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Everything posted by deamon451
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I don't think your fooling anyone He's not. Anything that fluffy and sugary is up to no good. ...says someone with "Rub my belly....you know you want to...give in to the temptation...and don't mind the resulting love scratches and bites." as signature scratches and bites! So... basically like every single cat I've ever lived with.
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I don't think your fooling anyone He's not. Anything that fluffy and sugary is up to no good. ...says someone with "Rub my belly....you know you want to...give in to the temptation...and don't mind the resulting love scratches and bites." as signature scratches and bites! At least people know what they are getting into with me. I don't hide what I am weremarshmallow.
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But what about my position as the only fluffy thing on the Obsidian Order? Pretty sure you're the only marshmallow, if that's any consolation... I don't think that's going to last... A soon as someone bites Fluffle you'll have another weremarshmallow around... Whoa, after VICTIM bites Fluffle? Reverse weremallowism? That's.... kind of overpowered. Good point. Bring in the hot cocoa!!
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deamon451 replied to Kaldurenik's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
(trying to be destracting) Hey look!! A three-headed monkey!! -
Live recorded music, Poll 2.0
deamon451 replied to jerf's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
We could always bring in Bear McCreary. He does a lot of stuff using ethnic instruments (see Battlestar Galactica or Dark Void). Or Greg Edmonson (Firefly and the Uncharted series). Not bashing you Justin but just throwing out folks that have dealt with constraints (no live orchestra) and still provided some great music (IMHO). -
How ironic that you use playstyles as an argument against, when objective based xp allows for the most flexibility in that regard. Leave "dealing with the bandits" as objective. Deal with them how you please (kill/intimidate/enslave/charm/etc). Receive xp. Now the question is how to implement this. Someone find a Developer!!!
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I was under the impression that an IE game had a epic plot, great characters, cool art, and tacical battles that call for more than pressing the same button over and over again rather than the internal mechanics of xp gathering. Remember that Bioware created the IE engine and that Black Isle ran with it for IWD 1/2 and PS:T so the underlying kills for xp engine was legacy.
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The problem is that we don't know how OE is going to implement a quest only XP system. If we have a random encounter is it considered a quest? If so is killing everything and talking your way out of it valid options with both awarding the same amount of XP? OE need to take some time and explain in as much detail as they have in some sort of design document on what their vision is for the XP system and give us some examples of how it will work. We are currently lacking a lot of information.
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Interesting idea. The fundamental problem IMO with CRPGs is the inability to do on the fly calculations for XP. PnP games give it at the end of the session and makes modifications based on what happened. Killed the monster: 500xp, talked around it: 500xp, found a away around it then backtracked to kill it: 500zp . In CRPGs its harder to do this and results in giving XP for quests, kills, etc. because you can't determine during programing time what the player will do. Any system that would allow more flexible XP awards would be welcome, I just don't know how easy it would be to implement such a system and/or make it mod friendly.
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I swear that if OE puts in a "You must gather your party before venturing forth" bark, I will go down to Irvine and make them pay. 100s of hours listening to it. P.S. I know it was a Bioware BG/BG2 thing but still...
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