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Posts posted by Brinx


    XCOM: Enemy Unknown (2014) is widely regarded as a pretty good tactical game, but if you play long enough you'll see that you also use the same winning tactics over and over again.


    Doesn't make it not fun.


    Agreed. It doesn't make it outstanding either. No one said PoE wasn't fun. Big difference between a good/fun RPG and outstanding/long-lasting classic



    Well to be fair, a lot of the RPGs that are regarded as classics and whose spirit Pillars of Eternity tries to invoke did not even have good combat. Take PS:T for example (with Pillars being much better in terms of combat), or Arcanum, or, I'm gonna say it, even the Fallout games. So combat really doesn't seem to be the most important aspect to make a game a classic.


    (Also: It would be great if you could refrain from insulting people for their opinions. This is not the codex or wherever you usually post.)

  2. Viable, definitely. But it is viable in spite of the Perception, not because of it.


    Any idea if he will be ranged or melee, what weapons, what style? It can be relevant.


    Definitely melee as stated in the title. ;)


    For weapons and style I haven't settled on that yet. The character I have in my head would use fast weapons in a two weapon-style (because of cool looks), but that is something that's still negotiable. :)

  3. Hello everyone,


    I just recently started Pillars of Eternity and went for a mage on my first attempt. But you know how it goes, in a severe case of restartitis I decided to leave the character after having played the first few quests in Defiance Bay. (Mostly because I wasn't happy with how the character turned out role-playing wise. I really have the feeling I should play it with the conversation hints turned on, because being passionate is more a matter of tone than of what you're actually saying and I didn't actually want my character to be passionate.)


    Anyway I settled on a melee cipher for my next attempt. Thing is for role-playing reasons I want to raise perception quite high (let's say 17 or 18) with might and intellect also being quite good (something between 14-16 with might probably being the higher one). Also I don't want to use dump stats (lowest possible attribute for me would be 8 or 9). Nevertheless I still want a character that can hold up in combat. So would a Perception/Might/Intellect Cipher be a viable option. Interrupt at least seems to me as it would also be an okay stat for a non-tank. If I put Constitution and Resolve on (let's say) 9, I also could still have an at least not abysmal Dexterity attribute.


    So what are your thoughts? Could this be possible?

    (Also: While I have played almost all classical party-based rpgs, I'm simply not that good a player. So answers like "this game is easy no matter what you do" are of no help for me :) )


    Thank you guys a lot already! :thumbsup:


    Edit: Last piece of information: Hearth Orlan slave

  4. Looking at the character portraits available I'm pretty sure they will add more later on.


    But while we're at it: More diversity would be good in general. It's not just age. There just isn't a portrait fitting the Ocean Human character, that I created as my first character.

    That being said, I still think there are more to come.

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  5. I played an interesting immersive mod for Baldur's Gate, it made the "Iron Crisis" more authentic to the story as well as items broke more easily as well. A Short Sword cost like 150 gold, and sold for maybe 10. In the original experience you buy a Short Sword for maybe 5 gold and sell it for like 2.


    This is a general problem with economy in games.  In this example the buy/sell-proportion is either 15:1 or 2.5:1. Problem is, that this doesn't make the game more authentic or realistic, it just makes the game harder. I agree that during the iron crisis iron should be more valuable, but why is it worth less, when you sell it? The smith is in desperate need for iron too, it's not just your character. So in the end increasing the proportions doesn't make the game more immersive.


    What I would like to see is another handling of magical items and weapons. Because what need does your general Urist McSmithdwarf have for The Flaming Longsword of Doom. If he lacks the necessary skills (And usually Smiths would) he can't make a new weapon out of it and what need does he have for magical sword (And how would you handle a flaming sword anyway.). He's not a second hand magical weapons-dealer after all. Realistically (as realistic as a fantasy setting gets, but hey...) magical weapons should be unsellable except to collectors or stores that specialize in those (The Adventurer's Market in Athkatla for example). This would also decrease the possibility of 'vendor hopping' as was the usuall strategy of selling items in TES games. Of course those could still try to rip you off, but magical items should have a high value to those special vendors, but those vendors should be very rare (Maybe you even have to actively look for a collector of magical weapons) and have limited gold.

  6. Ok, so here's what I think:


    I don't think it should be possible to "deliberately" (i.e. without meta-gaming) change a character's nature. This means there should be no clear dialogue choices that lead to this. You shouldn't actually know what is going on.

    That being said, I believe that being on any kind of adventure or simply travelling together affects people. The choices you make during your quests should have a "visible" influence on your companions. They might not agree with things you do at first, but they might see that your methods reach results. Or your actions might make them see things in a different light. (For example something like: "You didn't kill this drow and now it turns out he/she (probably she thought : ] ) isn't actually that evil, I might have to rethink my lawful paladin-ways.") This shouldn't necessarily affect the whole nature of the companion, just a few little things, that might add up to something rather big and drastic. Of course this is very difficult to write, since it has to take a lot of little things into account and you might end up with contradicting statements. (I hated it so much in BG2 that after Anomen turned Chaotic Neutral his normal righteous dialogue would still trigger, although at the same time he was attacking Aerie, because she was too good.) And with a lot of those little things coming together why shouldn't the character change to something completely new; not at once just gradually shifting.

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