Sacred_Path
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Update #51: Prototype 2 Update
Sacred_Path replied to Darren Monahan's topic in Pillars of Eternity: Announcements & News
there are so many reasons I can think of from the top of my head as to why a rarely-seen demonic creature may have a name that isn't easily explained etymologically.- 181 replies
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Update #51: Prototype 2 Update
Sacred_Path replied to Darren Monahan's topic in Pillars of Eternity: Announcements & News
Ah. That should sit well with some [forum] trolls.- 181 replies
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Limiting rest areas
Sacred_Path replied to Hormalakh's topic in Pillars of Eternity: Stories (Spoiler Warning!)
When it comes to resting, I'm actually more in favor of an artificial limit ("you cannot rest here/ now!") than random spawns or quest failure. Spawns make you substitute chance for strategy, and not all quests should be timed. Also, having a hard limit on resting should make it easier to balance. What I could imagine is disallowing resting until a map has been cleaned of all enemies, and overland trips back to town could be interrupted by random encounters, BG style. -
I don't care for NPC schedules much, it doesn't add much to the game mechanics-wise, and it bloats city size if done well (shopkeepers don't only need a shop, they need a place to frequent in the evening and one to sleep at night). What's more interesting would be for example a schedule for city guards that you have to factor in when burglarizing shops/ killing NPCs (instead of telepathic guards).
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gize, an Auamaua rogue would be a thug, obviously.
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At some point, hating on BG2 has become equivalent to hating on Haitian children. Well done internet.
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You're dodging the issue: where, in a world that will have Tolkien Elves and Dwarves, is the problem with, say, one human faction that has "Germanic" influences? Does it go against the flavor of the world? Is it out of tune with the other factions? So far, there seems to be no problem.
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I can't quite see the problem there. The point is to allow for diversity between factions, not reinventing the wheel. It would be quite odd if the ol' elves and dwarves are actually the most 'conservative' humanoid beings, while all human cultures are pulled straight out of a travelling circus.
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yeh, 'nature' not poking you in the eye with garish pinkish and yellowish tinges everywhere is just welcome. Even if that sort of goes against the Baldur's Gate heritage.
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I'm so pumped rereading this small synopsis. This will be even better than IE. In other news, as a reaction to MCA's comments about Troika and Arcanum, Tim Cain is preparing a chocolate cake with metal shards in it.
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When I have six dudes in plates with helmets and swords running around (very likely due to rock-paper-scissors mechanics of P:E) your wise words will get me far. Personally, when I see people complaining for something to take 2 clicks when it could possibly have been done with 1, I think they're probably borderline autistic, but I wouldn't be so stupid as to deny that they have a point. you're preaching to the choir here m8.
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you're right, that was Caerdon Like I said, I don't think it will be so easy on a glance in P:E. The bard may look like a rogue, equipment wise, but they seem to be quite different mechanically, unlike in (A)D&D. Same goes for a mage in plate armor that might look but not actually work like a tank. Since it's real time with PAUSE, it would indeed be a minor inconvenience. And part of it certainly only has to do with aesthetics; but that's something to be expected from a fantasy setting IMO.
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Uhm... I'd say the opposite, in a single character (and single player) game you obviously don't have to distinguish between party members, so there it's really just fluff. As for all males looking the same (of the same race, anyway), I think we'd all like customization options (even if it was as basic as slim, medium, bulky) but I don't see that happen on a large scale as it's not one of their priorities. And in this game, characters could be quite hard to tell one character from another as mages can wear plate and wield swords, for instance. And I don't think that people wouldn't be bothered if your 6 characters all look the same regardless of race and gender.
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I definitely can do without the streetwise, cheeky rogue. Especially if said rogue is an easily excitable female. I think everyone can think of 1 or 2 examples there.
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Project: Eternity bar none, although I've backed a number of games. This is easily my favorite kickstarter so far. Everyone seemed so unexcited - for lack of a better word -, "here, we have some ideas for an oldschool game, but we've also identified several problems with those and will try to improve on that. Thanks for your money!", then they set to work and did a pretty good job of keeping the community informed. The stretch goal showed they had thought well about what they want to do and kept it all modular. Possibly the only complaint I have is we still haven't seen any footage. After that, I'm curious about Might&Magic X, because it's sort of bold to make a step based game in this day and age.
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Update #47: Odds and Ends
Sacred_Path replied to Darren Monahan's topic in Pillars of Eternity: Announcements & News
The pictures really give that Darklands feel. <3 so much- 131 replies
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exploring different planes.
Sacred_Path replied to Failion's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I have a bit of a longer post I've been trying to post for some minutes and it doesn't work o.O Diablo could actually be a good example. That also made me think of Might&Magic VII, where you took a portal (I think) to the "divine realm". I'd just state two things: 1) you need a good reason why you're including planes at all 2) you should have an idea and communicate it to the player what exactly a plane is and how they co-exist of course, in a fantasy game, I'd say 1) is more important than 2). I am willing to suspend my disbelief if there's a great story in there, be those alternate realms mundane or alien. I think the one reason for planar travel that was brought up the most in this thread was "diversity", and that's something I'm not agreeing with; because that just tends to end up as "weird place we crammed with things we couldn't find a way to fit into the game proper, so we made a different plane". Something I could actually see would be a rather tiny alternate plane, or part of an alternate plain, in which things appear mostly as they did in the original world, with only one, or very few, differences. You know, that often cited element of horror, where something seems just wrong. eh, maybe for P:E, things should be reversed and souls can enter this world easily, but you can't follow them. edit: eh, now. O.O