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Sacred_Path

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Everything posted by Sacred_Path

  1. In that case, the shift in difficulty should be done subtly and you should be given some hints as to the relative strength of the next floor's monsters though. Trial and error isn't good in an Ironman game.
  2. That reminds me of a little something I'd like to see employed more in CRPGs: alternative paths and routes. Like in Darklands, where there are many ways to get into a city. Stroll into there by the main gate and just pay the fee if you can, but it might be wiser to scale the walls at night or even trudge through the sewers if you can't pay/ are a criminal (lose charisma or reputation for that). Travel along the high road if you've nothing to hide, it will be safer if it's patrolled regularly, but might make an ambush more likely if it isn't. Or take a shortcut through the woods/ swamp if you want to avoid attention, but be prepared for the consequences.
  3. But what if he doesn't willingly give up his precious secret? You could beat him up, he's not v. brawny after all. Or you could try to talk it out of him. But he grew up in reform school, so he knows all the tricks. Well nothing to see here, move along
  4. Uh, but that was the whole point. Otherwise there's nothing to talk about yet
  5. Protect Infirmity. It will mostly revolve about the elderly adventurer and how to take care of your ailing body & mind while dungeon delving.
  6. But Aragorn shines when he sheds his cloak of humility. When he speaks up as a leader of men he becomes impressive and noteworthy, not to mention the quite literally is a sight to behold when he takes off his concealing outfit. Will Edair be the same? Personally I don't hope so, because it's unrealistic/ cheesy. Tolkien didn't manage to reconcile the both sides of Aragorn very well IMO (but the problem lies elsewhere probably. The idea of the Grey Company probably preceded Aragorn).
  7. I meant that it's an open world sandbox, it doesn't even have a mandatory main quest. Playing around with the factions is central to its design, not an aside. And yes I was talking exactly about the fact that you could screw up the game/ the game balance. Which wasn't bad in Daggerfall. It's a single character sandbox, so you basically live by the consequences of your actions. Reload or roll a new character if you're stuck. In a story driven game, that would just be bad. In PE, I don't want to replay a large chunk of my game because my underworld allies have contracted me to kill a plot essential NPC, or because I pissed off the merchants and can't buy/ sell for a reasonable price anymore.
  8. The one cool thing from Daggerfall I'd like to see in another game is that factions included not only your usual suspects (Fighters' Guild, Mages' Guild), but peasants, nobles, merchants, the underworld and scholars, with appropriate consequences. Of course Daggerfall doesn't offer anything to do really except rising through your factions' ranks. In a deep game like PE that would be a balancing nightmare.
  9. Do you even realize that there is a medical condition that causes people to be like this? My mom for instance is one of those people. I bet you're just an internet tough guy. I dare you to come here and say that to my face again.
  10. Granted, we don't know exactly how skills are handled in PE. Could be fighters have plenty of points to spend on sneaking and lockpicking. Still, I imagine the abilities of the Rogue (like HiPS) would be much more useful to a stealthy character than the Fighter's "bouncing back from damage". We'll see where they take it from here.
  11. You need to bring something to the table, though. We know what he's not (brawny and loud). But what is he then? An intellectual? Does he kill orcs ironically? A spy, or someone who deals in information? Why doesn't he have some skills that would actually make him good at that ( = why is he not a rogue)? I think the fighter cliché is "loud and boisterous". I imagine him rather as being tense, focused, and a tad sociopathic (but not in a Korgan way. In a "I have a seething cold rage inside me at all times way).
  12. I forgot they already had that bit down in their design. I think it's a bit unfortunate. "Unassuming man who keeps a low profile" sounds much more fitting for a ranger/ rogue. Unassuming basically means he's of average physical build, at best. Keeping a low profile means he's not the drunken revelry or fight-picking or outspoken type. Together that doesn't bode well for a fighter; it would force him to remain rather bland. I hope they reconsider that part. Personally I imagine him as someone who prefers loneliness and the wilderness because he's not very socially apt and given to angry fits, as well as maybe having an agenda that requires solitude. He usually stays away from crowds but if he enters a tavern he drinks himself into a stupor and picks fights. Rage is barbarian territory of course, but still.
  13. Humour for the sake of humour doesn't have any place in a mature RPG. Unless it's a bard telling a bawdry joke in a crowded tavern. OTOH, especially for the sake of realism, absurdity, goofiness and irony should surface in many situations/ persons. I want oddball companions whose flaws of character become painfully obvious in a personal conversation. People - be they arrogant nobles or filthy peasants without any self-awareness -, should baffle you with their requests/ accusations/ commentary. Fail should occur at the most inopportune times. Facepalming yourself in a good way because of some hilarity is a very nice occurence in a good game. It's not necessary to rewrite Lord of The Rings.
  14. Ye ole jobboard. No medieval town could be called complete without one. Personally I imagine that every house where you aren't welcomed has its door locked, those you could enter actually asked you to enter. This is not entirely realistic (not every house had a lockable door in the Middle Ages, and on the countryside houses were often left unlocked even at night still 50 years ago). But it streamlines things.
  15. 5th option, Temple of Elemental Evil. Prerequisites like having priests of certain faiths to imbue weapons with certain bonuses.
  16. they see me trollin' one of the world's strongest economies was built by millions of unapologetic Nazis. U mad?
  17. It would be kind of cool if near the beginning of the game, your unknown party attracts the attention of cults/ churches with their strong souls (they're hero material after all). That could result in your first quests/ factions/ way of gaining reputation.
  18. Blood sausage is traditional here, and it tastes p. good with spices and some onion in it. It's not on my list of yucky foods. Baked blood or innards are a different matter though.
  19. One idea: we will get a house that will eventually be upgraded to a stronghold. Do something with that. At the start of the game, we're unknown, and what's worse we're a bunch of murder hobos. Let the world react to that accordingly. Then later, as house owners, we move up the ranks to become part of the establishment/ urban citizen class. Lastly, once you get a stronghold, you're likely to be considered aristocrats. This could be reflected in dialogue, and give you access to different NPCs/ quest givers (no audience with the Elven queen for murder hobos!)
  20. I was under the impression that it's a burly Auamaua, not a fat little Orlan? Can someone clear this up? In that case, let's give some ideas as to how we'd like the companions to turn out. With Edair, they already tried to make him look a little rough and rugged. I think they should stick with that. He has the look of a bit of a lone wolf, that should be his theme. Outdoors clothing (cloak!) and lighter-than-plate armor are looking good on him. I'm obviously thinking along the line of Dunedain rangers. But he's not a noble ranger, but more of a rowdy fighter, and his gear should be a bit more worn/ ragged. Give it some stitches and holes. He's also looking p. groomed, but I'm imagining him as a guy who's brooding around the campfire and rowdy in bars (given to fits of rage), so looking a bit more dishevelled would be good. Forton looks a bit like an oddball measured against the standard of the other companions. That's interesting. I think his look defines all classification right now. The only thing that bothers me a bit is the eye tattoo on his abdomen. Tats are a nice idea, but it looks p. generic/ not significant. Cadegund: like I said I like the fan picture of her. Makes her look more rugged and most of all a bit fanatical. I think that's a good trope. Religion is a violently disputed matter in PE, so she should look every bit the soldier. Her armor looks a bit too 'shapely' (boob plate!) and ornamented IMO. Would prefer a more tight looking armor with possibly emphasized sharp edges that would make her look a bit more 'robotic'/ menacing. Aloth looks entirely generic right now, he definitely needs some flavor. I imagine him being an Aedyr elf, who share many similarities with the humans they live among. So he could be a bit more refined and urban. Definitely not a mystical tree hugger! I think he could need a small accessory to that effect, like a watch. I imagine him being a bit foppish too. Alternatively, he could be a country aristocrat.
  21. How would you feel about different levels becomming available at different parts of the main quest? So once you free village xyz from enemy lkj during the main story, the magic backlash causes an earthquake that opens a route to level 9. "Unlocking" mega dungeon levels over the course of the game? That's a pretty neat idea. That way it's tied into the narrative and feels epic. Me like It would also mean the dungeon gets cut into bits so it would be easier to stomach those 15 levels. Which I'm undecided about, I'd also like it if you have to go from top to bottom in one sitting. But if it got cut into several chunks, mebbe then it could also be mandatory?
  22. That's actually the reason why I advocated for it to be part of the main quest. Otherwise, I just have a slight suspicion they could postpone design of the mega dungeon until very late into the project, then slap together a dungeon to make good on the stretch goal. And I don't want it to be a location that's strictly late-game to end-game content like Watcher's Keep, like "let's give those overpowered heroes one last hour of gameplay to squeeze out of the game". Ideally I'd say it should be usually accessed mid-game, when something like a long dungeon crawl is most interesting. But like I said, most of these concerns could be laid to rest by our glorious overlords if they decided to comment on the matter.
  23. I guessed that much, but as I said I think they've painted intentionally vague bodies/ poses/ outfits at this point. I doubt they have developed the backstory of each of the companions yet in full detail, and you don't want to end up with art that completely doesn't fit the narrative (it does work this way around, rite? You never know with these crazy artsy types :D ) I don't experience an uncanny valley effect when looking at them. They look very organic and believable to me Aside from strange skin patterns and a bulky physique they're quite human-like, that freaks you out? I like Auamaua the way they are right now, but I wouldn't mind if they were turned into something more original of course. At the very least, it would be worth it if you hear DnD **** discussing Orcs, then think/ say "Remember PE? It had Auamaua. That was an awesome race"
  24. Personally, I like the concept art so far. All the companions so far look rather unremarkable. To me, that is in keeping with wanting to create a mature game. There's no need to create 'unfailing hero' templates. Much has been said about Forton already, and that only goes to show that he's not your stereotypical anime supercharacter immediately adopted by 15 year olds. There is a fan picture of Cadegund that is actually better than the concept sketch, but I don't doubt that the concept artists couldn't have come up with something equally interesting had they intended it (at this stage they certainly look intentionally bland). Of all the characters, Edair probably had the most defined look so far as far as general expression goes. He's the only one that looked like he has an agenda. I also p. much to my surprise liked the look of the Auamaua wizard. He looked a bit awkward in his outfit, too bulky for robes, but that's the nice thing about it. In my mind the "burly race" is never an immediate fit for a wizard, and the profession maybe doesn't come naturally to them. But what they lack in refinement they can make up for by brute strength (since melee is an option for mages in PE). Could Auamau in general look more distinct? Yes, though it begs the question of why that should be the case. If there's not a huge physical difference between the races in PE, Auamaua need not be the exception.
  25. Since it was a stretch goal, not part of the initial pitch, and not something players are expected to see if they don't want, I'd say that it's v. questionable exactly how much effort will go into it. That's only guesswork from both sides though. If there had been a short notice in one of the interviews or rather the updates, even if it was just one line, like "we already have a few different ideas for the mega dungeon", I probably wouldn't have commented on it at all. But so far the uncertainty wears on me, because it's something I care about. I don't care about wether a 16th century coat of arms will be implemented properly into PE, for example. But this is something I'd want to see well done.
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