Sacred_Path
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Everything posted by Sacred_Path
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There must be a church in the game that reacts to such heretic statements with ultra violence
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The adventurer's hall and possible party compositions is what will keep the replay value up. I personally don't worry about wether another character could take precedent over mine in the narrative, but that should be easy to avoid anyway. In all likelihood, there will be something about the main character that makes him so shpeshul he will certainly stand out, narrative-wise.
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Unwinnable Main Questline?
Sacred_Path replied to mcmanusaur's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I can totally see the final cutscene where your party withdraws to the hills, to wage a guerilla war against overwhelming odds. Or to become hermits, whatever.- 152 replies
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- thanks for playing
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Update today?
Sacred_Path replied to Sensuki's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I prod thee gently. -
Magic Mechanics that annoy you
Sacred_Path replied to IDKFA's topic in Pillars of Eternity: Stories (Spoiler Warning!)
I'd much rather they limit/ eliminate rest spamming. In that case you don't want to cast all your buffs right away all the time. -
Mods: feel free to merge this thread with some other about classes. IMO, overall balance is more important than synergies, but I see your point. I'm coming from the angle of the completionist/ collector, and I don't want to end up always playing with exactly one paladin, one chanter, one priest and one [caster] to get all the buffs there are.
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I hope that in PE, every additional party member can add something useful to the party. Don't make too many class abilities non-stackable; it should make a difference if you have one, two or three bards or paladins in the party, rather than profiting from only one of them at a time. If that means making these class abilities more offensive rather than defensive/ passive, so be it. Of course this also has some overlap with the skills issue, like having different conversationalists/ scouts etc.
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Unwinnable Encounters?
Sacred_Path replied to Tsuga C's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I'm all for encounters that your party has no realistic chance to win. One thing I fondly remember is killing the battlemages and their guards in Realms of Arkania 2, it was supposed to be impossible but you could do it with lots of potions and poisons. They were supposed to take a certain object of yours but if you managed to kill them you'd eventually end up with two of them. A bad example is killing the dragon on the starting island in MM7, it was tedious to do but possible and made it possible to gain artifacs that you shouldn't have at that point in the game. No uber loot for nigh-impossible encounters, it only makes it mandatory for experienced players to save-scum their way through.- 137 replies
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- unwinnable
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What makes a game great?
Sacred_Path replied to Space_hamster's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Well, then you should play Grimoire. But, you can't kill any children in Grimoire. Immersion broken. -
A Collection of Forum Discussions
Sacred_Path replied to Osvir's topic in Pillars of Eternity: Stories (Spoiler Warning!)
I'm not faulting them for it, only pointing it out for those interested (like me), because obviously their posts attract the most interest. -
Are there DnD lore precedents for evil gods punishing/ tormenting loyal and succesful followers when you'd expect them to reward them? Are there deductible reasons for this?
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I'd like to see a Dave Gemmel (RIP) character immortalized in a game. Admittedly cheesy, yes, but he really could write unapologetic, me-against-the-world characters. Then again I am betting my ass that the blacksmith in Skara Brae in Ultima 7 was based on Druss.
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A Collection of Forum Discussions
Sacred_Path replied to Osvir's topic in Pillars of Eternity: Stories (Spoiler Warning!)
There are no dev comments in the threads in Osvir's second post. -
So, about replay value...
Sacred_Path replied to Frisk's topic in Pillars of Eternity: Stories (Spoiler Warning!)
People will keep coming back to this for about 10 years, 15 with mods. About the same as Wizardry 8 -
Just a thought... are evil gods actually as one-dimensional as their followers tend to be?
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Stackable potions bound to hotkeys are the epitome of evil. That is all.
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Parties in Cities
Sacred_Path replied to Osvir's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Though I feel the same "obligation" I am sure that this is nothing but an option. You can do the game quite easily wihtout stealing from every house in all cities. Of course you could do without, but the cities were clearly designed with this in mind. It was lazy and I took offense to that. Now, if breaking and entering was made into a mini-game, with guards, guard dogs, and actual sneaking from shadow to shadow, it could be tolerated (if there are fewer and more valuable targets). -
Project Eternity MMO?
Sacred_Path replied to mcmanusaur's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
But will the MMO use level scaling?- 106 replies
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- Project Eternity
- sequel
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I can't remember the source, but I'm sure I've read there is no alignment, not just no alignment metre. If they took out alignment, I am expecting they'll also have no cheesy black/white mentality in regards to the story, or else you can just leave alignment in. At most I think there will be some kind of karma. ThaIt also with some certainty means there are no swords that can only be held by evil people, no "destroy the world" ending, and your paladin won't change into a sack of potatoes because he said the wrong thing or murdered a kitten.
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A Collection of Forum Discussions
Sacred_Path replied to Osvir's topic in Pillars of Eternity: Stories (Spoiler Warning!)
For what it's worth, the threads in the OP with dev feedback are: under GAME OPTIONS, called Hardcore Gaming, Poll on page 3 under MISC, called Osvir's Note: Based on AD&D? on page 1