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zain3000

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zain3000 last won the day on April 17 2014

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About zain3000

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  1. I'm really digging the number of abilities that trigger when characters are low on health - adds another layer of strategy that involves more than merely chugging a health potion or retreating from battle. In a way, it almost incentivizes more aggressive strategies. Will enemies have access to the same abilities as PCs? Do I have to worry about an [edit] enemy barbarian going into Carnage mode when down to his last few hitpoints? Because that would be awesome.
  2. TLDR: Scroll to bottom for main points. I've been playing through Fallout NV recently. It's excellent quest design has brought to my mind a few points I'd like to share about NPC agency. Let's talk about the oldest trope in fantasy RPGs - that of the "quest". Usually a PC is given quests that entails "solving" problems for NPCs. If the player accepts a quest, then directions to complete said quest and possible rewards for doing so are made clear. If the player chooses to ignore the quest, then not much of anything happens (more on this point later). This plays into the power-fantasy that t
  3. I think it's a great idea. No longer would one need to make town runs just to sell loot (always an inconvenience when all I want to do is kill goddamn lycantropes!) And again, I'm sure it's a feature you can eschew if you feel that it breaks immersion.
  4. As far as peoples' opinions on the journal/quest system: they were discussed at length here: http://forums.obsidian.net/topic/64840-quest-system/ As far as the player house goes, that was a Kickstarter stretch goal that was more than met. Search through the backer updates and you'll find detailed information regarding the meta-gaming involved therein.
  5. I'm all in favor of being able to prepare for tough battles before hand by keeping track of information provided by NPCs, clues found in the environment, etc. Being the type of game PoE is, I'm guessing that a lot of low-level battles will be winnable by brute force, especially if the classes are as flexible as the designers indend. Only the boss fights might require some special preparation. It seems similar to how CDProject Red is handling monster hunting in Witcher 3 (which also has me giddy). Listening to gossip, finding clues, reading books all in an effort to discover the weaknesses
  6. I like the idea of alchemical bombs being difficult to craft/find, expensive to buy and extremely powerful. It would make sense to have some sort of skill check to determine how accuately the bomb is thrown. Depending on the bomb, there could be a, say, 50% chance of it finding its target, plus whatever bonus is granted by agility. If the initial skill check is not met, subsequent skill checks can be made to calculate exactly how far from the intended target the bomb lands (60% to land within 5 feet, if not, 70% chance to land between 5-10 feet, etc.) Using the bombs as a last-ditch hail-m
  7. This system would work quite well in a turn-based game, but seeing as how PoE is RTwP the system might not be as applicable. Here is my suggestion based on all the idea so far (adding on from my previous post): 1) Archers (or any class for that matter) have a quiver of unlimited normal arrows. 2) Upgrades can be placed in quiver slots to improve normal arrows (make all arrows +1, etc) 3) As archers level up they can learn skills that grant them a limited quantity of special arrows per engagement (e.g. 10 fire arrows) This way archers can simply carry around a small number of quiv
  8. Can't believe I've never heard of SCS. I'll have to give it a try.
  9. How about an unlimited quiver with three "buff" slots into which you could place specific quiver upgrades? Perhaps the upgrades could grant a limited amount of specal arrow types per engagement, similar to a mage memorizing spells. The balancing would have to be tinkered with during play-testing, but the system offers a good balance between quiver management and incentivizing use of resources in the "now" as opposed to some hypothetical future battle which may never come.
  10. Honestly, I never liked the idea of "limited" quivers in the original IE games. My archers would have inventories full of arrow bundles and I'd never use the good arrows for fear of needing them for a more difficult encounter. The system should just be streamlined so that a quiver of arrows is treated like a simple item buff. It should provide unlimited arrows that provide +1 to hit or +1 fire damage, etc.
  11. Like Josh mentioned in his GDC talk, it's important that the conversational UI retain the "feel" of the original Infinity Engine games. That being said, now that they have way more pixels to work with, I'm sure they are thinking about ways to streamline it. I like the idea of having party member portraits show up if the situation calls for an interjection from one of them as well as buy/sell icons when dealing with traders.
  12. Would it be difficult to integrate an image capturing mechanism while you are creating your character? Pose for the camera, *snap*, add instagram-esque effects and Bob's-your-uncle?
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