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About Brasidas

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  1. A 91 on Metacritic is nothing to scoff at. Will it trend downward over time, or is the score pretty much set at this point? Also, do we have any comparable data on how a high Metacritic score influences sales of a niche RPG like PoE? This is, of course, purely self interested--at only 20 hours in I'm already hungry for sequels.
  2. I'm a few hours in and loving it. The writing, the story and the mechanics all feel spot on and give me the same good feels I had playing BG2 as a kid. However, I practically leapt out of my seat during character creation when I realized I could make a black character who isn't a designer's afterthought. He can have varied facial features, skin tones, and hair styles. His culture isn't pigeonholed into stereotypes based upon the modern White perceptions of Black people in the United States. In fact, there is a fully developed culture to which he belongs, and I chuckled when I realized it seem
  3. Edit: Yonjuro has essentially the same idea. We could make pre-buffing an always on effect changed only at rest or with a grimoire switch, with a limit on the number of buffs active. For example, a priest could choose to have negative plane protection, mass protection from evil, bless, or some other such thing always on, changeable only at rest. It wouldn't remove the meta-gaming problem, but it would get rid of the tedium and offer interesting choices between which buffs the player chooses for their party. However, to make the choices really interesting and less about the meta-game,
  4. Thanks for the link! Apologies for bringing up a topic already covered. I was referring specifically to the human race in PoE, and it's clear from the concepts on the wiki that at least black is represented.
  5. When I select my portrait and character avatar in PoE, will I be able to select my race? Can I choose to be Black, White, East Asian, South Asian, Native American, Middle Eastern, etc? Will the features and hairstyles of my avatar reflect those associated with my race? I realize the cost of including such differences is large; however, the extra effort is meaningful to gamers like me who often feel invisible in the games we play. I'm not trying to start a troll or anything, and I want to applaud Obsidian's work with class, gender, race, and sexuality in video games. It's clear they are pa
  6. While I am more and more excited by the class mechanics, I am continually surprised by the quality of the art. That's a beautiful shot of the ruins. I can't wait to see areas populated by creatures and characters!
  7. As a result of dyslexia, I sound out words very poorly. "Normally" spelled words and unusually spelled words make no difference to me. The sound of these words define many of my associations with the setting. As a result, I would hungrily listen to short pronunciation clips in an in game encyclopedia. I would greedily listen for cleverly placed barks and shouts. This is because the flavor of Project Eternity sounds so delicious.
  8. Nice post, Locust. Changing the armor bonuses to a percentage reduction and never varying the base DT values for each armor type would keep weapon effectiveness consistant against armor types. That goes a long way for letting the player judge, at a glance, whic weapons are most effective in each situation. I see two possible objections. First, your solution introduces a new variable, increasing complexity. Imagine explaining it to a new player: "So, your weapon has a base damage, and your opponent's armor reduces the damage taken by a flat amount. However, if your weapon is a piercing
  9. Can someone (not necessarily Mr. Sawyer) explain the choice of high minimum damage instead of increased armor penetration (DT-) for crushing weapons? Tinkering with quick mock up (though turn based) that gives crushing weapons increased DT- instead of high minimum damage, and drops their standard damage below piercing weapons, worked well. However, the mock up is not nearly as complex (three weapons, three armor types). Why does the complexity in Josh's system necessitate this choice? If the system's problem is too many input variables as Josh mentioned, what's a reasonable number to shoot
  10. Whatever is easier for Chris. I'm happy to hear his thoughts in whatever format they are packaged in.
  11. In order to capture unique and varied "barbarian" cultures, it may be wiser let racial bonuses and penalties, as opposed to classes, define the differences. As previously noted, railroading anyone who is not a city dweller into the barbarian class severely limits the game's ability to represent different cultures. Adhin noted D&D Barbarians might be better named berserkers. Renaming them thusly in PE and then opening up all classes to cultures traditionally called barbarian would alleviate railroading problem. Then, city-dwelling peoples could have berserkers (like the Norse), and ev
  12. I see I'm late to the party, but I wanted to add that I support the minimum damage mechanic 100%. I know exactly what Josh is talking about with the new X-COM (employing the ideal tactic and having it completely backfire) and I like the strategic focus the minimum damage mechanic brings. For example, in old BIS game there were many fights that were winnable at lower levels due to the RNG. (I'm thinking of the Raiders in FO2, Decker in FO1, and Firkraag in BG2, to name a few.) Don't get me wrong- these fights usually still required oodles and oodles of tactics, and I have fond memories of r
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