Jump to content

Prometheus

Members
  • Posts

    261
  • Joined

  • Last visited

Everything posted by Prometheus

  1. A monk can use his special skills with weapons (see quote below). The advantage if they fight unarmed is that fists are fast weapons and many of their special attack will last for a duration. Slower weapons and heavy armor will decrease the applications of those special attacks.
  2. No defenses are not influenced by armor. armor will influence the DT and will reduce the damage I think after you did miss/hit etc. Shields and some weapons will influence deflection (defence against phisical attacks) . a bit more information on the wiki. I think you could compare defenses with saving throws in D&D but you will have to roll against one of them for all attacks. quote from SA forums:
  3. I thought if your accuracy is lower than the targets defence you will loose more often. And the defence and accuracy will raise if you level up. see quotes below: from SA forums:
  4. Hmm, Im not so sure about that. If weve learned anything from prior "degenerative gameplay" discussions its that apparently most players are utterly incapable of controlling their actions and will always take the path of least resistance or whatever rewards the best loot, even if it destroys their own enjoyment of the game. If the only way to get those boss gauntlets is to pry them off his cold dead fingers then that's what everyone will do. That depends. if you know that one path is the best, I think most players will take this path. I think if a player doesn't like an outcome of a quest, most players will reload and try a different path. I think the best way is, to make quests with different outcomes but with advantages and disadvantages and not one path that is always the best.
  5. Nothing I think it's just a tactical decision. But changing weapons will not instantaneous and you will have only two weapon sets.
  6. You will do more standard damage with a two handed weapon against heavily armored targets. Because you will have a problem with the DT with a fast one handed weapon. fast one handed weapons will be great against lightly armored enemies. If you don't use a longsword as a rogue you will be ineffective against heavily armored targets. see qoutes from formspring:
  7. Want to use your combat spells? Load up your grimoires with combat spells and rest. Want to use non-combat spells? Load up your grimoires with non-combat spells and rest. I think you will have more than one grimoire, so you don't need to rest to get non combat spells. You can just change your grimoire.
  8. If you do many things the companion doesn't like, he/she should betray/leave your party. If your reputation is bad some quests should fail. for example the thieves guild should only aproach you if you did some actions, that were against the law. for the last choice: If its only your choice you should always be able to choose this action( if you have the stats etc.). for example you should always be able to kill the npc(if it's an option). But if you want to report something to the watch, maybe they won't believe you if you did sth. bad in the past.
  9. No: What's the difference between being able to rest anywhere or being able to rest unlimited times in a nearby designated rest spot? It just takes a bit more time. There needs to be a harder limit. The difference is that it takes time and most people will try to avoid this time. I think, if the game is balanced most people will try the next encounter and reload if they die. And only if they died a few times they will go back to the resting spot.
  10. I'm against this, because this is a story driven rpg. The problem is, that not in all situation it's plausible that there are more enemies. If you attack a thieves hideout, why would there more enemies afer one day of resting. Sometimes there could be more enemies, but not in every dungeon.
  11. Yes, it's similar to the vancian system. I thought what they wanted to get a way from is that your mage isn't doing anything in a fight, because he doesn't want to use his per rest resources.That is why there will be per battle resources(low level spells or blasts/implements for mages). I think they want to make the game both tactical and stragical, so they need resources that are per rest. See response from Josh Sawyer on formspring:
  12. Skyrim the equipment/crafting was too powerful. you could make/buy equipment, that spells from a school cost 25% less mana. You could equip four pieces of this, so you could cast spells of a school without mana costs. I didn't like the leveled and randomized merchants.
  13. Thanks for the link. I don't think there are any new information. In the end he says that they are wanting to release Project Eternity in summer 2014.
  14. I think it's the following: a mage can cast spells from a spell level a number of times before he needs to rest. if his level is high enough low level spells will replenish after battle. The mage can only casts spells that are in his/her grimoire. But he can change his griomoire. I'm not sure if he can change his grimoire in the battle. The priest/druid can cast all spells from their spell list but there spell lists aren't as big as the spell list from the mage. I think the priest/druid has the same per rest/ per encounter limits as the mage. The chanter can arrange phrases(magical effects) to chants. He will automatically start chanting at the beginning of a fight. after a number of phrases he can use a targeted roar. I don't know if there are any limitaton on how many times you can use a roar.
  15. 1. Josh Sawyer on Formspring: It won't add anything to defence, but there will be some weapon types that will have a deflection bonus. The deflection bonus from a weapon is dwarfed by the deflection bonus provided by a shield. 2. If your Accuracy against a targets defence is much better you will have a higher chance to hit/ critical hit a target. I don' t think you will have to use any specific weapons, but maybe some weapon types will have an accuracy bonus. (Each Weapon type will have a special bonus known are the bonus of the flail (negates some of the defensive bonus of a shield), pike (extended reach) and the estoc(negates Damage Threshold)). 3. We don't know what attributs there will be in PE and what they will affect. 4. there will be faster weapons, but for most weapons it will be catrogically. Josh Sawyer on the forum: I think additional Elemental damage will be handled as an extra attack and will be reduced by a percentage of the targets DT. 5. I think there is no information about the crafting. But you can't specialize in weapons but only in weapon groups, that will cover all of the physical damage types(slash, pierce and crushing). 6. See 1)
  16. Why do you think it is possible that there is a deityless priest in PE? We don't know much about the lore or priest, but in Update #15 they said, that the priest has a divine link to a deity (see bolded part below). If they didn't change the lore, I think all priests will have a deity.
  17. They talked about that in one of his kickstarter comments:
  18. I think it's good if not all classes have the same utility in every situation. But I think it's bad game design,if your class is always worse than other classes (at some level). Josh Sawyer said that in Project Eternity you won't have classes that are weak in the beginning and become the most powerful classes in the end. see qoute below:
  19. If the gods are competing against another there is no way the gods would allow you to pray to a different god. I don't understand the reason, why you are against choosing your god at the beginning. You must also choose your class. The beginning of the game isn't the beginning of the life of your character. So it's logical that you have a god that your priest followed before the beginning of the game. It would be nice if you can change your god, if you make a quest for a god/church. for Example, all classes can make the quest for the church of Magran, but only the priest can choose if they want to get Magrans power and loose their old power or if his god is competing with Magran, he will automatically get Magrans power.
  20. for the chanter I would think that they would find new phrases in old books and stone writings or similar things. Of course they could also ask other npcs about them, but I don't think they need a long time to learn new phrases. all they need to know are the words and the pronunciation. Josh Sawyer answered a question about this topic on formspring:
  21. What do you mean? If I equip my character with armor it should look the same on all character classes. I don't like armor especially for one class. also there is a concept art from a cipher. The orlan in this update is a cipher. . What I want from the cipher is that he doen't have the same spell effects as a wizard only with different names and visual effects.
  22. I don't think there will any skill trees. There will be attributes, skills, abilities and talents. skills for non combat and each class can learn all skills but classes gets a bonus to skills they are good in(e.g the rogue gets a bonus in stealth and Mechanic skills). abilities(modal, passive and active) and spells are class exclusive. There are talents that all classes can choose and there will be talents for only one class. Josh Sawyer said that you can currently chosse a talent at every third level. If you choose a weapon talent for a mage you have less talents that are mage specific. But you will always gain your class abillities. More on talents here..
  23. Here is a source ( a bit old but I couldn't find one that is newer) I'm not sure what you mean by point and attack system, but we will likely be using a reputation system similar to F:NV in Project Eternity (also, we aren't using "alignment", "karma" or other morality meters). In general, the way we will be approaching the world design and faction development will likely be similar to F:NV. We want the characters to feel like they have believable motivations, reasons for doing what they do.
  24. I'm also against making your character useless if you go against your faith, but there should be consequences. Maybe there could be followers/creatures of your god that will hunt you if you go against your faith. Or you must make a quest for your god. Or you could loose spells associated with your faith and gain new spells. Or you can't interact anymore with the church of your god.
  25. Currently spells are unique to each class in Project Eternity. see quote below: source So the fighter will not cast a fireball or a other spell that the wizard has.
×
×
  • Create New...