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Dwarfare

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About Dwarfare

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    Great RPGs

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  1. I am having issues upgrading the Magistrate's Cudgel to it's top level. I first had it on Rekke (Fighter/Monk, bonded as Monk), brought him to the Oathbinder's Sanctum, went to the deepest level with the massive statue of Woedica and the altar, rested, and the cudgel leveled up just fine, fully upgraded, fantastic. However, I got Mirke (Full monk, bonded as monk (obviously)) later from that free DLC, and I decided that if I'mma have a monk, I'm gonna have a monk that's combating sobriety with her every waking breath. So, I sever the binding from Rekke, switch the cudgel to her, level it up in two fights to the final stage, go to Oathbinder's like I did last time. I rest, wake up and... ... ...nothing. Doesn't upgrade, still says I should rest at Oathbinder's. I try putting it in a different slot, I try resting at different places in the room, I try restarting the game and giving it another go, resting with food, without, nothing seems to work. Any ideas?
  2. A game with an expansive, intuitive toolset for people to create their own unique worlds, placables, items, classes, models, etc. to create online communities around to enjoy together. However, developers seem to have little interest in that these days, likely due to the amount of work it takes to do it properly compared to the minimal earnings from drawing people in with player worlds.
  3. Very much enjoyed it! Very nice for an early trailer and getting a look at the game. Only things that sort of caught my eye in a negative way was the lack of character hit reactions during the spell battles and something about the four person party movement seemed a bit too perfectly in a formation to have a natural look to it. Fantastic stuff, and I'm definitely looking forward to upgrading a tier or two, provided we see some additional stretch goals in the near future!
  4. I'm a big fan of long quest lines. I particularly like, though this instance is exceedingly rare in games today, when say, a quest I get in Act 1 of the game is expanded in Act 2, takes a surprising direction and finally comes to a head in Act 3 or 4, and most importantly, that this is NOT THE MAIN STORYLINE. If that quest line has multiple endings depending on how you acted, good lord, that'd be fantastic. I get tired of the numerous bite-size quests that tend to have little substance to them, and don't make one think. The "Oh, I can't find Timmy. Can you find him? I'm so worried" -> "Hm, the boy's trail seems to denote that Timmy fell into the well." -> "Well, it seems the well... Hah, forgive the pun, but it seems as if it leads to a basilisk den. I can't tell which of these rocks Gorbek fell on is your boy, but here you are and I wish you well of i-Hah, I said well again. But seriously, you should block off that well." And that's the whole 15 minute quest line. In short, I think it best when you have a series of long-running quests that is in some way relevant or at least meaningful to your character (perhaps class-based and alliance based and then some just out in the world to be discovered) in which seems to hit dead ends, run cold, take unexpected turns and suddenly burst forth into the light once more as you progress through the game, with different endings depending on how you interacted with it. Perhaps let it weave in and out of the main quest line, or just be a long-running and compelling side journey. Edit: My "in short" was my longest paragraph. Oops.
  5. Very nicely done. I do like the look of it, hopefully will get some animation shots before long! One thing I would very much like to see is that the quality of the characters remains sharp and detailed even when zooming on on a parituclar area (assuming we are giving the option of altering the view distance, as I do usually like to zoom in on combat and watch the skirmishes take place while not having to frantically click on tiny figures mid-fight).
  6. While getting specialized "classes" might be nice or interesting, I feel like it tries to deviate from the original class more than necessary. Personally I'd rather have kit abilities that could be unlocked via training with masters of the combat form you find in your travels/special quests which challenge your character in new ways (forcing your character to alter his technique and perhaps discover a new one in order to meet a new form of challenge), should you meet the prerequisites. Tack on bits here and there to your preference, special skills that can be learned afield or passive bonuses from various other characters in the game, but only have your character have so many extra bonus slots with which to customize such abilities. Such abilities should feel worthwhile and unique, helping to further define your characters skills. Basically find various events in the world that allow you to dip out useful techniques that would have been mainstays of various "prestige" classes, with varied skills, a number of different sources, and call it whatever the hell you like. Your character takes what he finds useful to customize his combat to his own desires rather than locking himself into special kits, and it's more your own.
  7. My personal preference is a bit of both. If you do a light run or turn down a lot of rewards/fail quests, you'll have to be pretty strict with your coin and purchase only that which is most efficient to be well equipped. If you do a heavy run, you'll likely have all the coin you need to buy most everything. Though if you're hitting pretty much everything, coin will likely be less necessary from gear found/earned as well, so you'll probably end up filthy rich that way. I don't like the feeling that gold is meaningless in the game due to the excess, but I also don't want to feel like I need to scrounge every broken arrow and bit of scrap metal to afford anything.
  8. I'd like to see more iconic weapons that aren't large swords. Some of the less standard fair of weaponry being better represented would be fantastic, I think.
  9. Rather than having another run-through of the campaign with slightly higher numbers popping up, I'd rather they expand on the original experience and put in so many paths and so much content that starting a new fresh run is the best way to experience more of the game rather than the same thing you just did but with a bit larger numbers.
  10. A masochistic, unencumbered reaver that pushes the natural limits of the body to return the punishment in a variety of increasingly potent ways? Good god, yes!
  11. Hm, what should a female's breastplate look like? In my opinion, it should look like a breastplate. Armor is fairly unisex (aside from the totally necessary requirement of massive codpieces, of course!), though historically it's been mostly males wearing it, of course. With the focus not so much on complimenting the figure of the one wearing it (though more expensive armors were decently tailored/smithed to proper proportions with some embellishments (which detracted from their actual functional purpose of turning aside blades rather than helping them catch and pierce)), the real practical focus of the armor was to keep you from catching a mild case of death upon the battlefield. Of course in a fantasy RPG, developers will want to pretty it up (and rightly so, as I see it), but function should take precedence over form. Unless you're ridiculously busty, normal armor ought to work well enough. At least, I think we're past the days when female armor was inversely proportional in protection offered compared to amount of material used (though this still holds true in some MMOs). In that scenario, the most impervious, unbelievably effective and magnificent armor gifted from on high, levitating down to the land on a beam of light would be two rings about about a hand's span apart and connected by a bit of red string to tie about the chest.
  12. Dunno about you guys, but for me, when I look at Ranger, I don't think "Forest Protector" or "Hunter of Men, Beasts and Monsters", I think "A forest protector that is a hunter of men, beasts and monsters," and even I think that's pigeon-holing the class a bit in terms of breadth and depth (as not all rangers are hunter/protectors or dwell in forests, particularly. Desert rangers, mountain rangers, underdark/under-dwelling rangers, etc). It's a multi-faceted class that has aspects of both, at least in D&D. You're focusing too much on one or the other, it seems to be, when as I see it, it's both of them at the same time. Class roles tend to be a bit more flexible than that, though this is of course Project Eternity, and while it's borrowing from staples of the genre, it can still choose to smudge the classical definitions a bit. As far as changing the name in my opinion, I'm more in favor of keeping it as it is. In borrowing the class title and theme from an established source, the name Ranger is more laden with meaning for gamers in this genre as compared to hunters. Not a bad idea, but I have to admit that I do have some preference for sticking with the familiar as I'm more in touch with it's various nuances and whatnot.
  13. Indeed, I personally very much prefer an ending in which it seems like the sum of the whole is greater than the sum of the parts, and there's not just a quick hashed out "This is dead and now this happens, the end!" but something with some substance. An endgame ought to hit you from all sides with the decisions that you've made and come at you from unexpected angles, and likely more dialogue and decision heavy than it might be action oriented. What I would especially like to see is an epilogue that is not only extensive in it's depth, but playable as well, to a reasonable extent. Let the player reap the rewards of his efforts rather than a "You win!" screen once the final boss's health hits zero (or whatever might serve as the game's climax) like a couple others. And after that, set us up for the next chapter in the story, maybe! A man can dream, eh? (Damn, pretty high hopes for a game which is still in the pre-alpha phase under a working title)
  14. "Well fought, men! It was a fine battle, but despite all odds, we conq-What's that noise? Anyone else hear tha-Oh god, worms! They're huge! They're stealing the corpses! Close call, glad they didn't grab the lot of u-OH GOD, THE LOOT! DAMNIT! NO! SOMEONE GRAB THEM! NO NO NO! Shovels! Now! We need shovels, fast! Move, you idiots, move!"
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