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Sacred_Path
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Item Durability
Sacred_Path replied to Sensuki's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
welp, I hope he isn't swayed that easily in his decisions, even if he cries himself to sleep over it. Crafting may be a skill that's simply good for fighters to have, which is ok. There are class-exclusive skills in DnD (like spellcraft) and stealth will possibly be great for everyone in P:E. So I don't think pumping crafting will be such a no-brainer by necessity.- 176 replies
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Item Durability
Sacred_Path replied to Sensuki's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I say that if the majority of backers withold their opinion, there's no reason for OE to change their decisions.- 176 replies
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Item Durability
Sacred_Path replied to Sensuki's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Obsidian made the UI smaller because 30% of people wanted them to - so they've done it before, why not now ? because I care this time they have held back most of the information concerning skills so I hope that at most, they reevaluate their decisions concerning durability and crafting, not "oh 40 people out of 80k have a problem with durability let's drop it"- 176 replies
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Inverting the Durability Scale
Sacred_Path replied to Infinitron's topic in Pillars of Eternity: Stories (Spoiler Warning!)
In areas with high combat density, yes (like the outdoor areas of the Icewind Dale's). P:E will probably be dungeon-heavy so unless spells are a more limited ressource than in IE games, the same applies there. And if buffs are limited things like sharpened weapons become more desirable. -
Item Durability
Sacred_Path replied to Sensuki's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I don't see the problem as we only have a very vocal minority here, and even this minority is split right down the middle. That's not something they should base design decisions on.- 176 replies
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Inverting the Durability Scale
Sacred_Path replied to Infinitron's topic in Pillars of Eternity: Stories (Spoiler Warning!)
If weapons would be sharpened less long than they would be normal in the original case, you'll just cause more backtracking. -
Inverting the Durability Scale
Sacred_Path replied to Infinitron's topic in Pillars of Eternity: Stories (Spoiler Warning!)
oh lawd -
I like to buy consumables, as it really gives you choices depending on your party setup and tactics (as long as you're actually forced to use them on the higher difficulties). Apart from that I really like spending gold on things you can't otherwise possess (such as donating at temples).
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I love that, just when you ask yourself "where's Tim?", he comes back with a bang and much controversy/ drama.
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Item Durability
Sacred_Path replied to Sensuki's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Well, you *do* start with only one character, and gain companions/ goons gradually. So the crafting monkey would usually be you or your first companion, I guess. That's something that would irritate me, at least.- 176 replies
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Sacred_Path replied to Sensuki's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Uhm... I think the more obvious, practical reason is that otherwise, every party will have exactly that one skill monkey with a high crafting skill and nothing else. It's basically like saying "select one of your companions at the start who will receive less skill points than everyone else".- 176 replies
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Item Durability
Sacred_Path replied to Sensuki's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Of these I would rule out WoW and D3 as they are different types of games. Arcanum is one of the very few... no scratch that, the only... deep story-driven RPG with durability mechanics that I've played. I didn't mind it, but it didn't increase my enjoyment of the game either, as there were other things such as harvesting raw minerals and crafting that were far "deeper" than a simple repair mechanism. I guess the same could be true for P:E. Still, I'm fond enough of micromanagement in CRPGs that I would welcome one additional thing to keep track of, as long as it allows for some choices to be made; for example, do I repair the armor on my main tank very often, or at all? Who will develop the crafting skill to what proportions to avoid wear&tear? I think what speaks strongly for at least a neutral appraisal of durability in P:E is that items won't ever break or become entirely unserviceable, just a bit less effective. IMO this should be acceptable even if you're not fond of repairing.- 176 replies
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Sacred_Path replied to Sensuki's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
It could be anecdotal evidence if you stated what games with these elements you have played, why you didn't like it then and how this relates to the current game. Usually, that doesn't happen.- 176 replies
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Item Durability
Sacred_Path replied to Sensuki's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I chose #1 giving the benefit of doubt, i.e. I like durability and think it should go into P:E but the specifics are still vague. Still I don't have strong preferences as to implementing it differently. in b4 the unavoidable strawman "in all the games I've played this was never fun" (which is a strawman in the case of deep story-driven RPGs)- 176 replies
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Chances are that sword +10 will be more powerful even when it's blunted than a shiny dagger. Although I concede this may be true for two weapons where one is only marginally more powerful... but then you could simply save the more expensive one for when you need it the most. edit: btw guys... no design by comittee plz. I like your vision so far and I hope you stick with it.
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it certainly is (not needed for camping purposes), JES has said that there will be no resting ressources.
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Of course it's possible there's only one crafting skill and basically all "food" recipes are at the very low tiers... which would make sense.
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The problem I see pertains less to the fact that mundane food can have extraordinary effects (but this also), and more to the silliness of needing recipes to convert mundane ingredients into something extraordinary. Like, there are almond leaves everywhere, but I need a bloody recipe before I can brew a cup of tea, and the same again if I want to make use of peppermint.
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welp, as they put it now, degradation only affects your performance (a bit?) negatively. On the lower difficulty levels, you may still be able to waltz over the opposition even if your blade is a bit dull. OTOH, if you're playing on the higher levels, why not just embrace this component of the difficulty?
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As an aside, how will you make the JRPG-y food crafting not be ridiculous? No ancient recipes that allow you to combine ham, salad and a slice of bread into a health-refilling sandwich plz
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Oooh, enchantments are in! I supported that. Will enchantments be permanent? Now let those who complain that this game isn't like IE games step forward
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