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Calmar

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Everything posted by Calmar

  1. As far as I can tell, mature means there are few joyful events and places more time is wasted on explicit violence, drugs and soon-to-look-dated nudity. But I admit that I dislike the concept of 'mature' games because of thet cooler-than-you flair they try to evoke. Besides, here is an interesting discussion of a mature roleplaying game. (It's mature content, so only click if you are mature).
  2. I see, thanks. So... to be sure I don't accidentally buy the same thing a second time, the process is 'Manage Pledge' > 'Select Reward' > click that tier I pledged on Kickstarter > 'Continue To Next Step' Rewards > 'Continue To Next Step' Cart > 'Checkout' ?
  3. Calmar I do not believe you have completed the Pledge process. The listing is only populated with a badge when that is done. I participated in the original Kickstarter last year. I have Project Eternity in my backer history in my KS profile and I got a confirmation e-mail from Amazon Payments. What else it there to do? I see the "Pillars of Eternity Backer Badge" and the "Pillars of Eternity Kickstarter Badge" listed in my profile.
  4. I have them listed in my profile, but they don't seem to appear.
  5. Dirt poor people of the PoE boards! Stop your folly! Do not let those unimaginative rich people trick you into writing their memorials for them!
  6. LotR cave troll says "Don't forget about me!"
  7. Will the Game be translated into German? Wird das Spiel auch auf Deutsch übersetzt?
  8. The bad thing about Project Eternity? The amount of riduculous expectations, pre-emptive nitpicking and baseless disappointment seen on the forum increase seemingly without end.
  9. I might well be mistaken, but as far as I remember, in IWD II only the target point of the scorcher was fixed and the caster could still move. The downside was that a fleeing mage could burn fer own allies.
  10. ... but I agree with your statement! It seems people are too concerned about what could go wrong instead of looking forward to the game. There are many things that are wierd, or even not really good in the classic Infinity Engine games, but most of us love them for the many things they did really good. I have faith in Eternity being equally good and memorable.
  11. When the game begins you just left your ship, looking forward to start a new life far away from home. It's up to you where you go and what you do.
  12. I am surprised you think Genocide is a modern concept. Afterall the Romans committed the most comprehensive extermination of another culture. Genocide is a concept as old as war itself. If you are referring to the Celts, the Romans wanted to destroy them because they were rebellious, not because they were Celts. Alltogether the Romans were probably the most tolerant and culturally diverse conquerors the world has ever seen. There is a fundamental difference between fighting another culture to imbibe them into your own, or just kiling a large number of enemies and attacking another group just for the sake of destroying them.
  13. What's up with the rape and genocide?? How about banditry, oath-breaking, or raising a zombie? You don't need to be as extreme as a sex offender or mass murderer to be evil..? If the game ist to be about *choice* and *character development*, we don't necessarily need any such violence-porn. Besides, genocide is totally modern era stuff and would break my immersion into a Renaissance world.
  14. More important is the question, can the dwarven fighter and his aumaua husband adopt and raise two cute elf twin girls while sometimes waging war against the forces of darkness? An RPG is about having all conveivable options available, right?
  15. A 'huge' medieval city should still be quite manageable. Medieval Paris was one of the biggest cities in Europe and it is still quite small by modern standards.
  16. I think the setup is clothes > padding > chain (beneath weak-points in plate) > Plates. Breasts, except maybe for extremely large ones, fit nicely into breatsplates made to be worn by men.
  17. Therw were great achievements in Baldur's Gate II, like the red dragon armour, great NPCs, or the player stronghold, and Icewind Dale has great rewards like the weapon made from Gloomfrost ice, or the sword Cera Sumat. That's the kind of achievement I wish to see in Project Eternity.
  18. The question whether or not rangers and druids are 'servants' or 'protectors' of nature is a separate one, for I definitely do not see them as eco activists, or - terrorists, nor as vergans or hippies worshipping random plants (as they're quite often more or less depicted). I agree that rangers should not be treated as champions of some creed of ecological awareness. In D&D they have some meager divine spellcasting, but to me that stems from their grown insight into the mysteries of the natural world they attain on the higher levels, not from them becoming religious figures. I would like to see druid that are more sorcereric than nature servants. As in irish tales druids are descripted more like sorcerer that had supernatural power to turn people to animals or stone, heal and curse people and of course perform divination. So some what barbaric variation of priest or wizards, who believe more oral history and teaching than literary work. This description is coloured by the fact that most that is known today about ancient Irish culture comes from the descriptions of Christian monks and such who attempted to demonise the old religion. However, I also think that druids as class in particular should fulfill the role of priests that negotiate the dangerous or hostile forces of nature in favour of their peoples. Consequently, a druid should be a servant of the gods/powers of nature and a protector of his human community who depend on his augury to properly deal with the nature surrounding them.
  19. I don't see rangers in general as protectors of nature, or protectors of anything, for that matter. They're people who are experts in surviving the wilderness and using it in their favour when battling their enemies. Some rangers live in temperate forests, some in deserts, frozen wastelands, or sail the seas (killing aumaua). They can hunt, but that's not the only thing they're good for. Just like a rogue can fulfill many roles besides being a 'thief', or a 'trap-finder'.Oh, and they of course also can protect people from nature, or nature from people, or people from people, or nature from nature. What's the merit in calling rangers 'hunters', anyways? Does it sound cooler because they're called that way in WoW? Rangers range and roam, and hunt and survive, and shoot arrows and wield blades. I like that class, its concept and its name.
  20. To range means 'to roam', but also 'vastness [of terrain]', doesn't it? So 'ranger' implies a person that is an expert at survival in the expanses of wilderness - which in fantasy land also implies that he or she can fend off orcs and beasts and aumaua. I agree with the others that 'ranger' is probably the best term for the class of wilderness warriors.
  21. Baldur's Gate was the first RPG I played and I loved it - huge areas to explore and magical treasure to find. It's a great game - but its successors are better in every regard. Baldur's Gate II makes everything better and the world feels bigger, but saves you the running through endless similar areas the first part had. The main plot is very thin and mostly linear but you have a vast amount of freedom and side quests that allow you to explore and adventure for many hours. Icewind Dale is completely linear. The artwork, the music, the detailed plot create the strongest atmosphere I've ever seen in an RPG. One of the few games that really gave me a strong feeling of immersion. Icewind Dale is like an exciting book that takes you through a story - accordingly the film sequences and the game box itself resemble tomes. From all the IE games, I love Icewind Dale I and II the most
  22. To me, it would be really great if one could depart from the main plot for some time, similar to Baldur's Gate II. I'd really enjoy the freedom to explore a big world, or work as a mercenary or dragon slayer, on my own.
  23. Ḯ ẗoö lôvè dìf̌férếnt ačc̈ents àñd hồpé ţhey ṹse thěm ĭň thê diầloğuëš.
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