
Prometheus
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Fear: UIv2
Prometheus replied to Sensuki's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Imo a bad idea. the attack buttons need to be near the portraits, because I think most of the time you will choose a different party member and then the action.- 184 replies
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Fear: UIv2
Prometheus replied to Sensuki's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I think Karkarovs buttons are to small, it would be difficult to see what icon is for what spell. Wouldn't it possible to make a place for extra buttons in the middle you can collapse if you don't need them?- 184 replies
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Attribute theory
Prometheus replied to Sensuki's topic in Pillars of Eternity: Stories (Spoiler Warning!)
If it would affect healing potions, damage items should also affected by the stat. So it would still just increase the power of an effect. the survival skill only gives potions a longer duration. I'm not sure that the damage skill changes the duration of an effect. Imo it should if it's only status effect like stun. Edit: The damage stat, should imo also give a bonus to buffs.- 483 replies
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Attribute theory
Prometheus replied to Sensuki's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Why shouldn't it? It affects the strength of a spell. You cast stronger spells with this stat, IMO there is no difference between a healing and a damage spell.- 483 replies
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Seriously? What the hell?
Prometheus replied to C2B's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I'm not sure why anybody expected an update this week. We have a two week update cycle for a while now. and they said last week that they were still running internal bata tests, so it's normal that if they find bugs, that they need to fix them first before releasing. You have forgotten this quote: -
Was it mentioned that the animat factory is in the valley of hector? If you go by the world map, the stronghold is on the position of twin elms. And the two tree symbol is nearer to the abbey of the cloven wheel. But Because this is only a mockup you are likely right with your labels.
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I like the screenshots and the concept art. I'm not sure that I like Twin Elms as second city, on the map it has the symbol for a small town. I hope Twin Elms is as big as Defiance Bay.
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Mechanics: I want to know all systems, abillities, spells, skills , talents and attributes before the game is out. The only spells/abillities or talents that they shouldn't mention are things that you need to find in the game world. Items: basic weapons or armor yes, but not all unique items. Lore: Some Lore about races/classes/deities etc. but there should be enough things that we don't know about. Creatures/Enemies: Some creatures they can show (especially low level creatures), but I want to see some new creatures during the game. Story: Imo We know enough about the story.
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Traps are not observable by human players. You will detect them without any mode on, but you can detect them in a greater range if you are in search mode. It seems that you don't need a skill to find hidden objects, but attributes will influence in what range you can find hidden objects. And I don't think that there are any random rolls involved in finding hidden objects. source:
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In the gdc slide There was one pic with many weapons/Armors from Project Eternity. Because this is the armor/weapon thread I will post this slide here: The people on the second pic seem to be all wizards because they have all a grimoire. What weapon has the character on the right side of the second pic equiped?
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Party time!
Prometheus replied to lolaldanee's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
1 male godlike wizard (MC) with a lot of destrcution/aoe spells. 1 male Human fighter: line holder/tank 1 male Aumaua fighter: second line holder/tank 1 female Elf priest: support/ healing 1 male dwarf paladin: secondary support 1 male orlan rogue for traps/locks. will likely change and I will likely restart the game many times before I have found a MC I want to play. -
The npc has no hidden interpretation. e.g. If you threaten somebody they will react as in any other game. A mafia boss would maybe just laugh or even attack you but a normal peasant would give you what you want. If you threaten enough people some people you meet in the future will react to it. It's similiar to delayed consequences from finished quests, e.g. if you kill somebody in act one you will get the reward for this quest, but his sister you will not meet before act 3 will react to it and will try to kill you instead of giving you useful information.
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Chris Avellone MIGS 2013
Prometheus replied to C2B's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I like the portraits. Race/ethniticity and culture are different things in P:E. So you can be a vailian and a pale elf. Godlikes have different parent races and types. She could be a vailian air godlike with the parent race ocean human. -
What about sorcerers
Prometheus replied to morrow1nd's topic in Pillars of Eternity: Stories (Spoiler Warning!)
What do you mean with a sorcerer? The main difference was that you doesn't need to prepare a spell as a sorcerer. And in P:E no class needs to prepare spells in advance. see quote below: Or do you mean the lore? -
They said it's difficult to change the enviroment in P:E, because it's in 2D. So I think changing the flag wouldn't be easy to implement. You can choose the primary and secondary colour of your character's armor, so maybe they could use the same system for your hirelings. But Hirelings seems to be more like mercenaries than soldiers. So the hirelings would still wear different armor, only the tintable colour would be the same. See quote below for more information about hirelings:
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Update #66: Double Whammy
Prometheus replied to BAdler's topic in Pillars of Eternity: Announcements & News
I disagree. I find buffing as much fun as attacking an enemy. I don't see any differences between clicking a button to attack someone or clicking a button to buff. I like to play support characters/have them in the group. That's why I like the concepts for chanters and paladins. Having a short duration stamina buff is in my opinion a good idea, if you use the spell you can't use a different spell/ this spell later so it's tactical decision. The same decision you would make if you use an attack spell. Josh Sawyer also mentioned that a lot of buffs you can only cast during combat (so no pre buffing for this abillities). source- 208 replies
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I'm against different classes/races with different xp tables. In my opinion, you shouldn't use the level of a class/race for balancing. A class shouldn'nt be inferior to another class on the same level in all situations. If you don't want to make everyone level up at once, don't let the companions start with the same amount of xp (Dragon Age Origins did this). e.g. if you have 250xp the companion Adam has 500 xp and if you have 1000xp Adam will still have 500xp. Josh Sawyer made a comment about disadvantages for absolute/level parity, so maybe not all characters will level up together. see quote below:
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Melee/ranged roles for classes
Prometheus replied to Griebel's topic in Pillars of Eternity: Stories (Spoiler Warning!)
If the weaponry is historically correct, then I'd expect that smoothbore firearms won't be very accurate at extended range. They may turn out to be better suited for fighters and rogues. Josh said that ranger is the best class for using an arquebus, that is why I added firearms to the list. See quote below: Ranger would be ideal but rogues can also be pretty brutal with them. Fighters are not great ranged characters since so many of their Abilities are focused on being in melee. However, if you want to use one of your weapon sets to open with a volley of gunfire and then switch to melee (Darklands-style), you can do that. It just leaves you without a lot of other options mid-fight (unless you increase your total number of weapon sets). -
Melee/ranged roles for classes
Prometheus replied to Griebel's topic in Pillars of Eternity: Stories (Spoiler Warning!)
I think the melee/ranged roles will be like this: Fighter: Melee. You need to be in melee to use most of your abillities. The only way you could use a ranged weapon effectively is to begin a fight with a shot from a ranged weapon. Monk: Melee. The enemey needs to hit you, so that you get wounds. Barbarian: Melee. Paladin: Melee/(Ranged). You need to be near allies, but you could also buff other ranged characters. So I think it will be possible to play a ranged paladin. Cipher: Melee/ Short Ranged. You can use your abillities with ranged weapons, but you need to be close to the target. Rogue: Melee/ Short Ranged. You can use most of your abillities with ranged weapons, but you need to be relatively close to the target. Chanter: Melee / Ranged. Their Buffs have a large range, so you can use a ranged weapon. Wizard: Melee/ Ranged caster. You can use an Implement(ranged magical missile weapons like rods) as an weapon, if you don't have any spells left. Priest: ranged caster/melee. closer-range casters than wizards, but they aren't particularly strong in melee. Druid: not enough information, but Josh Sawyer said that they are primarily a caster and that they can be powerful melee opponents in spirit forms, but that is a limited-use ability. Ranger: ranged. best character for ranged weapons(bows, crossbows and firearms). So I think, that the primarily ranged characters are: Chanter, Ranger, Priest, Wizard and Druid.