Sacred_Path
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Randomization and Replayability
Sacred_Path replied to anubite's topic in Pillars of Eternity: Stories (Spoiler Warning!)
I hope a certain element of randomization will be in there as far as encounters go. Not so much dungeon maps, I agree that this team can do better if they hand-craft the environments. What I don't want is knowing exactly what enemies await me (without scouting), so I can make a plan beforehand exactly how to take them all out. Say I know there's a group of casters with their guards waiting for me. I have an idea what their spell assortment looks like and what their preferred spells are. I know the strengths and weaknesses of their guards. Now if some of their ogre guards are replaced with archers that go after my wizards, and I couldn't factor that in beforehand, that makes the encounter not only more challenging but also more fun for me and increases immersion. -
Randomization and Replayability
Sacred_Path replied to anubite's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Not that I mentioned random maps, but I'll go with it. As far as dungeons go, there's not much logic in them in most games. Wether you encounter the same monsters in the same rooms over and over or different monsters in different rooms shouldn't make much of a difference there. Except the latter is probably more interesting/ definitely has an element of surprise that you don't have in a replay w/o randomization. -
Cannot agree here. If there is no optional content or an open world, time limits don't make any sense in an RPG. The point of time limits is to establish a sense of urgency, but also to make the player pick and choose exploration and quest opportunities that go well with your character(s). It also discourages rest spamming. If you funnel the player down a linear path in your game and also add a time limit, you prevent the player from making those choices. All that can happen is making the player click faster, which isn't a test of skill in RPGs as they tend not to rely heavily on twitch skills.
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Druids, Monks and Rangers - Issues
Sacred_Path replied to Alexjh's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Really, the consequences of going unarmored should prohibit tanking IMO. Dodging gets v. hard as soon as you're facing multiple foes in a crowded area. The only situation I can imagine is monks "tanking" against magic users. That could be their domain. Though there are two things to say about Tolkien's Dunedain rangers: 1) They have a very detailed backstory 2) it's still p. horrible I know classes like the rogue don't have a general backstory either, but their concept is more self-explanatory -
Druids, Monks and Rangers - Issues
Sacred_Path replied to Alexjh's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Right now it seems fighters are the best tanks, I really hope it will stay that way and not monks being great tanks due to "natural armor" or similar derp. I think rangers need a good backstory, and I don't think I've ever read one (one that explains all their abilities and habits). They have been called elite soldiers, bounty hunters and hermits, but none of that is quite congruent with what they do. -
Gore
Sacred_Path replied to Hellfell's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I voted for Major Gore, whoever that is. -
Usually this can only be "interesting" by giving humans the center stage, for which no convincing reason is given (humans are great diplomats! Noone can dislike the pink little buggers! All other species are too self-centered!)
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uh WUT ? Apart from being forced to choose between immortality and a finite life span, Tolkien was (intentionally) vague about the nature of half-elves. At any rate they could not choose to be more or less elf- or human-like. But he does designate them specifically as half-elven, while there is no mention of i.e. dwarf-hobbit offspring. Apart from that, I don't think that's how it worked between Neanderthals and Homo Sapiens
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I'd read over that w/o taking note before. I actually interpreted it as saying "human and elves both consider themselves Aedyr first and foremost". That would leave some room for some differences in housing, clothing, professions and religion. Since half-elves aren't mentioned anywhere they obviously can't interbreed, so there should be some outward signs of difference between them.
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N'aww. We just want to feel speshul. <3
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Btw, you could just as well accuse people in law enforcement of having no understanding of "grey areas".
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I like that they are doing something new and getting rid of the religious/ goody two shoes overarching themes. This was dead weight anyway and made the class unnecessarily narrow. If you still want your paladin to support a specific faith, maybe there will be quests to that effect. If the main character has any influence on the stronghold you get, a paladin's stronghold could be a very efficiently run fortress. I'd like that.
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Ditto, but via PayPal. Call it a leap of faith.
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My first character will probably be a Chanter. That's because on my first playthrough I'll probably try to do as many different things as I can, and the Chanter will probably fit that role perfectly. I also love to collect lots of buffs, so the rest of my party will probably consist of a Paladin, Barbarian, Priest, Wizard and Cipher. I'll have to see if the Chanter can fill the role of the thief all by himself though.
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Elves MUST ALWAYS be well-adapted at what they're doing. It doesn't matter what niche they're filling in the world's ecosystem, just that they're more than moderately succesful. Their entire charm and elitism depend on it. Usually, they're the best archers or bowyers. Often, they're most adept at wielding magic. Equally as often, they're the most in tune with nature. In Dark Sun (where they tried to break the mould), they were the best runners. Dwarves we have come to love as stubborn little mother****ers who can toil endlessly, Sisyphus style, and become all the more loveable for it. Also "fallen" dwarves who have forgotten all crafts and now only bake mud cakes are common. With elves, that is pretty rare.
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In a game like Wiz 8 or a high level DnD game death is trivial enough not to warrant a reload, it's very gratifying to take that in stride and try to resurrect your fallen. I like that. A game's mechanics shouldn't be built around the assumption that people will just reload if they don't like the C's to their C's. No on the dead companion quest, plz. First of all I don't think it's a great adventure hook, secondly it's content you miss out on if you manage to keep everyone alive which is sort of counter productive, and thirdly it's not available if you have NPC's from the Adventurer's Hall.
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Orlan & Aumaua
Sacred_Path replied to Osvir's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
If the Auamaua have a primitive, warlike tribal culture, they must also have some powerful magic or else they'd probably get steamrolled by the more advanced civilizations. Now Auamaua mages aren't what I had in mind when I first read about them... but could be interesting. -
What defines a class?
Sacred_Path replied to Hormalakh's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Yes, I think there will be. It mostly comes down to definition though. All classes will have "special abilities", which would translate to class abilities in DnD but probably also spell-like abilities in some cases (not a DnD nerd). Not all classes will outright cast "spells". My point was that for those classes that have spells, I'd rather they had no "special abilities" on top of that (which is all classes like the Fighter and Barbarian would probably get). I suspect that using special abilities will not eat up points in any way (stamina has been said to not be tied to other activities) but rather be on a limited-uses-per-day basis, so calling them non-casters should be legit.- 90 replies
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New Races?
Sacred_Path replied to BetrayTheWorld's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Furries or not, too many tool-making cultures **** a setting up. If there are too many of them around you ask yourself what the point of being a human is anyway, at least the other races have blue skin and ****. Next to the "core three", Orlans, Auamaua and especially Godlike feel a bit tacked-on, I just don't mind because I like to have variety when character building. Just don't overdo it and add too many sentient species that don't come naturally with the way your world is set up and consequently always feel artificial.