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Everything posted by Sedrefilos
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Oh man - I really hope Obsidian won't go overboard with the ship management and pirate theme :D
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Who cares about objects when you start a new game anyway? As if there are not going to be new ones. The important thing is player transfer and returning companions. Transfering itemts is meh, imo, aside the part that you'd way overpowered. I don't even remeber what items I had at the end
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Why everybody hopes this'll be a new Pirates game? I don't want a Pirates game, I want a Pillars game
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I hope the game won't go overboard with pirates. It's not a pirate game, it's a fantasy game taking place in an archpelago were there are some pirates. There is one faction and I guess there will be minor other groups as standard enemies to beat. I don't want to play "Pillars of Eternity - Pirate Version".
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Well, everybody has difficulties with getting into some games. I, for once, cannot get into Torment: ToN. I sit infront of my pc, thinking to fire it up and then I think how unfun the game is and I leave it alone. And the other day I tried to get into The Witness, but I couldn't fit. It was just too small.
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Well, saying that resting for 8 hours heals your entire body is silly, is as silly as being ok with you getting blasted with fireballs and hammered repetedly with all sorts of weapons and you still sustain for so much You can't have one-way realism in games heh. That said, I like the idea of injuries in levels nad maybe differt ways to treat each would. Also maybe a wound can reach irriversible level where you get permenent debuffs if youcan't treat it soon enough. But all these are a whole thing on their own, like a seperate management thing and it may be tiresome quick, especially in a combat-heavy game such as Pillars... I don't know. I still hope the devs have made the right choice here.
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I like DA:O system best: survive the encounter or game over. Helth is then refilled. If any companion fell during combat, suffers injuries. If not this, I prefer the Pillars 1 system over the new one proposed, but only by the sound of it. I must see it in action first. It might be better than the old one in the end.
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On the other hand... who's gonna sit and write dialogues in gibberish? It sounds sad... :D "Hey, Will, I need you to write 1000 dialogue lines in gibberish. Only it must be consistent gibberish, you know? Like a real language but not real. Ok, you're briefed, get to work".
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I think Tyranny suffered because of shortness. There was no city, just the lord's palace, not much world exploration just go to point X solve the situation, go to point Y solve the problem there and so on. It was mostly a military simulator than an adventure and it couldn't have been one if it was that short. Of course a short rpg could have good mechanics etc but won't have enough time for them to unravel and shine.
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It is somekind of interesting idea, though it could be tiresome to have to decrypt most of the dialogue. After all, everybody speaks the common language Maybe only the part that side info could be revealed when you evesdrop people speaking their language but not the entire game! On the other hand, I am sure everybody would take the skill, like the "scan thought" skill in Torment:ToN. I picked it up at no time since it gives me insight about everyone's motivations and thoughts. It's gonna be a no-brainer.
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