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Everything posted by Hellfell
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Walking and Running
Hellfell replied to Wulfic's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Ok this is how walking and running can be done in this game: You can toggle between run and walk. When you run, your focus is distracted. When you encounter the enemy you become "flat-footed" which means that you cannot make special actions (cast difficult spells and abilities) for some moments depending on a character skill rating/feat/attribute bonus. When you walk, you don't become flatfooted when encountering an enemy. Its called "tactical advance" Also walking may just increase line of sight. -
Would be refreshing to see Ice and Snow in the south and deserts in the north.
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Cliche -> PE Chosen one destined to save the world -> victim trying to save him/herself Defend villagers from bandits -> choose to attack villagers with bandits and share the loot Find an epic chest at the end of a dungeon -> find empty chest with a digged exit nearby -> use tracking and follow the **** who stole things from this chest Fight an epic boss at the end of a dungeon -> encounter a group of adventurers who came from the other side -> choose to combine forces or choose to kill the group while fighting a 3 sided battle between you, another group and the boss. Sell equipment at stores -> sorry bro, don't need your trash looted from dead stinky orcs. I'm a hero but nobody notices -> "oh my! It's the heroes of XXXX!!! Lemme get you a drink!"
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Another weapons topic
Hellfell replied to teknoman2's topic in Pillars of Eternity: Stories (Spoiler Warning!)
1d8 is very very d&d-esque. (derp) They are making new system with new original rules so I'm almost positive it will be x-x -
Boss Battles
Hellfell replied to BasaltineBadger's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Anyway, it would be badass to have a drink with PE final boss. -
Enemy respawn
Hellfell replied to kabaliero's topic in Pillars of Eternity: Stories (Spoiler Warning!)
I guess you will be able to grind random world map encounters. -
Boss Battles
Hellfell replied to BasaltineBadger's topic in Pillars of Eternity: Stories (Spoiler Warning!)
I think the concept of boss battles should transform into the concept called "Major Encounter". There can be several types of Major Encounters * Traditional Big Boss battle, in which the boss has several abilities that he uses in an intelligent manner (read: has unique AI set for the encounter). * Group versus Group, in which the opposing group has 6-10 members and has unique AI set for attack and defense moves (eg the enemy fighter defends the enemy mage by using control abilites while mage purges the PC group with Firestorms) * Duels, in which you can 1x1 somebody * Three sided battles. Imagine your group finding a Big Bad Boss at the end of a dungeon and a rival adventuring company also finds it from the other side! The last man standing will gather the spoils. Something like that -
Dragon Age Origins featured the Party Tactics System that allowed players to customize the AI behavior of party members based on condition scripts. It wasnt essential to use this mechanics but it was really awesome. Project Eternity will have parties of 6 adventurers each one having a lot of spells and abilities to use. While it is managable to control them via pause, I think it will enhance the whole gameplay if we had some kind of Party Tactics System. More than that, Obsidian could use this system to customize the AI behavior of enemy groups and make them unique in their combat tactics! What do you think?
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Every thread which contains the words "sex" and "women" ends up Locked after 100+ comments.
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Let's talk villainy
Hellfell replied to Death Machine Miyagi's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Anyway, I should be able to finish this game by destroying everything and becoming an ultimate chaotic evil super villain known in other planes as the Eater of Souls. -
Let's talk villainy
Hellfell replied to Death Machine Miyagi's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Villains can be tyrants, psychopaths, murderers etc. the most important thing is to make them have logical and understandable reasons behind all their actions so we can say: "yes, I understand why you do these things, but you are still wrong so I will stop you" -
A great many TB games only use turns when the player is engaged in combat and are in real-time when not, it's not something exclusive to RTwP. Personally I would prefer a phase based combat system as I find it the most interesting kind, but since it is Obsidian that are developing this and their strong suite has never been combat I'd be happy with RTwP since the battles are over relatively quickly with it. The problem with TB games and exploring is you walk by an enemy and bam you're suddenly locked into combat. Even enemies that you'd normally one shot take forever to dispatch since you have to go through all the TB crap. This is made even worse with a phase based combat system like final fantasy (which is what I'm guessing you're referring to, if not then my bad). I think there 2 types of phase turn-based combat. First is JRPG style line vs line. Second is D&D style 2 phase combat (movement-attack/spell/action). I guess he was referring to D&D style.
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Would you still support and look forward to it? Surely, real time with pause and turn-based combat both have advantages and disadvantages, yet what would you prefer? Personally I love turn based combat of ToEE with its tactical choices and strategic positioning. Also, after playing new X-com, I believe that even turn based gameplay can be dynamic, engaging and fun to watch. I love IE real time with pause too. Essentially it was also turn based because we paused after pretty much every action. What do you think?
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Armor class in D&D mitigated the chance of being damaged, not the chance of being hit. A character in full plate who successfully did a defense check might still have been hit but he didn't suffer any damage because he 1) blocked the attack, 2) dodged the attack, 3) got hit but the armor prevented the damage. The game didn't tell about this because it didn't really matter how exactly a character defended.
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The core design philosophy of exploration in a game is having a reward for exploration. If a player is able to go somewhere, there needs to be something worth your time eg quest, monsters, secret... or it will feel like a waste. The density however is a tricky thing because if there is big density where stuff can be found around every corner it will feel like a small world. If the density is minimal, it will feel like a waste of players time and developers resources spent on beautiful but useless map. The balance must be found
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Books and lore for each item.
Hellfell replied to Vernum's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Don't worry. Item descriptions "BeeeGeee style" are coming back. Regarding books, I don't want to pick them up. If I encounter a book, its text should be put into my "books" journal tab