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What Is Ironman Mode To You?
JFSOCC replied to Chippy's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I don't think I;ll play ironman, but who knows, maybe I'll try it sometime and I might find I'll like it. -
reminded me of this:
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Design a God for PE.
JFSOCC replied to Stiler's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Talèbianca The Acrobat Goddess of lost causes, unlikely occurrences, chance and chaos. Patron of gamblers, adventurers (focusing on Dexterity) "Scientists have calculated that the chances of something so patently absurd actually existing are millions to one. But magicians have calculated that million-to-one chances crop up nine times out of ten."- Terry Pratchett. Sign: A black swan.please get the reference Talèbianca was a hero who was known for her acrobatic prowess, her incredible luck, getting out of scrapes unharmed that no-one should be able to survive. She would encounter a merchant and quickly pick up something was out of the ordinary, before long, the merchant would be implicated in a plot to overthrow the king, and Talèbianca would have found herself in the nest of scum and villainy which was the enemy camp. eventually it was bound to happen that she was discovered. With much acrobatic skill and daring do she would extricate herself from the situation, only to arrive at the king's ball just in time to foil the plot. Yes, it's fair to say Talèbianca was worshipped as a god before she became one. Not too bad on the eyes, friendly, intimidatingly impressive in everything she did, and unaccountably lucky. She counted many a watering hole her home, and it wasn't long before bets were placed not on her chances, but on HOW she would solve the next issue. Well known, easily recognised, no-one know what happened to her. One day she just didn't show up. Probably dead. But, as happens when someone is loved too much by the world, people refused to believe her demise. The bars, and inns she frequented would ask anyone if they'd seen her, even years after she would likely have died of old age. The patrons would tell stories of her, embellish the ones they knew, or invent new ones. The betting never stopped. it changed into "when she will return" Because she will return, of that they were certain. Call it denial, call it love. From this deep faith that Talèbianca simply couldn't be defeated arose her worship. And when someone is worshipped so deeply, faith becomes real. And thus, Talèbianca ascended. When you are surrounded by enemies, wounded and out of breath, call her name When you've put all your money on the table, and this is going to be your last chance to win it all back, invoke her name. When nothing in your plans can go wrong, when all avenues are covered and things can't fail, yet do, curse her name. When the most unlikely of events leads to the most unexpected of consequences, call her name. One day she will return. She'll put things right in the land. But only if we do her proud and dare to risk it all. -
Party System
JFSOCC replied to MuseBreaks's topic in Pillars of Eternity: Stories (Spoiler Warning!)
it just doesn't work like that. Some party members you might choose over and over again, while others you would dismiss after the first time, and hope never to play them again. Say you've played with 5 members (other than your character) whom you all dislike, then you have 5 choices less. If you want to keep using, 3 out of those from the last play-through. you only have two spots for new members. I don't believe replayability comes from party members. For me, a play-through which is very similar to another, isn't that exciting. So how do you get a varied replayable game? By providing content which is mutually exclusive with other content. (like, say, there are 20 factions in the game and you can only play for 3 of them throughout it.) But I Digress. I do hope there's a way to enjoy all characters in a sigle play through, and I believe having a questline (not a single quest) associated with each of them is the way to go. This always makes it worthwhile to try them out. Just make sure you can reach your level cap without completing these, since some players would enjoy playing with a fully self-created party. -
High school musical used as a positive? I believe a good children's movie doesn't treat children like retards. Spirited away, most pixar movies, Avatar the last airbender (animated series) These are all good shows. If I had children, I'm not sure if I would show them any ice age crap.
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Diseases in PE
JFSOCC replied to maggotheart's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
diseases in games have a tendency to trigger loss aversion- 69 replies
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Design a monster.
JFSOCC replied to JFSOCC's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
maggotheart, I imagine some sequence where you're party must dash through the city to reach the far side, away from the feeding arms of the monster? that's really cool. I can see buildings being smashed as you run past them, tentacles grabbing on to a team member who you must now free wasting valuable running away time. Fleeing as a challenge sounds real cool -
Design a monster.
JFSOCC replied to JFSOCC's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I too, prefer to see most encounters be against ordinary people, still, an occasional monster, especially one which is unique and actually scary seems to be a nice change of pace. And your company is certainly monstrous. -
Design a monster.
JFSOCC replied to JFSOCC's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Doublers Found in a dungeon. A group of at least 12 creatures with strong illusion magic. Doublers only attack groups of 4 or more (unless attacked). When they do, each of them uses illusion magic to look like a member of your party. Next, they provide 2-3 illusionary doubles each. During combat with this foe, you cannot select your team mates other than by clicking on their portraits, but won't be able to see where they are positioned. (the distinguishing circle of friend or foe will be obfuscated) you won't be able to distinguish between friend or foe or illusion. Doublers attack your party, but also the illusionary doubles of their other members, in order to sow maximum confusion. An illusionary double deals and takes damage, but very little of each, and vanishes when their caster dies. (or after 2 minutes) -
Design a God for PE.
JFSOCC replied to Stiler's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Hezeng God of trade (especially sea trade) fair winds, exploration, treasure and strangely enough, architecture. Hezeng was a fleet admiral for a great empire some 700 years ago. He used his fleet to establish trade nations on far shores, and built port cities to not only accommodate trade, but colonisation. His excellent eye for strategical resources ensured the empire he served flourished. In every port city he built, he also built a low and broad tower with a roof garden. This was his home whenever he was in the city. The emperor for whom he worked feared his ambition, and sent Hezeng on a doomed mission to an archipelago with the most treacherous shallows and currents, hoping to be rid of him. Hezeng returned with lost treasure and slaves, and stories of exotic fruits, plants and animals unheard off before. Hezeng was quickly sent back on another voyage. This time there were saboteurs on board. Hezeng didn't come back this time. His ship was lost at sea. Some time during his fated voyage at sea, all his homes in every port city he founded started shaking and grew a mast, from these masts each unfurled a sail. emblazoned on each sail was an emerald. It was declared on this day that Hezeng had ascended into godhood. With the death of Hezeng and ever increasing mismanagement of the empire, the empire fell but each of his port cities kept trading, andkept growing. His former homes are now the Temples of his religion It is rumoured that Hezeng engineered these buildings himself, and had linked them to his life energy. so that when he died, they would grow. Whether Hezeng had ambitions for the throne or godhood is the subject of some debate, best not held in his temples or amongst his followers. Some critics have noted that the Emerald was the symbol of the dynasty which came before the one Hezeng served, and of which he was a direct descendant. More rumours have it that a goodly part of the tax on trade didn't ever make it to the empire's treasury, but seemed to be... missing. But that's all several centuries ago, it hardly matters now. The Clergy of Hezeng controls several of the old port cities, and remains a significant religion in all of the now independent port cities founded by Hezeng. The Clergy controls three fine fleets with which they travel the world in order to establish themselves wherever trade could flourish. Often establishing ports themselves. Each of these towns has a low tower with roof garden and emerald emblazoned sail. Trade and prosperity are considered the qualities of good men by the clergy of Hezeng. Anyone down on their luck will be accepted to serve on one of the order's fleet ships as a chance to better their lives. Although this is seen by many as a way to get rid of beggars and criminals, as life on the seas is harsh, and loss of life is common. It's also taught that anyone who dies at sea will return in the next life with Hezeng's favour. Not many volunteer for servitude on these ships, but it is often accepted as an alternative punishment for crime. The fleets are divided into three parts: The pioneers. These explore for new horizons establish new connections and report back to the trade and cartographers headquarters. The pioneers are the most excellent seamen, experts in their trade, well organised and loyal. The escorts. The escorts patrol trade routes between Hezeng controlled waters. This fleet is the most plentiful, it's also filled with riff-raff of the worst kind. Mutinous crews, while rare, are not unheard of. Escorts are used to fight of pirates while the trade ships get away. These crews are pretty dangerous, although on some ships in this fleet they are honed to a fine edge and have become a trustworthy, if diverse, crew. Finally there's Hezeng's fleet. colloquially known as the fats. Hezeng's fleet has on board construction materials and craftsmen, engineers and surveyors. Hezeng's fleet builds the ports on the locations the pioneers have designated. Or reinforce ports and deepen canals and build defences on the small temporary settlements the pioneers have prepared. Hezeng's fleet is tasked with the defence of the ports, the defence of the fleet, and any warfare they find themselves in. Since the 'discovery' of the new world, Hezeng's religion has been flourishing like never before, and they are currently experiencing a golden age. Hezeng's clergy survives on taxation, but offerings are accepted in the temple for those seeking his favour. Many merchant captains will offer an emerald before making a voyage in the hopes of a successful trip. Hezeng has appeared to captains riding into danger. Hezeng encourages them to change course. Those who fail to listen find themselves in peril, like bad weather, piracy, disease, or even getting lost. those who do listen often find their way to riches and trouble in equal measure. -
Party System
JFSOCC replied to MuseBreaks's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Well, I liked DA:O's solution, despite it becoming a slightly onerous task to manage your party. but it wasn't what I meant. I propose that there be a distinction between "Available but not used" and "kicked out of the party" Available but not used, are party members you parted with on friendly terms, they can be found back in the copper coronet, or your house, or the adventurers hall, or the stronghold, doing whatever they're doing. they don't hold grudges because they technically still have a contract with you. you've just taken them along on your current outing. (which means you wouldn't be able to change party anywhere, you'd have to be "back at base" (which I hope will be made easier with things like teleportation circles or some such) And then there's members which you kicked out, refused to add to the party, refused to contract in any way. They can burn in a fiery pit of hell for all I care. Those would only be found back where you met them. -
Magic Weapons in Project Eternity
JFSOCC replied to TRX850's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I like the nerf bat. -- Winterstorm baton the winterstorm baton is a baton with small metal sphere on each end, clamped by what appears to be a metal braid (which is the shaft of the baton) the sphere is icy cold and has constant small electrical discharges. Does extra crushing/blunt/cold/electrical damage there's an 12% chance of stunning a target on hit for 3 seconds. and a 25% chance on a critical hit to stun the target for 10 seconds. Winterstorm baton allows you to use disarm as if you have the feat.- 67 replies
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movie thread made me remember this.
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You watch Desperado for Salma Hayek, not Banderas.. In Desperado I get annoyed by her voice when she says "shoot him!, shoot him!" I watch from dusk till down for Salma Hayek. Quentin has a feet fetish... which reminds me, "that ****ing band" is also awesome.
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haha, yeah, I was commenting on the quality I've seen from the history channel so far. So I'm biased against them.
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impossible.
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bring your guitar the Mariachi trilogy is my favourite set of films, Robert Rodriguez one of my favourite directors,
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Design a God for PE.
JFSOCC replied to Stiler's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Corlentin The seeker, the lonely. Patron of star-crossed lovers, hunters, lonely people, and romantic love Corlentin was an ancient king who fell in love with another man whom he came across one day while hunting. I won't bore you with the story, rest assured it's all very romantic and doomed. Eventually, his lover disappears, never to be seen again. Corlentin set out to find him in an epic journey much like the search for the holy grail. And like the search for the holy grail, it remains an unfulfilled quest. Ever seeking his lost love, Corlentin does not despair but continues on his quest, giving sound love and happiness advice to unsuspecting passers-by who help him out. There are quite a few temples to Corlentin, although his homosexuality is downplayed in some societies, it is celebrated elsewhere. The clergy of Corlentin performs marriages in secret to those who are unable to marry otherwise. Offerings are made in the temples by those wishing happiness in their relationship, or those wishing to have an relationship with the subject of their affections. Priests of Corlentin offer relationship therapy and advice to those who seek it. The temple also has secluded areas for those who wish to be alone. On Corlentin's festival many souls gather their courage and declare their love. On this festival day, Corlentin grants one supplicant in every one of his temples their romantic wish. (provided the subject of their affections would not feel strongly opposed to this) The Clergy teaches their followers how healthy relationships work, and teaches us that love is the only universal value shared by all peoples. (whether this is true or not) The Clergy also helps the obsessive overcome their obsessions. Centuries of encountering the obsessed have made this a necessity. Those serving Corlentin also police quacks selling love potions, those who would arrange marriages between unwilling participants, stalkers, and rapists, with severe punishments for the guilty. The Clergy of Corlentin despises brothels and while in many places these are legal, they do their utmost to make the business of whorehouses impossible. Temples to Corlentin are built to a standard, low domed buildings with many alcoves and secluded sections for romantic encounters. All of Corlentin's temples also have walled gardens ideal for romantic moonlight strolls. While brothels are considered abominable by the followers of Corlentin, many of them do have a shrine dedicated to him. This only infuriates the clergy more, as they see this as blasphemous. Conflict is inevitable, really. The symbols of Corlentin are a man between two stars, walking away. A hunters horn, a hunters bow, and two men embracing, one of them crowned. -
Party System
JFSOCC replied to MuseBreaks's topic in Pillars of Eternity: Stories (Spoiler Warning!)
I think it's a curious use of smaller and larger text. And yes, having a party camp is something suggested before and something which I support -
Design a monster.
JFSOCC replied to JFSOCC's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Suicide fly swarm. Suicide flies are found vast stretches of the warmer forests, most of the time they are harmless enough, even if unpleasant. All suicide flies are female, their eggs develop without any male dna necessary. Suicide flies become pregnant as soon as they change from maggot into fly form. Suicide flies are small, between the size of a pea and a marble. But every few years, maybe once per decade an unusually hot year occurs, and Suicide flies change, they become a plague killing vast numbers of forest animals before finally succumbing to a lack of prey and inevitable starvation. (plague)Suicide flies attack any animal which comes near them. The swarm finds, say, a deer, or an adventurer, and launch themselves headlong to a whatever is the softest flesh exposed. Upon impact, they inject the victim with their offspring and then explode in order to soften the flesh and encourage their young to eat towards the impact. In 5 seconds between 10 and 50 maggots burst out of the flesh still eating the meat. About ten seconds later they drop off and metamorphose into new suicide flies. Within instants they will attack whatever victim is nearby, injecting them with their offspring, exploding and so the cycle continues. And unprepared party encountering the suicide fly swarm will be torn to shreds before you can say "Please god no! no!, ah! they're eating me! they're eating me! ahhh!" And if maggots busting out of your gut may remove any appetite you had, it doesn't remove theirs. A swarm of 20 flies could easily become a swarm of 700 flies in 5-20 seconds. If a victim dies, all nearby flies converge and inject the dead flesh without sacrificing their lives. This leads to a population boom even faster. it's no wonder then that some forest animals have developed thick scales and don't have any soft spots. Nor is it strange that every 10 years or so the forest wildlife populations of those unadapted collapse. The flies are incredibly small and impossible to damage with conventional weaponry, because for obvious reasons that's incredibly impractical. Only full body armour is an effective defence against these flies, but due to their small size, even then they can find the cracks through which to charge. Magic damage, area damage like fire, or a gaseous toxic cloud, or acid vapour are really the only ways to deal with the suicide flies. In which case they would.... drop like flies. A terribly unlucky traveller might find himself injected with the offspring of an orange suicide fly. This is painless, and goes unnoticed until two days later some three hundred suicide flies burst from the gut. Only the strongest survive this, and those who do are in immediate need of medical attention. This delayed effect is the evolutionary tactic of the suicide flies to spread beyond the confines of their domain. suicide flies keep following their targets across any distance. they're practically impossible to get rid off without killing them. save finding water deep enough and holding your breath for a minute or so. Even then, you may be unlucky as you surface. Suicide flies stay in the shade except to fulfil their one role in life: to reproduce. So word to the wise: it's better to prevent than to cure, better to avoid than to engage. (unless you're prepared to deal with them) Stay in the open. -
You've given me an idea Add "tone" as an option to conversation options. Not all dialogue choices would have this, but some would. You'd have the normal conversation options, but based on your dialogue skills you can click the relative icons for intimidate, or charm, or diplomacy, or lie as long as they're not greyed out. So "I like your cloak" [c][d][l][o] you can choose not to click any, it will simply be a remark with a standard response. you could click the for intimidate, in which case that worm might give it to you rather than face any more trouble you could click the [c] for charm, in which case he may thank you and be more helpful you could not click [d] for diplomacy, because it's not really a diplomatic conversation choice you could not click [l], for lying because it's irrelevant as well you could not click for bluff, because you're not boasting or pretending to do something you can't you could click [o] for observation (or intelligence or wisdom, or perception, etc) because you've noticed that it's a cloak of fine make, in which case he may comment on it, how he got it, or what type of cloak it is. It would also clean up dialogue somewhat as you won't see several similar responses listed below each other like I've just done. making dialogue easier on the eyes.