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Everything posted by Havelok
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Character signatures for all!
Havelok replied to Havelok's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Dark colors don't work as well for text, just FYI for everyone. Edit: You butthead, you edited the quote, lol. Give me a second. Edit2: Crisis Averted http://i.imgur.com/ghB78hu.jpg -
I've created a template for a character signature that I'm willing to share if anyone would like to use it (similar to my signature). If you know what character you are going to play in PoE and already have a portrait picked out, post a: -Portrait Image (73w x 86h pixels if possible, but that's not mandatory) -A quote from your character -Your character's name -A text color (if you like the text color I use, just say "same" or don't mention it) No guarantee on how fast I will get it to you, also no revisions please.
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My impression was that the continent was supposed to be roughly analogous to North America, with a far afield "civilized" world discovering it's existence at roughly the same time and the most developed trying to become the dominant colonial power. It's pretty much this. If you have played much EUIV it's clear that many countries developed colonial technology at about the same time and were fiercely competing for space. Now, it doesn't seem like Valia and Aedyr had to fight over The Eastern Reach, but if the Valian empire didn't collapse things probably would have been different.
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My old school solid UI mock-up for Pillars of Eternity
Havelok replied to Grotesque's topic in Backer Beta Discussion
Looks amazing man! Seriously, I would play with that UI in a heartbeat. And reccomend it to my roomate who is obsessed with BG. There would be buckets of drool if he saw this. -
Combat Start: Ideas to fix it and Dev polling
Havelok replied to tdphys's topic in Backer Beta Discussion
I agree with "Enemy Spotted" prompting Combat Mode. I always have enemy spotted selected as on for Auto-Pause (in IE games) and it would make sense that one someone from the party detects hostiles, they would be prepared for a fight and could ambush if they wanted. -
WTB More Developer Leads Videos
Havelok replied to Bazy's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I am sure we will get a lot more "in-house" time with the camera once the Making-Of documentary is released. -
Chants for the Chanter - Lack of Sound Effects
Havelok replied to Havelok's topic in Backer Beta Discussion
I remember asking Josh about whether chants would be voiced a while ago with that concern. I think they probably did an internal test with them and found them annoying so they didn't record them. I think if they effectively stylized it (like some really creative sound design), it would have probably been pretty cool. This is something we are currently looking at. There are chant vocalizations in the current internal build, but Justin, Jorge and myself have found them to be a little... overbearing. We were just discussing this today. Since these fire when combat begins (which is often), they are going to need a little tweaking and Justin is looking into it. Not sure what the final result will be and it is possible they get cut if we can't find a happy medium of audio feedback without sounding too repetitive/annoying. I hope you find a way to get them in, even if, like Sensuki suggests, they are heavily processed to be unobtrusive. Something is far better than nothing at all. Thanks for the response. -
Chants for the Chanter - Lack of Sound Effects
Havelok replied to Havelok's topic in Backer Beta Discussion
I have, and that is why I specified something unobtrusive. It wouldn't quite be WOLOLOOOOO . -
I'm aware of what they have mentioned about dialogue options -- and I am still greedy and want as many as possible for my first go-round, ha. I know enough not to auto click them, but if if get a chance to -- as they say -- strike at an NPC's mental weak point, I want as many options as possible. Hence the super int/res/per character.
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After playing the chanter throughout the backer beta, I was disappointed to find that no changes have been made to the lack of feedback while chanting. To Chant is to make Noise, and while the Chanter spells do have a vocalization, there is nothing to indicate that, in fact, the Chanter is chanting. Not even a mumble. This is a little bit immersion breaking for me. I would be satisfied with something small and unobtrusive, such as a whispered incantation or muttered tune. Right now it's just pure silence.
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Funnily enough, I consider myself a min-maxer, but for story content. I am purposefully maxxing out all of the RP oriented stats (per,res,int) and skills (Lore) even though I know I can't catch all of the interactions (I'll leave the physical stuff to the second playthrough). I want to avoid the NPCs that my character wouldn't get along with so that I can play with them in the second playthrough. My biggest fear is that I will see half of the story a companion has to offer and then they just decide to frack off. I hope (as another person in the thread put it) they give us plenty of warning.
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With the notion of DnD alignment thrown out the window, I'm curious if we have learned anything about how the devs plan on shaping party selection based on core personality. In BG+, you could quite easily come to know if a companion would be compatible with your group dynamic just by looking at their alignment. If they were evil, you could safely kick them out of the party knowing that they wouldn't stick around anyway (given you were heroic). Take [Possible Spoiler Link] for example. [spoiler Link] is the only wizard companion with personality in PoE. I want to have a wizard in my party, but I have no idea if said person (who looks kinda evil from their portrait) will stick around if I play the good guy. If they didn't stick around, I'd play as a wizard myself. Any indication on how Obsidian is handling this sort of thing?
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From the wiki: Pillars of Eternity currently uses two sizes of portraits, one for the character/inventory/dialogue screen and one for the main HUD. The "big" portrait size is 210x330 and shows "head and shoulders" with a bit extra, the closest comparison would be Baldurs Gate 1 portraits. The smaller portraits have a size of 73x86 and shows only the face.[5]
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I found the portrait literally by typing in "Male Dryad" into google image search, haha. But yes, it's a little gender ambiguous in its original form. Thank for you the 'shopped version with the goatee, I might use it, we shall see. By the by due to his stats he's actually going to be a ranged character, likely rifleman. Him and Eder should work well together early game, I just hope I can get my hands on a Rifle early on.
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Their QA team simply isn't large enough to cover everything that could go wrong in a game of this size, they have admitted as much. For that reason I highly doubt the release version will be without a few glaring bugs and typos. For a truly bug free version I'd probably have to wait a year, though, which is too long for my taste, so i'll probably suck it up and deal with bugs. I just wish we had a Shadowkeeper save editor or console commands, those tend to be life savers if something goes horribly wrong.
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I didn't see a character thread around so I figured I'd make my own! Bonus: I found a pretty good portrait for a male nature godlike, so feel free to use it if you like, it should be the proper size. ----------------------- Verdane, Chanter of the White that Wends, Mystic, Godling and Companion of all-folk. Verdane's birth was unlike most of his kind. It was uneventful. He came into being deep a in a hidden place that did not judge him to be a monster. Instead, it judged him be alone. Verdane was abandoned deep within a chill pine forest, a glade that was untouched by evil, but similarly untouched by the presence of voice, word, or writing. However, this did not last. As nature itself fed the young one, and cared for him, there was something amiss. As he slept, he was moved. A shelter appeared. Books, drawings, and paper were found upon waking. As he grew, no matter how much Verdane struggled to stay awake to see his benefactor, he could not. He slept, and upon awakening, found meals for the mind. The books told him of strange lands, strange creatures, and most of all other peoples that lived -- all together -- in huge cities, where should prove nearly impossible to be alone. It told him of the workings of the world, of fate, and prophecy. The Druid, whom Verdane had come to learn must be guarding this grove, never deigned to speak to him. This was painful. It was as if Verdane was judged to have nothing important to say. And perhaps that was true. But. Verdane found, after being struck by the true cold and the true danger of the world, making it to a nearby road using The Druid's maps, that he in fact had much to say. So much that, already intimidated by his form, the first few bands of folk he met fled before him as he overpowered them with loud, fumbling banter. He soon learned better, and became a companion to many, though not all were scrupulous. He was a pet curiosity, even if he did not realize it at the time. He spoke and spoke, and listened and learned, and it was novel, and it was good, even if perhaps at times he was being used. He learned much about people, and the power of words. The power of words to touch the soul. The magic came easily. It was only the words he was missing. And so he sought them, high and low, and he found that if he aided those who kept the knowledge from him instead of berating him, they would open their books or share their stories over a fire. He learned of hatred, and evil too. To some he was an abomination, but he had found solace in knowing too that these people were simply afraid, because they did not know. He knew, now, what he was, at least in part, and he was not surprised when fate brought him events that others would call coincidental. He was chosen. And someday, he would return to the Grove, and speak with the Druid, his guardian, mentor, and... he realized, foe. Years passed. He aged, and so did the world. He found himself on a Caravan, bound for a distant land, ready for whatever the mysteries might bring...
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The PE IE Mod Thread - Draggable UI Now Available!
Havelok replied to Sensuki's topic in Backer Beta Discussion
Amazing Mod! The Number 1 thing I want in a UI mod is non-tiny buttons, however. Having to concentrate every time I want to click an ability is a bad time. Plus, all that art just goes to waste. All icons should use the maximum resolution of the image, in my opinion (eg, those images used in the right click descriptor). That and, after a couple hundred hours playing the Enhanced Editions of BG1 and 2, I am in love with personalized colored circles under characters. It helps so much in keeping track of where everyone is at all times. -
First 5 hours of gameplay matter. This one is huge. One of the reasons Divinity: Original Sin was so well received is because the first section of the game was polished to a blinding degree, and introduced the game well to all players. The first zone was super rich with content and variety. Even if a game is a 60 hour + experience, the introduction needs to hook you, same as any novel. One of the biggest challenges this game faces is the huge amount of weird names for things everywhere. Sure, welsh inspired language is neat and all, but it's going to leave alot of people scratching their heads. Every weird placename, conceptname, and lorefluff needs to be thoroughly explained in dialogue to overcome the "what the **** is that word supposed to be" factor. What's the first thing the players will experience? Character creation. We need way, way more information if we want it during character creation. Especially considering things like "where we are from", there needs to be a way to find out the context of what the little text blurb is trying to tell you. Honestly, I'd recommend a game encyclopedia of some kind that is accessible from the moment a player presses "New Game".
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Project Eternity: Wiki
Havelok replied to Tigranes's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
The wiki is going great and is full of info! Keep of the good work everyone. -
I'd prefer ammo-as-item, but for the convenience factor, make them Huge Stacks. It's a compromise between completely immersion breaking and simulationist. *shrugs*