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Messier-31

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Everything posted by Messier-31

  1. Now everybody will write about Pillars of Eternity being a new name, and the dissappearance of the old Project Eternity logo Oh, BTW, did you know... nah, just foolin' around.
  2. If anyone is to blame, than blame Andrzej Sapkowski, author of the novels. Devs were just trying to keep the pace
  3. Probably it's a reference to differences playing either a male or female character.
  4. Umm... isn't that a copy-cat of this one hya? http://forums.obsidian.net/topic/64468-what-sort-or-party-would-you-put-together/
  5. Most of the things was said. Story, characters, setting, developers, screenshots, art... you name it. PE will kick ass. I'll drink to that.
  6. Quite. Due to some responsibilities it will be harder to play the game with all of the modes and possibilities it will provide. Still I say it should be big and challenging, sure. I will get to it faster or later, so will have more fun of it for more time. The wisest thing you said Mor is this: As long as we have choice it is all good. I want to turn stuff off, I turn it off. I want to turn stuff on, I turn it on. Who has a problem with that? There, problem solved.
  7. In my case it has never happened to me. Sure, you choose the destination again after the encounter, but not from a main area, just some random area in the middle of nowhere. I thought that this would be a prerequisite for letting you travel further without any more obstacles in your way (if PC in RE area than during travel RE possibility = 0)... huh, maybe my unbelievabillion playthroughs was not enought to really tell, and there actually is a chance for more encounters than one? I don't think so, but who knows!
  8. Well actually in Baldur's Gate the travel system regarding the random encounters was more predictable. There was a random encounter, or there wasn't. And if there was, well there was totally no more random encounters between the first one (and last one at the same time) and your original destination. In Fallout, however, there could be loads of encounters while walking between two areas. Engine limitation? Dunno. BALDUR'S GATE STEP 1 - Leave the area. STEP 1.5 - Gather your party before venturing forth. STEP 2 - Pick your travel interest. STEP 3 - Random encounter, YES or NO STEP 4 - Arrive to your travel interest. FALLOUT STEP 1 - Leave the area. STEP 2 - Pick your travel interest. STEP 3 - Possible random encouter number 1 STEP 4 - Possible random encouter number 2 STEP 5 - Possible random encouter number 3 STEP 6 - Possible random encouter number ... STEP n - Arrive to your travel interest.
  9. What are you talking about? ignore who? Oh... my... GAWD! He suspects something!
  10. I dunno, but it sound a lot like you might've killed his father, and probably should prepare to die. This one never gets old.
  11. Right, that is why I choose Project Eternity (or Witcher 3 for that matter) over silly Dragon Age. Seriosuly, de gustibus non est disputandum.
  12. Great update with lots to read and get familiar with. By the way, something bugs me... how long before the kickstarter ended Obsidian was working on Eternity? I mean, how much work, any work (most basic ideas, concept art, sketches) was done before you guys knew it will get so many backers? Also - how do you guys come up with made-up names of characters, places, and such? Probably not wth a "Here-kitty-kitty walk-on-keyboard-for-a-sec name-generator"? Cheers!
  13. For 99% it's the latter. Exactly my point, I question if people REALLY restart an game after spending 50 hours + playing just because they got killed. This would be the ultimate exercise in futility for me Of course that noone was doing that but a sadistic few, and I sure wasn't one of them. (...) But I didn't invented the damn separation, and the "evolution" of cRPGs is adjusting the slider on it not towards hard or soft in particular, but moving it altogether towards BAD. In My H fukin O. this all is nice and good but what do you propose they do? what solution to the death mechanic would seem right to you? finding something flawed is as easy as breathing, considering that there is nothing flawless, finding a solution that will make everyone happy is not, hence the options to adjust "death" to how you want to play i find the fact that characters do not die in the latest games unless the whole party is down a good thing. i can finish the fight and get on with the game, without having to drag the party all the way to the other side of the world to find a priest that can resurect my dead or loading and replaying the entire battle. what i do not like is the complete regeneration of the characters at the end of a fight. the "if he dies he dies and you have to move on" style is something i do not enjoy, but i know that some people do. so it should be an optional feature, but forcing all players to play like that is wrong, unless you make a sadistically hard game like dark souls QUOTATION PYRAMID! Weeeeeeee! it's called evolution of discussion. after a few pages we will move to something else Yeah, you know what they say about Godwin's law: As an online discussion grows longer, the probability of a comparison involving Nazis or Hitler approaches 1. In other words, Godwin said that, given enough time, in any online discussion — regardless of topic or scope — someone inevitably makes a comparison to Hitler or the Nazis. Source: http://en.wikipedia.org/wiki/Godwin%27s_law
  14. Still better love story than Twilight. I sense some stabbing involved... just a hunch.
  15. ^ isn't this from Wh40k? 'tis more sci-fi than fantasy
  16. Yet another cliche came to mind: Uber Wizard; what is that? A frequently occurring phenomenon of a most powerfull wizard in the entire world/setting, usually (but not always) a goody-two-shoes who has a pointy hat, e.g. Gandalf the Grey (Middle-earth) Elminster Aumar (Forgotten Realms) Raistlin Majere (Dragonlance) Zandalor (Divine Divinity) Ghiron (Tzar: The Burden of the Crown) Possibly more...
  17. Oh snap, now you've made him angry!
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