fanatics or religious zealots.
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Your thoughts on multi-classing
I'm aware that multi-classing is not a likely addition to Project Eternity, but it hasn't been explicitly ruled out yet (to my knowledge) I'm very curious what the community thinks about multi-classing, and how strongly you feel about this. Personally, I think multi-classing would add a layer of personalisation and complexity which would allow me to tinker and find interesting new combinations, and help me further make my character unique. If I would otherwise feel limited or pigeon-holed by the class choices available, multi-classing would allow me exponentially more options to role-play my character the way *I* envision. Instead of 11 options, you would have 11*10 options, in my opinion, this choice is a welcome addition. How about you?
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Josh Sawyer reveals some information about Project Eternity's attribute scores
If the king is the only piece that can move, and it has no safe avenue of escape (ie it has no legal move), then only two situations exist: (1) the king is not currently in check it is a stalemate and is considered a draw, not a win; or (2) the king is under check (and no safe avenue of escape exists) in which case it is checkmate. If all the other pieces taken or locked with no possible move, there are no other variations possible (assuming it is the king's turn to move). I have no clue where the term Patt comes from - I couldn't find it any chess glossary. pat is a stalemate, and in tournament play that's considered to be more than a draw, less than win, and is scored accordingly
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What do we know about children?
it's a good point, but, what a great idea, it would be cool to see this. You mob a mob of goblins? expect to find a goblin horde swarming down on you the next time you leave the safety of the city.
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Alternate Class names
TBH, I think rogue is a pretty generic term, which we've learned to associate with the thief class because of DnD. but the term Rogue is used widely outside of fantasy. Rogue (roʊg) n., v. rogued, ro•guing. n. 1. a dishonest person; scoundrel. 2. a playfully mischievous person; scamp. 3. a tramp or vagabond. IE someone who doesn't play by the rules (or by their own rules) Han Solo is a rogue, he doesn't know anything about thievery, and we can argue he's not even that great of a smuggler, but it's his attitude which determines his character. Rogues are a diverse bunch, but all rogues can be expected to be very individualistic personalities, this is exhibited by selfishness, but also self-reliance. Rogues make up their own minds, and as such may be very opinionated, even when their opinions are considered taboo or otherwise scandalous by the societies they inhabit. It's that personality which draws me to the rogue. As for the barbarian, I've always liked the term "Dreadnought" because they wade into battle with apparent fearlessness. (which may be seen as a lack of self preservation instincts) DnD Paladins are more like crusaders, but PE paladins, I'd call Knights. Superior trained warriors with a focus on leading others. Most other classes are pretty aptly named, I think.
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My Rome: Total War 2 review
Calax, what's your area of expertise?
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Project Eternity class primer (as of 3/10/13)
Actually disarming/blocking is a key part of kali, the idea is that you close the distance as quickly as possible, and then block the open and free movement of your opponents limbs. This eliminates the benefit of reach weapons quickly. And I'm OK with the rogue not being very effective against highly armoured opponents, although if you have someone's limbs locked, you can pick where you strike, and you'd only need a small opening. Alternatively you could switch to the bastons, which blows would be felt through the wearers armour.
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Project Eternity class primer (as of 3/10/13)
This is how I imagine my rogue being awesome in combat
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Josh Sawyer reveals some information about Project Eternity's attribute scores
oh great, the something awful forums are closed again.
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What you did today
well sleep deprivation is cumulative, so if you miss an hour every day, then you do need about three hours to make up for it. (obviously that number doesn't keep growing indefinitely) Since I've been doing light therapy this week, I'm currently very conscious of my sleeping patterns. had a dream last night that I was in a (really cool) episode of Firefly, one never aired before. It's been a while since I've watched it.
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RANDOM VIDEO GAME NEWS
I like the concept of modular ship design. I might back this.
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What are you playing now?
you're going to lose soldiers, and recruits die faster than anyone. I got to say, it's one of my favourite games of the last few years, perhaps my new most favourite. when the expansion pack comes out, I might actually not wait and just dole out the big bucks. Good luck! and remember, higher difficulties will be much more fun to play, after you finish it on easy.
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My Rome: Total War 2 review
I know my thread got hijacked by Oby, but it amuses me. There's stuff I could argue, but I really don't see the point.
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The funny things thread
hey shady, I'm subscribed to george takei as well.
- Update #65: Ciphers
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Project Eternity class primer (as of 3/10/13)
well, lets hope multiclassing is in (I know, probably not) so I can multi my rogue with monk
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What you did today
I love chess, but I love you too Wals Today I played pinball on my friends pinball machine (he's got the start trek tng pinball in his home, it's awesome) and team fortress 2, and was generally very very lazy. One of those days where your brain is low on energy.
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Project Eternity class primer (as of 3/10/13)
Rogue, and I want to use her as a stun-lock debuffer. Not as a ****ing DPS.
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Design a faction.
The Exiles New world, new chances. As is typical for many pioneers, the old world just doesn't want them any more. And when you arrive in strange lands, with little means, you find yourself shunned by the very people you were trying to avoid, who have come there for their own reasons. The exiles are a diverse group of cults, criminals, adventurous fools, and persecuted minorities. When it was clear for the diverse group now known as the exiles that Defiance was not going to offer them a better life, they gathered what belongings they had, and moved further inland. Eventually setting up camp near the White March, known as Cold Morn. The exiles have a lot of internal diversity and a lot of internal strife, the various groups bicker constantly, and each unit has its own section near Cold Morn. Tired of the old world troubles, some of the factions within the exiles made peace, whereas some have withdrawn themselves further, another group declared the experiment a failure, recruited a few hundred men, women and children, and went onwards to explore the White March. They haven't been seen since. Every year, in Defiance, more people get of the ships without a plan other than "get away". Most of these end up in the slums of Defiance, but some decide not to stick around even here. The exiles are not self-sufficient, and return by canoe flotillas regularly for resupply, bartering with what goods can be gotten on the frontier. Whenever they return for Cold Morn, they are inevitably joined by new arrivals for whom life in Defiance was just not working out. Most of these new arrivals are in for a hard time, and most don't survive their first year in Cold Morn, whether it is because of the rampant crime, getting caught in in-faction squabbles, freezing or starving to death on the frontier, getting killed by the natives who raid their foraging parties, or disease, life on the front is tough. Some arrivals just go missing, there is no-one around to care. There is a semblance of unity in cold morn. The various groups don't really work together, but they try to stay out of each others way, decisions affecting all do get made together in a weekly conclave of leaders. But no party ever feels bound by the agreements if they disagree with them. And most groups do not mingle. Paradoxically, the raiding natives do trade with those in cold morn, but it's a cold affair, and bargaining is tough for both sides. Within the Exiles one group has been clearing more and more land, not sharing it with the others, and have begun building a moat and palisade around their section of Cold morn. Most of the town is directly adjacent the forest or the river, although the miserable place is expanding, and minor outposts are being established by those within the Exiles who wish to isolate themselves even further. The player will encounter the Exiles either via trade in Defiance, passing through Cold Morn on a task, or in search of one of the many wanted criminals fleeing justice. When in Cold Morn, it is possible for the player to act as mercenary in the in-faction troubles, but depending on player actions the groups can be influenced to unite under a strong banner, either of force or friendship. Assuming leadership the player will have a lot to deal with, from subsistence for the town, the constant in-fighting, the missing persons, contact with the group which went out into the White March, dealing with the native raiding parties, and expanding and establishing the town, and then dealing with the constant influx of desperate new arrivals. Should the player care enough to work at it, Cold Morn and the Exiles can bring some interesting benefits, including interesting contact with those native to Dyrwood, the mysteries of the White March, and the loyalty and help of the (surviving) factions within the Exiles. Should Cold Morn achieve a semblance of order, it's populace can be drawn on for cheap labour and recruits for the player's stronghold, significantly cheaper than most other sources of labour and recruitment for the stronghold.
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Project Eternity class primer (as of 3/10/13)
Surely there will be different ways to play your classes? If that's the only way I can effectively play my favourite class I'm not sure if I'm interested.
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How many [Rings]?
I don't really want to limit gear like this by an arbitrary ceiling. You can balance it in different ways: yes, buffout one of your characters but the rest of your party gets nothing, for instance. Alternatively, you could say that each ring above a certain level becomes less effective. Or perhaps for each ring above a certain nr you experience a slight debuff. Myself, I'd make magical rings and amulets rare enough that it's just not likely that you'll end up with a lot Another alternative is to make some magical items class-specific.
- Out of curiosity, what difficulty will be your first playthrough?