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anameforobsidian

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Everything posted by anameforobsidian

  1. My most wanted ideas for stretchgoals: - NPC creator mod tools. (This would probably be better for game development too, and you know they're going to use this engine for several more years.) - More findable powers, including chants, enchantment recipes, and wild forms. - A separate dungeon-runner dlc. I actually really liked Endless Paths, and the giant statue was one of the coolest and most unique pieces of lore. Perhaps have a couple artists draw different rough pictures and pick the best by backer vote. - 100 tiny encounters. Tiny little vignettes that add nothing to the overall plot. The wizard encounter at the top of the magic store in BG1. Meeting Elminster in BG2. Killing yourself for fun and profit in Planescape Torment. I don't know if Sawyer "gets" little pieces of reactivity like that. I think everyone who talks to you has to be part of a quest to him. Less wanted or plausible: - Sword and Pistol style (with better gun feats than the current ones). - A village made of boats tied together that moves to different places in the world based on a schedule. - Sentient monster races as possible character builds: particularly vithrack, but also delemgan, and xaurip. - Animancer sub-class for wizard. - Biawac spell for druids. - A few well-written random encounters. - A tool for making new maps using existing art assets (you use the backgrounds and playable eras Least Plausible or Wanted Ones - Advanced druid transformation into animals after he's defeated one. - A special mode where almost everyone speaks in their own language, and players have to translate it as best they can. That and a new languages skill. - Pillars 1 ported into the new engine. - A build testing arena mode.
  2. I'll be interested to see how subclasses work out with multiclasses. They could be a nice way to encourage single classing.
  3. The comments are a mine of interesting information: Feargus DEVELOPER @Superlovi - I totally understand your concern. What we've done is a couple of things - (1) We merged our universal game data editor into the engine (we didn't have time to do this on Eternity 1), that let's the designers balance things much more quickly, 2) we are starting with a system we already know, we aren't creating it and balancing it at the same time, and 3) We were incredibly lucky to have Dave Williams join the project - he's been a designer in both computer and board games, and was the creator of the Legend of the Five Rings card game. He's incredibly good with big complicated systems.
  4. Wasteland 2 was also the second major kickstarter in the pipe, which meant it got a lot of hype pledges. More importantly, Wasteland 2 pledges were less than half the price of Wasteland 3 pledges. Kickstarter and the like may soon turn to crowd milking machines.
  5. Eh, you have space for a tank, off-tank, controller, healer, and whatever with five people. It's not as good as six people, but the fifth person provides space for experimentation. Monk/ fighter and monk/ druid would be on my list of easy multi-classes. More interesting might be Rangerdins. Sworn enemy and marked target could possibly make a nasty stack. Or ranger-mages. You would just need to take enough mage to get alacrity. Same with cipher-mages. Fighter/priests might damn near replace paladins. Chanter mages could probably use combusting wounds and dragon slashed nicely. And I can see a level of rogue being practically mandatory for weapon users. Rogue 1 / Wizard 5 / Cipher 10 could get nasty.
  6. They say the characters are "fighting for their souls." That would give a good reason for all of them to come with you and be deleveled. It'd be interesting if they all started turning into watchers.
  7. I prefer six, but I can live with five. Four is too small.
  8. I'm ambivalent toward the idea myself, but excited for the Boeroer threads.
  9. I'm gonna be pissed if it's a Fig campaign that I miss because I live on the East Coast and have job where I can't look at the internet.
  10. Sorry, two windows open. Expansion locked.
  11. Woedica? I wish it was a Vithrack faction, but Woedica makes more sense.
  12. Won't Torment probably be closer? This is Renaissance the first time around; Book of the New Sun has all those weird old technologies lying around. Also, my character's name will be blueman, after my first BG character.
  13. Oh, they never put in the Paladin eating jelly. That's a shame.
  14. Yeah, rogue, monk, and barbarian are faction locked. Unfortunately the barbarian character is a weird cross between annoying and not that interesting.
  15. The line about the Luminous would fall in line with the Age of Exploration theme that PoE tried to include. It's about the right time in History to have the larger empires fighting over Island possessions. Who knows, they could be mining dead Eothas.
  16. Is the new letter a valian H? Also, is it possible that the character symbols are also letters? Eder's pipe + wheat is weirdly shaped. As is this book.
  17. I will say that xaurip skirmishers are very annoying on PotD, and lethal in PotD solo. However, I enjoyed just playing around them. No spell is an absolutely necessary hit, and you can play the game without spellcasters at all if that's your preference. If your spells repeatedly miss it's time to change tactics or come back later.
  18. I'd be happy if they got weather and daily schedules in this time.
  19. It's actually mentioned in the end. He can become some type of knight or cut his fingers off.
  20. I would appreciate it if there were many Priest of Wael dialogue checks with ridiculous requirements, like lore 5+athletics 5+ mechanics 5. Or if they required a counter-intuitive set of choices. Or if being a priest of Wael sent you on a Windwaker style quest with no explanation at the end. Really, quests for the gods or orders need to be better suited to their personalities. Wael's quest should have been significantly more complex and ineffable. Galawain's quest should have had you do the hunting rather than factions, and ended with a particularly nasty beast. I think the expansion did better at this, with a nice balance between Ondra's secrets and Abydon's self improvement.
  21. Dragon Age Origins also took 18 million years to develop. Seriously, I'm pretty sure it was in the works after NWN 1. Either way, they would lose a lot of the tech and assets they made for this game.
  22. The Leaden Key doesn't tell you why they're named the way they are, but the idea behind a Leaden Key is that you stick it in a lock, and then the lock can never be opened again. Because lead is soft and pliable, so it would break. It has to do with them destroying secrets. Key breakers, lock smashers, secret eaters would be appropriate. Thaos actually alludes to this when he says something is "sealed with a leaden key." Grim origin would actually be very inappropriate for the group, for reasons you'll see later.
  23. Masterpieces don't always have to take that long. BG2 released only two years after BG.
  24. I would be okay with traveling encounters as long as most were thematic or story-based. Per rest encounters were silly in BG. Normally they were just a slight experience and gold boost at best and annoyance at worst.
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