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Everything posted by TarponCrest
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I finally had some real time to experience PE. I always believed in this team, but what the PE team delivered is stupendous! The writing is so much like reading a very well written book. (Attention storytellers this is a great platform for the future of story telling, history or biographies.) The game play melds with the story and the game mechanics so well, that at times I could not tell the difference, it's as if I was actually creating a unique storyline, that adds to the main plot and somehow incorporates itself to subsequent play through (with other characters created by the experience of past games.) I can't say enough thank yous! For the game I know has set the stage for a new form of rich, deep and interactive storytelling. I fully expect a tool set of sort so we can make our own adventures and share with everyone who wants to do so. Expansions are a must-have. This game has it all and still has room for improvement and further creativity. The one thing I want to see more depth is the development of my shapeshifer (druid). For example leveling of the shapes like the character and the ability to merge two known shapes to create a hybrid. More control over ability choices and the use of shapes out of combat and in events. The one thing I love above all is the incorporation of the "text events" I would like to see that evolve in time to full voice acting. The art and sound/music perfect Love it! Now the one thing above all that needs fixing is the load time. It truly detracts. So much that I had a few choice words for it the other night because I was so immersed in my game and when I left the map I was on to another it took so long, the flow of my experience was disrupted long enough to remember I was jut playing my fantasy game not creating it. Another thing that can enhance the experience is the self written biography, brilliant idea and love it but needs to have more relevance. For example when the game is completed the characters biography can be incorporated in a book in game and even tied into side quests. So if I play a game and then a friend does another. The two games can in some way be part of the other. Well I am in danger of turning this into a poorly written novel. So I will conclude by saying I do not regret backing this project and I will continue to do so. Thank you again! PS. I am still looking for my dragon shape in game. I know it must be there somewhere. I will explore every corner with my druid until I find it...
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I have been too busy to play enough to give an in-depth and constructive first impression. However, I have been jumping in from time-to-time since beta started and I have to say "in my opinion" things are improving greatly. I now know this game will be without doubt the game we all wished for. The most noticeable improvement to me has been the similarity to Ice Wind Dale 2 (combat and voice acting, among other details). I love that my druid shape shifter is in game and I can actually play it now. I wish it had a bit more options, maybe even the option to shape shift into different shapes, both in combat and non-combat activities, but I am sure more will come as it develops even after the game is released. I can't wait to adventure and learn new shapes (Dragon!) Thanks to all the beta testers who have given awesome ideas. Like using the Ice wind Dale combat animation. Love that! I also know without doubt that the people that made Ice wind Dale 2 are working on this game. It has the *MAGIC*, from the voice acting, to the detail, to the music, the story telling, and so much more. You are masters at what you do thank YOU! You have set a new precedence as to how a game ought to be developed. Keep impressing us, we can't get enough... well... I am getting carried away, I suppose, but really! Thank you! P.S. Happy Thanksgiving to all!
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Update #76: Music in Pillars of Eternity
TarponCrest replied to BAdler's topic in Pillars of Eternity: Announcements & News
I must say I am not surprised that the PE team is delivering quality and experience, I can’t help but notice a sense of pride or perhaps legacy in this work. Simply “magical”. Thank you for caring about the little things. They matter… Such is my first impression with this update I felt compelled to play Icewind dale 2 again after a long time of not doing so. I still love Ice Wind Dale 2, the dark forest, the dragon, the music! I await the finished fruit of your labor with admiration and excitement. … Such a child I have become lately! Thank you!- 221 replies
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Good point, but there is always a way for us gamers... Thinks>>> Have my companions make up for the no multi-classing. Obsidian will come up with something to keep us interested in making different character builds I am sure. They never disappoint.
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- Josh Sawyer
- Wizards
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I am so pleased that shape shifting made it into the game! Even more that the idea of hybrid shape shifting also made it in the game! A few questions from someone who loves to play shape shifters… 1. Will we be allowed to cast spells when shifted? 2. How long will we be allowed to be shifted? 3. Will buff spells and abilities remain when changing shapes or when shifted for the first time? 4. If items will not merge when shifted what will make shape shifting unique? The abilities+ buffs or will it just be for role playing? 5. Will there be any shapes that are ranged in nature, for example like medusa with bow and arrow? I hope I did not ask to many questions, however I am very thrilled and anxious to learn more about druids and their spirit shifting abilities. *Dreams dragon or half dragon shape at epic levels or even a lich with raise dead army ability… Day Dreams*. The wizards sound like they will be great fun as well for multi-classing characters. The art work reminds me much of Ice Wind Dale 2, such fond memories I have of that game. I never thought I would see these kind of games make it to market again. I am happy I was wrong, I also noticed that Age of Wonders 3 is soon to be released, if it is as good as the last one and PE as good as I know it will be I may be finally able to let Skyrim rest for a while (the only newer game that seemed to keep me interested). I still have all my old NWN Modules, I might just convert them to PE once we get the toolset to make our own games! Thank you, great update. Keep up the great work. This game is going to winner in my eyes I am sure of it!
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Ref: Obsidian Order
TarponCrest replied to TarponCrest's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Thank you! Just saw it pinned. (hope it was not there all along *shrugs*) -
Greetings fellow members. I am not sure if this is the proper place for this question, but if there is a proper place for this please let me know and I will ask there... I became a member of the Obsidian Order sometime back and was wondering if there is a different forum dedicated to such topic or if this is it? I wanted to find out more of what such title stands for and make sure I stay informed within the Order. (If it differs from this existing forum). Also, I see that some members have their Obsidian Order name above the badges. How do I get mine to display on there as well? Thank you.
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Thank you for the update and all the great work you do on behalf of us fan's . One question though. Will the "abilities" be static to that class? or Will we be able to pick and choose what we want as we level up? I ask because you mentioned that it can be used by any class, but catered to the classes discussed above. So I understand that other classes can use them but will they be required (automatic) when leveling for the class intended? I like that many of the abilities are dependent of the characters way of playing to recharge or make the ability viable. In other-words, to make my sneak abilities work to the best possible, one needs to sneak on a regular bases. Reminds me a bit of how Skyrim works. Can't wait to see what the druids end up like, (hope losts of shapeshifting...) Thanks again!
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- Pillars of Eternity
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Update #70: New Year Project Update
TarponCrest replied to BAdler's topic in Pillars of Eternity: Announcements & News
I'm not sure if you saw it but a long time ago on these very boards the developers unveiled their crafting mechanics (http://forums.obsidian.net/topic/64048-update-58-crafting-with-tim-cain/). One of these mechanics was a durability system which involved weapons and armor degrading over time. The response was not favorable, a truly epic thread resulted and the final outcome was the developers opted to remove said mechanic due to the overwhelmingly negative reaction. Long story short: there's no way that PoE is going to have any kind of durability system. Thank you for the link I had not seen this (so much to read through... I had missed it.) Well this is why a enable and disable game option for something like this would be in order... However, I still have to finish reading the "epic thread" and get up to speed with members sentiments on this idea. I am sad to see this idea get voted down, but maybe it can be moded in through custom content/script when we get to make our own adventures. Thank you for your reply.- 491 replies
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- Pillars of Eternity
- Brandon Adler
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Update #70: New Year Project Update
TarponCrest replied to BAdler's topic in Pillars of Eternity: Announcements & News
I love the immediate nostalgic feeling the interface gives me (IceWind Dale 2 and Baldur’s Gate 2). Thank you! I “studied/obsessed” over the character detail sheet, represented in this update. I can see that much of what was discussed in the forum over time has been taken into consideration, and I am very pleased to see that. All the statistics give some of us the information we need in order make the role playing experience that much more immersive. It did occur to me (slightly off topic), that it would be nice if we could see a statistics sheet with equipment on and maybe one or two possible comparison “dolls” so that we can see the effects of different combinations pros and cons on our character at a glance. For example, assume I just acquired a new armor and do not wish to remove my existing armor to see what effects, if any, this new armor will give me (with the appropriate lore or/and magic that is) one can do so with relative ease as the game calculates everything in one simple to read manner. Also I think it would be good if the magic on items was to “fade” over time/use, and one has to do quests/rituals/crafting/tatoos, etc, to recharge them. And maybe even an item ware and tear option in the game option section (check or no to enable/disable). Allow me to explain further. I think it could be beneficial to do an item replenishing system, outside of purchasing them or crafting alone. I think it adds more depth and strategy to the game when one has to consider how and when to use those favorite magical items or rare quest obtained goods rather than forgetting about them once acquiring them. It also brings more meaning to crafting, side questing, and the overall value of the items. So I would propose considering the idea of implementing item magic “degradation”, fast in combat, normal in use(adventuring), and slow in inventory. And such calculations, time left predictions, etc, displayed on the character sheet in detail as well as on the overall effects (positive and negative). For example an item that increases constitution +4 ring, degrades to +3,+2,+1,0,-1,-2,-3,-4. The negative is for someone who keeps an item on to long without “renovating it’s essence” , doing a quest, enchanting, taking it to “x” location for recharge, etc. We could further allow for faster degradation when stacking magical items, or the converse extra bonuses to benefits if specific criteria is met. For example: If one has an armor provides a % of improved freedom of movement bonus/saves, one could “overcharge” the magic item for X time and get full immunity to movement impeding conditions, but at the conclusion of this effect/time the item is destroyed. The destroyed item now in the inventory (must have enough space and carrying capacity) could be restored by those skilled with crafting, but only into a non magical representation of its former self. On another note, I am quite encouraged to see the amount of effort there seems to be placed on reputation and deities, as well as being represented on the character sheet interface. I can’t wait to see how all this wonderful work looks in it’s finished state. One last note, I would love to have the ability to turn on and off many of the features/ideas mentioned above. For instance reputation, magic use, crafting, hardcore spell casting, etc. I believe that the more freedom to enable or disable features in the game, will help to bring a happier group of players who’s play styles are sure to differ. Thank you for the update and the great work. I am very pleased I backed this project. Can’t wait to gather with my friends as I explore the wonders of this new and exciting adventure. *dreams of a shape shifting playable class*.- 491 replies
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- Pillars of Eternity
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Best wishes to everyone! May the new year bring memorable RPG moments to all. Thank you team Obsidian!
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As long as the team does not get overwhelmed attempting to deliver so many things in a set timeline (rushed)… I am all for backing your efforts to make this dream even better. “People + Expectations = No Solutions”.
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Update #65: Ciphers
TarponCrest replied to BAdler's topic in Pillars of Eternity: Announcements & News
I can see that much thought is going into these new classes. Thank you! This seems creative with a familiarity that made me vote for this project. A thought, I know that in the past when characters can paralyze on strike, it can be a bit of a let down if there is no way to save without immo to paralysis. Hope the Ciphers need to be very advanced in training before they become capable of paralyzing 100% of the time (if ever). Thank you for the update and keep up the creative work, it is going to be great I know it will!- 201 replies
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Shape Shifter class please!
TarponCrest replied to TarponCrest's topic in Pillars of Eternity: Stories (Spoiler Warning!)
It'd be interesting, I think, if some form of shape-changing actually resulted in hybrid abilities that were the sort of splicing of your character's existing abilities and those of the animal. In other words, instead of "I'm a wolf now, so I can claw you," you might have something like Burning Hands merged with a claw attack. Maybe the wolf-form gets Flame Maul or something. That way, you're not just a wolf, but you're also not just a caster who happens to be shaped like a wolf for the time being, and happens to get a few benefits (usually HP/armor/speed/damage/attack-type) from that form. Instead of ability-for-ability conversions, it could even be tied to some subset of abilities, like a specialization or magic school. Divination? Your Wolf Form gets Divination Wolf Abilities. Destruction? Your Wolf Form gets Destruction Wolf Abilities. *shrug*. Those could even be further altered/customized via the progression of the Wolf Form ability, modifying feats, etc. I think if a Wizard or Mage (or any class, really), can simply get a single ability or spell that's something like ShapeChange, you should probably just get the benefits of that animal's physical form, and maybe retain your ability to cast some of your spells. But, if the ability to shapechange is a core component of a class, I'm a fan of the "something entirely new/unique" hybridization. Can't wait for more specifics of the Druids' Spiritshift, since it sounds like they're taking the hybridization approach, to some degree at least. Being able to transform into animals without much benefit always beguiled me. Here you are a being who can summon lightning storms, implore your deities for life saving healing, bend time and space to your will, your very music inspires extreme potency and competency, but you decide to change into a wolf which can bite and scratch, whoopdi-****ing-do. They have to find a reason for me to want to change into an animal (maybe not an animal? The plot thickens). Since WorstUsernameEver said they are going for anthropomorphic shapes, they have to answer these questions - What do I gain from turning into a werewolf/bear/flea/snake/hedgehog? Can I cast spells in these forms? If yes, why would I leave this form ever? If not, are the gains of this form juicy enough for me to want to be in it? How does the transformation happen - instantly or with some delay? How does this affect combat? Do i benefit the party as a whole by being in this form? Am I just a severely weakened version of some other class? If I'm as strong as them why would anyone pick any other class (I can turn into) ever? etc etc. I'm not really sure how they should go about this. As I said, I don't have a really good example of shape shifting done well, so it's kinda hard. I'm banging my head against the wall on this one and am drawing blanks ;d Interesting points you make here, I can try and address one. I have played shifters as often as I can ( which for a while there was way to much), and I can say that a good example of a good shifter is a "jack of all trades, master of non", so in a group especially in epic levels you rely on your team members to get the necessary support or magic or what-not to win the battle and ultimately the quest (game). A shape shifter alone can never get far, that is why in Neverwinter nights it was always seen as an inferior class, because everyone wanted to solo quest with it or duel and well with out the support of your party (team) and a way to keep PC from knowing you are not just another npc but actually a player, well all the power of shape shifting became limited, if not pointless to many players. Specially veteran role-players that can get a pure barbarian and never worry about magic or shape shifting. Shape shifter sits in the field in the shape of a bear and the rest of the bears ( if any in the area) respond to you as if you are not shape shifted, thus so does the barbarian thus you are dead, but for some reason the other bears are friends with the barbarian and leave each other alone. These are the kind of things that make a shape shifter less appealing. Sort of like the thief that can't pickpocket anything because all the npc's are immune to such action. Expert for scripted sections. Well then why specialize in that class if what it is meant to do is limited and it can't fight its way to glory per say... So good shifter is a "jack of all trades" with a few specialized tricks up its sleeve for epic experience. Such as dragon shape shifting and all it's glory. I know sometimes druids do this as well, but shifters should be stronger and be able to last longer in the shapes. Even be able to receive better bonuses when helped (buffed, protected, or tanked )by the party (team). They hybrid idea sounds interesting. It is different and gives something fresh to explore... lets see what the brain storming yields. I hope it will be worthy of putting in the game. -
Shape Shifter class please!
TarponCrest replied to TarponCrest's topic in Pillars of Eternity: Stories (Spoiler Warning!)
It'd be interesting, I think, if some form of shape-changing actually resulted in hybrid abilities that were the sort of splicing of your character's existing abilities and those of the animal. In other words, instead of "I'm a wolf now, so I can claw you," you might have something like Burning Hands merged with a claw attack. Maybe the wolf-form gets Flame Maul or something. That way, you're not just a wolf, but you're also not just a caster who happens to be shaped like a wolf for the time being, and happens to get a few benefits (usually HP/armor/speed/damage/attack-type) from that form. Instead of ability-for-ability conversions, it could even be tied to some subset of abilities, like a specialization or magic school. Divination? Your Wolf Form gets Divination Wolf Abilities. Destruction? Your Wolf Form gets Destruction Wolf Abilities. *shrug*. Those could even be further altered/customized via the progression of the Wolf Form ability, modifying feats, etc. I think if a Wizard or Mage (or any class, really), can simply get a single ability or spell that's something like ShapeChange, you should probably just get the benefits of that animal's physical form, and maybe retain your ability to cast some of your spells. But, if the ability to shapechange is a core component of a class, I'm a fan of the "something entirely new/unique" hybridization. Can't wait for more specifics of the Druids' Spiritshift, since it sounds like they're taking the hybridization approach, to some degree at least. Wow I do not know all the mechanics that this would take, but this is a great idea! Something new to add to the mix of, stats, abilities, feats, spells, but now becoming a one of a kind hybrid, which is limited only by your imagination and game play style. Nice ideas! -
Shape Shifter class please!
TarponCrest replied to TarponCrest's topic in Pillars of Eternity: Stories (Spoiler Warning!)
A nice touch in DA:O was the Lost in Dreams quest where the main character learns to shapeshift into multiple forms. That was a decent use of the shapeshifting power in that it provided a few interesting tactical options. I must say I am happy to see there is enough interest in shape shifting for other members to discuss it. I am glad because then it may have a chance to make it in the game. The idea of shape shifting for me in RPG is to infiltrate and assimilate in a manner that avoids conflict directly instead it "tricks" the opponent into thinking you are what you shaped in to. Now the question, is your skill high enough to not get discovered and if discovered will the stats of that shape help you in that particular situation or should you use other shape shifting abilities to win a battle or retreat... etc. The problem is that the AI always knows you are the player and is never fooled thus making only the combat stats be valued when playing, but it could have great appeal and a fresh take if it were to work in no combat interaction, that would be a great bonus in my eyes, but combat is priority for me if it comes to making a choice due to development limitations. -
Shape Shifter class please!
TarponCrest replied to TarponCrest's topic in Pillars of Eternity: Stories (Spoiler Warning!)
That would work, sort of like Rakshasa (Dungeons and Dragons). The thing that I like is the ability to use different stats (innately) from different forms, then augmenting it with magic. It is quite fun working out the statistics on paper an then rolling a character all the way to retirment (never the same story with shape-shifters. -
Shape Shifter class please!
TarponCrest replied to TarponCrest's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Thank you for your reply, I have looked at the “Wiki” and though the information seems in its infancy (as it should at this time), I think there is hope for some way to role play using many attributes and characteristics with one character. I will keep watching for updates. I can't wait! -
First I am happy to have discovered this project (game). Ice wind dale 2, NWN 2 are among my favorite games (still). To know there is a new game being developed with this kind of (old school) game play is a dream I thought would never happen again. Your team has a unique style of story telling and game design (including super character customization, spells, feats, etc). Not to mention the great voice artists that makes Ice Wind Dale 2 such a memorable experience for me. I know that games such as Project Eternity made by you will be a winner in my eyes, but I do ask one thing... Please make some sort of shape shifter class (playable character). I was disappointed when NWN2 cancelled Master of many shapes prestige class. Lucky the druid class still has many shape changing abilities so it was not a total disappointment. Also can there be a low magic and high magic setting we can choose when playing. At times I like to play Hard Core with low magic to see how good my character has been put together, and when playing sand box, hack and slash I like high magic to see how "cheesy" I can make my character be. Best of luck on your efforts to create a great game, I am looking forward to the endless possibilities tools like the NWN 2 toolset give us players as well.