Everything posted by Sacred_Path
-
Item Durability
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.
- Item Durability
-
Item Durability
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"
-
Inverting the Durability Scale
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
-
So, Project Eternity will have cooking
https://www.youtube.com/watch?v=pPJ4kf13XzY
-
Inverting the Durability Scale
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
oh lawd
-
Update #58: Crafting with Tim Cain!
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).
-
Is project eternity the best managed kickstarter game?
Between the frequent updates, forum communication and listening to feedback I'm very happy with this KS. I'm also not seeing any signs that they've been squandering. Now some projects like i.e. Hero-U, that would have me worried (and it did have backers at the 10k tier)
- Update #58: Crafting with Tim Cain!
- Item Durability
-
Item Durability
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".
-
Item Durability
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.
- Item Durability
-
Item Durability
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)
-
Update #58: Crafting with Tim Cain!
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.
-
How often will pause be used? What will the combat pace be?
Sacred_Path replied to IndiraLightfoot's topic in Pillars of Eternity: General Discussion (NO SPOILERS)Me personally, I'm going to use pause a lot. And I don't even have OCD. Combat length, well, 'grazing' hits should help with that somewhat. Although, if enemies have the same stamina : health loss rate, and can make use of 'surges', it could take a while.
- Update #58: Crafting with Tim Cain!
- Update #58: Crafting with Tim Cain!
-
Update #58: Crafting with Tim Cain!
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.
-
Update #58: Crafting with Tim Cain!
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?
- Update #58: Crafting with Tim Cain!
- Update #58: Crafting with Tim Cain!
-
Barbarians in Project Eternity will lose less health than other classes when taking damage
Since any martial art technique that targets more than 2 people at a time is a work of fiction, I'm ok with that. -edit: especially if the AoE techniques come with decreased damage, which would make sense both ways.