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Everything posted by Mico Selva
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Nice artwork. I really like how the trolls look. Never was a fan of Forgotten Realms troll design. These are much better.
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- Art
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Update #67: What's in a Game?
Mico Selva replied to BAdler's topic in Pillars of Eternity: Announcements & News
Great update. I'm really looking forward to finally get a hold on the backer portal and throw some more money at You guys.- 126 replies
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Hit & Miss - Finalized/Updated?
Mico Selva replied to Pray's topic in Pillars of Eternity: Stories (Spoiler Warning!)
(reposting from RPG Codex) I like this change, as it means there will be an actual chance to miss now, so it will more viable to create a dodge-oriented character (which will still get grazed/hit 50% of the time, but whatever). However, with all these changes, the double-random modification of damage is an artificial remainder from D&D. First we randomly determine if the target is hit, and it might affect damage, and then we roll for the damage itself. Rather superfluous. I would prefer a more fluid system when the weapon damage is set (instead of being a range) and the effect of the hit roll either reduced or increased it. Better hit roll = more damage (up to 150% or whatever), worse hit roll = less damage (down to 0, which would equal to a miss). -
To all of our backers and fans...
Mico Selva replied to BAdler's topic in Pillars of Eternity: Announcements & News
Take Your time, we're not in a hurry. Hey, speak for yourself Patience is a virtue. ;-)- 261 replies
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To all of our backers and fans...
Mico Selva replied to BAdler's topic in Pillars of Eternity: Announcements & News
Take Your time, we're not in a hurry.- 261 replies
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Update #63: Stronghold!
Mico Selva replied to BAdler's topic in Pillars of Eternity: Announcements & News
This sounds great, and is another step in the right direction of not only replicating IE games formula, but improving on it. Thumbs up. EDIT: Still no word about the game's final title. The natives might start to get restless soon.- 455 replies
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But a wicht could have been around for a long, long time though - perhaps even since before Glanfath. True, but I would still imagine wichts to be lone creatures (haunting ghost type) instead of a part of a pack/horde (zombie style). Granted, there is nothing about packs or hordes in the description, but they sure have a zombie-like appearance, and we all know how IE-style combat usually looks.
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- Project Eternity
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Something Awful is a step ahead here. Perhaps you can sell them for good coin too *shrug*. If so, wichts should be extremely rare creatures, because the following must occur for them to appear: 1. a soulless child is born (I'm guessing this is pretty rare by itself) 2. is cared enough by his/her parents to survive until adolescence 3. is then possessed I imagine such a chain of events does not occur very often.
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Wait, I have found something that I don't quite understand: How exactly are the children able to reach adolescence without having souls? How does exactly not having a soul affect an individual? Wouldn't that make someone unable to live or at least fit into a society (is it easy/hard/impossible to tell if someone is soulless)? Or is having a soul optional and if you happen to be lucky and not get possessed by anything, you can happily live your life without one?
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It's hard to explain taste; but here's my attempt... * Circled portraits with small circles. No, give my my portrait BG-style, just a rectangle. * Portraits 'float' and so do icons next to them. * Seperate twirly stamina bar. Again, I rather have it be a flat line if there needs to be one than shapy and floaty. * Ugly wasted space top and bottom to finish off floaty half-circle display, waste of room. No need for that if just like BG. * Wasted space bottomleft. * Combat log integrated into fixed HUD, taking screenspace, always. * Actual usable items too small compared to major waste of space fluff graphics. * Lots of wasted space on "journal", "inventory" etc circle. That's about all I get now looking at it... Thanks for the explanation. I can certainly see your point, and yes, it does depend on personal taste a lot.
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This is a really good update. That dialogue UI certainly brings back some memories (I'll leave nitpicking to the resident nitpickers). Stronghold ideas sound great as does the wicht. It is really uplifting to know that the work is going so smoothly. My only issue is we still don't know the real title of the game. Are you waiting for the anniversary of the Kickstarter to reveal it, or what?
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Update #61: In-game Art
Mico Selva replied to BAdler's topic in Pillars of Eternity: Announcements & News
Obviously this is not the final look yet, but I really like the direction it is going.- 204 replies
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- Rob Nesler
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Heh... she wanted to, but I was the meanie. Can't show everything just yet. Good, I want some surprises left for the actual playing the game.
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- Polina Hristova
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Ranged combat mechanics
Mico Selva replied to Mico Selva's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Since, this is almost exactly the same solution I have suggested, I like it Although I would love to see the Miss chance grow (and the Graze chance get smaller) with increasing range. -
Ranged combat mechanics
Mico Selva replied to Mico Selva's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Ah, so here is where we differ. I hope otherwise. -
Ranged combat mechanics
Mico Selva replied to Mico Selva's topic in Pillars of Eternity: Stories (Spoiler Warning!)
I don't believe your argument is valid, and I will try to list the reasons why. 1. Melee and ranged combat was never equal in IE games. For starters, ranged combat was usually more accurate, but dealt less damage per hit. Bows (but not crossbows) had also quite a bit faster attack rate than other weapons (except in IWD2). 2. Grazes in melee combat make sense, in ranged combat, they don't (I explained why in the opening post). 3. Range should be taken into account in ranged combat. (I hope I don't have to argue in favour of this?) And yes, I know it was not taken into account in IE games, but PE is supposed to fix some of the flaws of those games. 4. The solution I suggested still allows grazes, but their chance is smaller with increasing range to the target, because the chance of barely hitting something far away is much much less than barely hitting something close to you. -
Ranged combat mechanics
Mico Selva replied to Mico Selva's topic in Pillars of Eternity: Stories (Spoiler Warning!)
There are two aspects to being hit in PE. 1. Checking whether the target is hit successfully. 2. Dealing with the cosequences of being hit. Armor in PE affects 2. (unlike D&D armor, which affected 1.), we are talking about 1. in this thread. I have. I don't see the connection, though. -
Ranged combat mechanics
Mico Selva replied to Mico Selva's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Because it doesn't make any sense. I don't see how this has anything to do with what I wrote above. -
Ranged combat mechanics
Mico Selva replied to Mico Selva's topic in Pillars of Eternity: Stories (Spoiler Warning!)
This is exactly the distribution I feel does not work at all for ranged attacks at all, and the game would benefit from increasing the miss chance with range, while reducing graze chance at the same time. -
This is my main concern with summoning. Tossing an additional ally onto the battlefield, even if all it's doing is soaking up attacks, is immensely valuable. How about the summoner suffering some kind of penalty while his summoned creature(s) is/are on the battlefield (may be explained as the need to focus on controlling the summon(s))?
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Update #58: Crafting with Tim Cain!
Mico Selva replied to Darren Monahan's topic in Pillars of Eternity: Announcements & News
- buying unique gear (I almost never buy non-unique items in games) - buying ammo (including special ammo) - consumables (ok for me, staple of RPGs, not sure why people don't like them) - creating otherwise unobtainable items (BG2 style crafting) - upgrading unique items (ToB style crafting) - improving items (KoTOR style crafting) - improving my characters (paying trainers - not very IE style, though) - repairing items (ok for me; although the durability mechanics presented for PE are kind of boring, I would prefer item damaging to be a rare, but important occurence instead of slow linear degradation) Hope this helps. EDIT: Striked out the comment about linear item degradation, because it was inaccurrate. In PE items will move to damaged state after they lose enough durability, they will not degrade linearly, meaning it is an important and game-affecting occurence. My only issue is that they will lose durability at a constant rate (1/hit), instead of context-appropriate amounts (like in Arcanum).- 633 replies
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Ranged combat mechanics
Mico Selva posted a topic in Pillars of Eternity: Stories (Spoiler Warning!)
For starters, sorry if this topic was already discussed (please close this thread then and point me the right way then), but I couldn't find it anywhere. I was wondering how ranged combat is going to work in PE. I like the four-grade hit classification (miss/graze/hit/critical) for melee combat, but I don't think it would make much sense regarding ranged combat. In melee, a 'graze' result can be interpreted as defending character having to make some effort to deflect the blow or dodge. Damage taken this way can be seen as strained muscles, bruises, twisted ankles or even just plain getting tired. In ranged combat, you don't usually even have time to react to a missile heading towards you and the hit result is much more dependant on the attacker's skill than the defender's. What would a graze mean in this context? An arrow scratching a shoulder? A bullet chipping an ear? How probable is it for projectiles to keep barely missing a character (not very)? Does anyone know if the rules for hitting ranged combat are supposed to be any different than for melee? Was this even already mentioned somewhere? I feel like misses should be much more prevalent when shooting someone than when trying to smash your target with an axe. One idea to do this using the current system is increasing the total miss chance along with increasing range to the target, at the cost of graze results. You'd have the normal (let's say 5%) chance to completely miss in melee or while shooting at point blank range, then double (10%) at 5 feet range, triple (15%) at 10 feet, etc. The above numbers are completely arbitrary, of course. EDIT: fixed typos