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Everything posted by Marceror
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Attributes - Fixed or Increasing?
Marceror replied to Cultist's topic in Pillars of Eternity: Stories (Spoiler Warning!)
This is one where I definitely prefer the DnD approach. We knew what values represented below average, average, above average, exceptional... all the way to godly. There could be dramatic increases over the life of a character, due to period increases granted at level ups, magical equipment, feats, etc. But there was always a sense of what those values meant in comparison to "average". With a diablo type system where you start with 15 strength, and eventually reach 400, I really get lost as to what that means. For example, can a 10 intelligence person and a 350 intelligence person even stand next to one another without their heads exploding? Such huge gaps just feel way too... gaping. I REALLY hope the range of these numbers will be limited in a manner similar to that of DnD. -
Yeah, until you come to the next difficult lock, then the next one, then the one after that, and the one after that. Next thing you know, the mini-game has clubbed you to submission and you're off to check Nexus for mods to let you just bash that lock open with one hit. Or... I make another smart choice and increase my lock picking skills so that I can open those locks more easily. And I will really appreciate the increased ease with which I can open those locks, because I better understand their difficulty. Except the point of the marginal flexibility in Sawyer's terms is that it's the difference between a choice before you at the moment versus a strategically poor choice made four levels ago. The "choice" you're talking about is only always after the fact, after an absolute failure with no possibility of a choice at the moment it matters. This is the distinction he's making, and one I agree with. Unless you're keeping notes for a second playthrough, but that's pure metagaming as well. There were non-marginal shortfall crutches in BG. For example, permanent gear that gave upwards +20% thieving skills, potions that gave +45% thieving, blah blah--I assume none of you used those items if you're against "marginal shortfall crutches" the way these lockpicks are being talked about, right? I think the permanent gear bonuses in particular are a bit overpowered and undermine skill leveling choices even with a "soft shortfall," though. Call me an old RPG fart if you will, but in my day, when a lock was too hard to pick, we either came back later, or spent 10 minutes picking it, always up hill, both ways, in the snow... and that's how we liked it! But seriously, I never said that I was "against" (strong word, btw) the marginal shortfall crutches. Once these were explained to me as being a representation of "more time spent" burning through lockpicks, I could get onboard at least conceptually (vs. my original comment that 10 spoons don't help me eat a bowl of soup better than one spoon does). If this is what Josh is set on, I might suggest capping it at 5, as 10 seems excessive to me. I mean, if you have to break more than 5 sets of lockpicks, you probably aren't good enough to pick that lock. Make each lock pick make enough of a difference I guess, so that burning though 5 gives you an appreciable, yet still marginal benefit. If you still can't get it, there's nothing wrong with coming back later. Even more modern games like Dragon Age (which go out of their way to accomodate players) don't have an issue with a lock that can't be picked just because the player happens to have encountered it. There should be some consequences for not including certain key skills in your party. Not every party should necessarily be able to overcome every challenge, but a particularly well balanced party should be able to tackle most of them. If you can't do it all in playthrough 1, then yeah, do better in the second playthrough. Hell, that's one of the reasons people still play Baldur's Gate all these year later. They want to do it better "this time" than they did "last time". We should keep that opportunity present in PE at all costs! If a Recommend button helps, and is warranted, than by all means, make that available to the newbs. The veterans are going to try to do better than the Recommend button ever could anyway.
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Yeah, until you come to the next difficult lock, then the next one, then the one after that, and the one after that. Next thing you know, the mini-game has clubbed you to submission and you're off to check Nexus for mods to let you just bash that lock open with one hit. Or... I make another smart choice and increase my lock picking skills so that I can open those locks more easily. And I will really appreciate the increased ease with which I can open those locks, because I better understand their difficulty.
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Update 29: Mechanics
Marceror replied to Sensuki's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Nah, Josh mentioned last week that we'd be getting some information on mechanics this week. The OP was mostly guessing as to the the day that update would come. Mechanics were alreaddy a given. -
Update 29: Mechanics
Marceror replied to Sensuki's topic in Pillars of Eternity: Stories (Spoiler Warning!)
I believe that the week prior it was on a Wednesday that we got an update, so no clear day has emerged yet. -
Hmm, so it's similar to taking 10 or taking 20 (or any number in between), but instead of burning time, you are burning money by using up numerous consumable items. I guess that could make sense, in an abstract sort of way. I personally prefer the "interesting choice" to come at character creation and character level up, by making my character more and more skilled at particular tasks (with perhaps the option to purchase some nice non-consumable master work items to aid in those various tasks (MW lockpicks, MW disguise kit, etc). But that's just me. EDIT: And as for taking 10 or 20 with this approach, I can always retry opening such locks multiple times (that's certainly a choice). Once I finally get that difficult lock open, I will really feel rewarded at the accomplishment.
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Forton's secret
Marceror replied to Thund's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Hmm, maybe. -
This is exactly what I was about to say. You pick up a cursed sword, YOU inherit the curse. Until that curse can be broken, the curse stays with you, whether you are using/carrying the weapon or not.
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I like the idea of romances, a-la Baldur's Gate 2. I'd prefer to keep it just about the same in PE. The more gratuitous stuff just isn't needed, just like I also do not need to accompany my characters while they have their bowel movements. Leave some things to the imagination.
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Break down of funds
Marceror replied to chisled2bone's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
It would be interesting to see a high level pie chart of how the funding was distributed... like around ship time, after the money has been spent and the figures actually are meaningful to reality. Nothing too detailed. Early budget projections though are likely just to cause dismay and angst. Obsidian absolutely needs to be free to make their game. -
Adventurer's Hall
Marceror replied to mokona's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I imagine there will be a few "voice sets" you can choose from for your created characters. So characters will probably say things like "whadd'ye want?" or "how may I serve?" when you select them. So no, likely not totally mute. -
Adventurer's Hall
Marceror replied to mokona's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Not likely on my first runthrough. Maybe on my second. It will totally depend on who the 8 companions are, and what I'm looking for in a party. Generally speaking, I'd rather have a well-written, pre-made companion who isn't the "perfect class" for my party over a better class choice that is not going to interact in anyway. -
How funny that at 9 minutes in on the first video Adam referrenced my now "seemingly" infamous visit to the Obsidian offices on October 12th. I had this u-stream up in my home office for much of the day on the 13th, but I had missed that part. And Obsidian was true to its word, letting me come back a week later not only for a tour, but to do an interview. And I am now immortalized as a crazy internet stalker! That's what I call a home run! Weee!
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8 companions: is it enough?
Marceror replied to RAE's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
There is no alignment system in this game, so "strictly good / evil" are probably right out the window. Lack of "goood/evil" measurement doesnt change anything. FNV lacked such system yet you had those "must kill legion" or "must be nice to BoS" companions (no evil examples as it lacked those). Even without old "i leave if you are too good/evil" some companion just doesnt fit your roleplay. Obsidian hasn't released details on just how moddable the game will be, but they want to make it as moddable as possible, so possibly some of your companion holes will get filled that way. I still maintain that the announced expansion is another likely source of a companion or two, as well is possible DLC. So the initial 8 isnt likely all you'll ever have available. -
I had rather expected that the rogue companion was going to be Orlan. The little guy makes the stereotypical rogue most of the time. That seems to be another convention that Obsidian wanted to be sure not to follow. I know that Obsidian wants to provide at least one companion for each of the core four classes. Of those we have a wizard, fighter, and priest, already. We will clearly have either a godlike or Aumua rogue. I've got my money on godlike for this companion, but who knows. The final companion is rather up in the air, but it could be a barbarian, a chanter, a paladin or a druid. I'd be okay with any of those, but there's something about an Aumaua druid that has a certain ring to it.
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Thanks for the kind words guys, and thanks Tigranes for linking this to your thread. I was fortunate enough to interview Adam Brennecke at the Obsidian offices today about the game, and managed to come away with a couple of new details that haven't been shared publicly yet. I'll be updating my guide with those details soon enough, and posting the interview responses at sorcerers.net. Cheers!