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Everything posted by TRX850
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Stash: The Unlimited Inventory Mechanic
TRX850 replied to Helm's topic in Pillars of Eternity: Stories (Spoiler Warning!)
If you split up the merchants into purveyors of bespoke item types (merchandise) in large cities, they might have individual side-quests for you too. But if you combined them all into one merchant, you wouldn't necessarily have that option. Either way, I can see why some players find it tedious to visit multiple merchants when they just want to "dump a load" and be done with it. -
Stash: The Unlimited Inventory Mechanic
TRX850 replied to Helm's topic in Pillars of Eternity: Stories (Spoiler Warning!)
It can be a bit of a hassle to run around to 12 different vendors though. Disastrous if you decide that only Hatters will buy hats and Blacksmiths armour/weapons/etc. Yes, I did consider the added running around. If they were all in the same general area, like a market place, it might not be so bad. I mentioned it more because of the lengthy discussion on Economy from another thread. Of course, you'd still have smaller villages or in-the-field merchants who would buy and sell all item types. -
Lies, lying in conversation
TRX850 replied to OliverUv's topic in Pillars of Eternity: Stories (Spoiler Warning!)
What if certain cursed items only allowed you to tell the truth in conversations? Or you could *only* tell lies? I like it when two or more game concepts work together.- 67 replies
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Stash: The Unlimited Inventory Mechanic
TRX850 replied to Helm's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Well it might provide a certain serendipity in game design then. Maybe an arms dealer will buy all weapons and armour, continuously, to supply various factions which you eventually either ally with or fight. There's also your Stronghold to consider. That, and presumably all your staff and service men and women will need to be outfitted. As long as there is a plausible outlet for the sudden influx of gear that would ordinarily flood a low-level market, it should keep things interesting. -
Balancing Stealth vs Combat
TRX850 replied to PrimeJunta's topic in Pillars of Eternity: Stories (Spoiler Warning!)
I just want XP to work seamlessly in the background so I don't have to think about it all the time. I really do want to play the game and become immersed and enjoy the story. But I also want to take care of my character, first and foremost. It's not a race to level up to maximum level, I get that. As long as there is enough content to keep the challenges.....challenging, I'll be ok with that. But we also need to be treated as adults and allowed the freedom to develop our own character arc that's in keeping with our play style. -
Stash: The Unlimited Inventory Mechanic
TRX850 replied to Helm's topic in Pillars of Eternity: Stories (Spoiler Warning!)
If for nothing else other than variety, I wouldn't mind seeing a town have different vendors for buying and selling different item types, just to spread the load of the economy. Blacksmith --> Armour, weapons, and metal accoutrements like helmets, gauntlets etc. Jewellers --> All gems and jewellery. Leathersmith --> Belts, boots, gloves, cloaks etc. Seamstress --> Robes, capes and other finery. Hatter --> Hats and soft headwear. Specialists --> Scrolls, wands, potions etc. And so on. -
Balancing Stealth vs Combat
TRX850 replied to PrimeJunta's topic in Pillars of Eternity: Stories (Spoiler Warning!)
If you want to get better at stealth or diplomacy or magic or any other skills, you still need to level up. Items will do some of that for you, but are not a replacement for levelling up. -
Stash: The Unlimited Inventory Mechanic
TRX850 replied to Helm's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Let's say you "cleared" a dungeon level so that all enemies/factions were either dead or neutral. And there was a ton of loot lying around in the aftermath. You could make 5 trips back to town to sell it all, because "the way back is now clear", which would take a fair bit of time. Or you could place it all in this wormhole-stash for now, and continue adventuring on the next dungeon level down. If you could only interact with the stash once you'd cleared an area, it seems more and more like a simple time-saving device which allows the player to remain immersed in the game, while providing them with a DM-like gesture that they've earned the right to skip the 5 trips back to town because the way back is now safe, and the next dungeon level will still be waiting for them when they return. -
If they have a "Knock" spell for wizards, maybe it should use the equivalent of a wizard's Spellcraft or Concentration skill in place of a Rogue's Open Lock skill when rolling against DC, instead of Knock auto-succeeding every time. Let the Knock spell scale with level.
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Balancing Stealth vs Combat
TRX850 replied to PrimeJunta's topic in Pillars of Eternity: Stories (Spoiler Warning!)
They should be able to handle both combat XP and quest XP for this reason. -
Creatures in Project Eternity
TRX850 replied to TRX850's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Scorpionfolk. -
Creatures in Project Eternity
TRX850 replied to TRX850's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Bicephalous (Two-Headed) Creature Variants: - Trolls - Wolves (Dire, Vampiric) - Ogres - Basilisks - Golems - Driders - Giants - Lycanthropes - Skeletons - ...and so on. The second head could provide options ranging from extra bite attacks or gaze attacks, to additional spellcasting or taunting, to a better chance to avoid combat flanking. -
What about NWN2-Warlock-inspired "Elemental Blast Shapes" for Wizards? Starting with a touch attack at level one, then adding a blast shape every two levels thereafter for all Fire / Cold / Acid / Lightning spells. Wiz Lvl Range/Shape 1 - Touch 3 - Spear/Lance 5 - Ball 7 - Cone 9 - Chain 11 - Storm 13 - Delayed or Self-Target (Ball blast shape only) It would normalize elemental spell attacks and damage, which were previously non-uniform in A/D&D rules. So instead of preparing the equivalent of Burning Hands, Aganazzar's Scorcher, Fireball, Wall of Fire, Fire Storm, and other groups of elemental-damage spells, you have ONE spell icon/button for each of the four element types when you cast, but you click-and-hold and select from a Flyout (or Fly-up) menu and choose the shape you want. And for that last option, a secondary flyout menu for conditional targeting and triggering rules. (Think Sunfire and Delayed Blast Fireball etc). I'm tempted to move the Self-Target option back to 9 or 11 though. And obviously the caster would be immune to their own spell. ????
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Casting Time for spells should naturally reduce as spellcasters gain levels. I understand why powerful spells can take longer to cast than others, but in the D&D/IE/cRPG spell-set, there was a lot of arbitrary casting time stats that didn't make sense. Maybe a more linear and/or intuitive system should be put in place, so that a 10th level wizard should conceivably be able to cast fireball faster than a 5th level wizard (without investing in feats and skill points necessarily).
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It'd be useful to see your current (adjusted) attack bonus next to weapon slots in the inventory, AND on the main adventuring UI next to your quick weapon slots. In the past, you had to equip a different weapon, then click through to the combat stats tab to see, then repeat the process for each weapon you wanted to check. If there is room, maybe include the adjusted damage range too.
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Degenerate Gameplay
TRX850 replied to UpgrayeDD's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Levelling up at training halls would be more fun I think. It would become an event in itself; a player-generated side quest if you will. Especially if you're part way through another side quest. Maybe it costs money to train and level up. Maybe there are other "consumables" or resources you need to take with you. Levelling up was always a big deal in the PnP days. It should have a little fanfare surrounding it in a cRPG to bring back some of that retro feel. -
Stash: The Unlimited Inventory Mechanic
TRX850 replied to Helm's topic in Pillars of Eternity: Stories (Spoiler Warning!)
What if you could only add to the deep-stash-wormhole-thingy once you'd cleared a dungeon level, or cleared an overland area? It would incentivize strategic gear selection while you were adventuring on that dungeon level or outdoor area. Anything you couldn't carry, you could temporarily store in chests and containers, then deep stash them once you'd dealt with all enemies/factions. -
Degenerate Gameplay
TRX850 replied to UpgrayeDD's topic in Pillars of Eternity: Stories (Spoiler Warning!)
There is the faction/reputation aspect though, which was discussed in Cause and Effect. The point is, you may get more XP and loot for betrayal, but you'll inevitably anger factions if you do so, so there will be a trade-off. If you're playing a neutral/lawful/good lead character, then you may be punished even more for such a radical departure from your regular behaviour. And there is also the option of Powergaming, which means your agenda might be to antagonize as many factions as possible so they come after you. -
Degenerate Gameplay
TRX850 replied to UpgrayeDD's topic in Pillars of Eternity: Stories (Spoiler Warning!)
It depends how the chaotic/evil quest is initiated. You wouldn't know you were on that quest until your actions decided it for you. Even if you accepted a quest, completed it, then returned to the quest-giver and killed him and all his goons in cold blood, you should still be awarded the kill XP but allow the faction/reputation system to handle the knock-on effect. This returns control to the player and allows them to roleplay their character's agenda appropriately. -
Degenerate Gameplay
TRX850 replied to UpgrayeDD's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Quest-only XP still seems to only serve a rational, compliant playstyle, and penalize chaotic and/or evil choices. Which all comes back to whether the player (i.e. YOU) can control yourself by having your characters behave relevant to their "alignment". A paladin would accept the quests, do the quests, and receive quest XP. A blackguard on the other hand, would lie, cheat, and possibly betray quest-givers to increase their power, which means they would not play to the rational, compliant model. Kill XP allows players the freedom to play "against the system" if that's how their character would (and should) behave. I'm still convinced we all want the same awesome game experience, but I'm not convinced quest-only XP will cover all playstyles. -
I don't know the exact physics behind energy distribution. If we had some engineers or physics types here, they could answer that. On its own, padded armour does seem a bit wasted, but I suppose it's an abstract system that has to demonstrate a perceived difference between nothing and "slightly better than nothing". I'm sure there's a formulaic thickness of "absorbent" material you could place between your body and the inside of your plate armour that would reduce the energy transfer. The more padding though, the hotter and more uncomfortable it will be. My SCA friends and I had rubber-foam-lined plate (12 gauge stainless steel with 10 gauge reinforcement around pivot points like elbows and knees), over a double-quilted gabardine. And while it gave the perception of protection against stabbing and bladed weapons, anytime you were struck hard, especially with an impact weapon like a mace, it was clear that the advantage was lost. Even with modern materials like Kevlar, which are designed to prevent high velocity piercing, they still leave impact wounds on the body.
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If the listen skill worked like Wilderness Lore in IWD2, that could be useful. Giving a description of what you can hear (footsteps, arguing, spellcasting, silence etc), and the higher your listen skill, the more specific the details (goblin footsteps, an old man arguing with a mysterious spirit-voice, a gnoll shaman chanting, howling wind or magical silence etc). It'd be good if it was slightly different each playthrough too. So you *had* to deal with the info given, rather than reading it off some online walkthrough.
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Creatures in Project Eternity
TRX850 replied to TRX850's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Allow me to stroke your ego and tell you how much of a towering intellect you are, good sir. But this is a fantasy game, and I was citing historic RPG reasons why a mummified spider and maggot infestation are not beyond exclusion. The purpose of the list was to get people thinking about creature variations that might inspire new game content. And I will continue to cite outside sources if it suits the point I am making. Thankyou. The game is in pre-production, and in case you hadn't noticed, there are thousands of posts on these forums that link to outside content to provide examples. I don't think people assume their links are "canon" in any way, so I don't know why you brought that up. I also note that from reading your other posts that you tend to play things safe, by only ever commenting (usually in an unhelpful or irritating manner) on other people's discussions, and you are yet to post your own first suggestion on the P:E forums. I, and I'm sure many of us here, wait with great anticipation for your first original and entertaining suggestion. Then I believe we'll be entitled to comment on your idea. Now. Would you care to add any useful ideas to this thread? -
Magic Weapons in Project Eternity
TRX850 replied to TRX850's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
^^^^ Yes, I agree. I listed basic properties only to get folks thinking about game content. Weapon lore always adds that extra level of game interest by immersing you in its history. Some good ideas there. Keep them coming.- 67 replies
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That's not entirely accurate. Back in my SCA days, my plate armoured sparring partners and I put this to the test, and I can assure you an impact weapon is *very* effective against plate armour. Chain armour or anything non-rigid will inevitably be worse against a hammer or mace etc, but plate is in no way a safeguard against crushing weapons. How is that not accurate? Of all armors, plate fairs best against blunt weapons like hammers. True or not? I meant the bit about distributing blunt force. When a weapon/object strikes another object, it's a transfer of energy in the direction of travel. And so that energy has to go somewhere. A large scale example is a tsunami: it doesn't hit the first row of buildings it comes to then travels upward and stops. It keeps travelling forward. Plate armour doesn't dissipate blunt force for the same reason. It's the energy transfer that causes the damage. Plate is better as deflecting thrusting weapons than other armours though.
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