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About Mendosa

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  1. In which I go: "NoooooOooo nonononono NO." I hate it when character morality is reduced to a check-box tracked on a character sheet. If you spend time talking to an npc and nothing about them convinces you they're a bad person, having a spell that makes them glow and say 'yes they're bad who knows why it doesn't matter' is the exact opposite of immersion. In-game, the traits your character picks up (benevolent/deceptive/honest/stoic/ect) are a nice substitute for alignment. Besides, the games entire story runs on grey-morality. Having defined good/evil stats attached to NPCs would ruin that entirely I understand what you're saying here. I'm just looking at it from the other side. It enhanced my BG experience - I never wrote them off if they were evil, I'd use it to tailor my dialog with them. It can be difficult to pick up nuance in reading text - unless it voice acted. Although, Pillars has some of the best narration I've ever seen in a game. I didn't complain about the difficulty. I said I didn't utilize any spells or strategies throughout the whole game - minus 2 fights. There was no expectation for the game to be Hard, but there was expectation on being challenged more often. I think the difficulty on Normal was well tuned for the most part, just need more stuff like the Endless Paths. You are aware that this isn't based on the D&D ruleset? So good and evil don't figure into this kind of game. And personally I'm rather glad about it that usually we don't get these black and white alignments anymore. Grey is the color of reality when it comes to good vs evil. I am very aware. I have mixed feelings about the game forcing you into grey options. Every choice seemed to have a consequence - even the seemingly obvious ones. Not everything in reality is this way, and I would have preferred they toned down the amount of double edge swords. Regardless of this fact, I still enjoyed it all. It always kept the game interesting. My thoughts on all these suggestions are for the future of the series.
  2. Overall I loved the game, glad I backed it and was well worth my money. Definitely satiated my BG cravings. I beat the game on normal difficulty and grabbed all the companions. Here are some nitpicky things that bothered me throughout the game: Adra Dragon and Thaos are the only difficult fights in the game. Minus certain spots in the Endless Paths, I employed little to no strategy throughout the game. Once you're at the mid-way point, your un-enchanted weapons and armor are good enough to auto-attack your way through most everything. I found myself digging into my Durance's spell book just to see what spells looked like and how they would perform. I like coming across ridiculously hard bosses along the way, that's old school, but they were just too few and far between. I'd have really liked facing enemies that forced you to use certain spells and learn how they work. The stronghold is a great idea but was kind of a fail to me. I got nothing out of it, the money generation was weak and useless, I was rich half-way through the game sneaking and selling base items and then blue/yellow that I didn't use. I never went back for the rested bonuses as they were also weak. I wanted to interact with it a lot more...defend it, personalize it in some way, something to make me care about it, but I never really did. Another thing I didn't appreciate was maxing out on stats so quickly. I never did Warden Quests because of the XP bug early on and I wanted to challenge myself through the story at the appropriate levels, but maxing out stats had me a little sad. Sticking with the theme of old school, many games used to let you be OP as you want based on what you found. The idea is you sort of earned it or were extremely lucky. While this isn't the healthiest most diverse gaming, it was still a choice. Adding some basic diminishing returns would've been acceptable. Again, all this is sort of nit picking. Now, I have some suggestions for this game that I would LOVE to see in the ex-pack and hopefully - the series! - Detect Evil - Man! I was so bummed when I found out this wasn't in the game. That added such a layer of intrigue and information to the BG series. You would talk to so many people in BG and detect them as evil and then you would try to figure out why via dialog, sometimes you found out later in the game and sometimes you would never find out at all, and kill them! This would add a ton of immersion. - Knock Spell - such a great utility spell. - Vendor Updates - I'd love to see Vendors rotate their inventory randomly from a pool of items so that over time they sell better items as you level up. This is a great way to explore the map and come back to places to visit and possibly pick up new quests. - Diversify Crafting - Crafting in this game is odd and easy- no requirements or talents needed whatsoever. There needs to be some more "game" there, make us find/learn/create recipes - skill based with chances at discovering new things. I only crafted and enchanted for the achievements, which leads me to my next item.. - More Achievements - obviously applies to Steam users but would love to see some more achievements. - More Zoom out - I love the super close zoom, but really wish the zoom out was farther - especially at your Stronghold and towns. - More Models for gear - Loved seeing weapons and chest gear update my look but boots, gloves, pants, belt, etc. need to change too. That's about it for now, I knows there's more but this covers the bulk of it. I had a great time playing this game and really enjoyed it. Now looking forward to replaying as solo/evil.
  3. Overall I tend to agree with what's been said. Cities and Stronghold should have no fog once explored. Sight range is a bit limited as well.
  4. My point is, I'd rather there be some sort of other "currency" instead of just dropping coin on the ground. I like "tough" rpgs, I would not mind having to go to a forge or lab to craft or even repair. To me that's more "normal", again, just my POV. I understand the idea of creating a difficult choice on how to spend your coin, which is already a little tough to gather (coming from someone who stealths everywhere while Stashing and selling everything), but the fact they're using coin just irks me a bit. By no means does this approach the level of being a deal-breaker, and I'm certainly not crying about it either. I'm just saying, in a game so creative and well though out, there could have been a more interesting approach on making these decisions challenging and interesting, instead of just slapping on a flat coin rate.
  5. No pun intended.. This game is fantastic, I love it, and it's been well worth the wait - but why does it cost money to learn a spell I'm capable of casting or craft an item for which I have all the materials? I'm baffled by this concept and it tarnishes the incredible immersion and detail of the game. What magical, ethereal bank does this cash go into when I'm in the middle of a cave crafting away..? It just comes off as a lame last minute hurdle to make it slightly restrictive to craft or get new spells. Suggestions: - Make it "kit" based. Alchemy kit, Scribe kit, Food Recipe, etc. - Based on Lore level, you should be allowed to learn new spells over time, 24-48hrs per spell for example. - (my fav)Create some kind of Token that lets you learn the spell from other grimoires, 1 token per spell, you keep the transaction value of having to find and collect these Tokens but it makes it more relevant to the story and time. Right now, money is a poorly implemented crutch that is required for basic crafting. It makes absolutely no sense to pay for something that goes to no where.
  6. Is this part of the "known issues" of the Load/Save? This has been going on since Beta release. The problem is not immediate, meaning, I can save/quit and come back to a successful load that day. If I take a week or so off and come back, it's gone. I did a google+forums search for this and didn't really find anything specific, so I figured I'd drop a thread. Any help would be appreciated. Thanks.
  7. Paying for a beta should have netted us a lot more information than we're getting, along with a 12:01am EST release of this badboy. Instead, it's 8:45am with not even a word. Had I not paid, I wouldn't have this high of an expectation. As noted earlier, at long as this has several hours of gameplay I'll at least feel like got something for my money.
  8. Whenever it's available, I roll Human Paladin in any game I can. My "alt" is almost always a caster with whatever race suits the class best.
  9. I really enjoy looking at numbers, I like "real" achievements but I feel the industry in general caters to the average gamer and they often include a lot of fluff that doesn't really showcase any skills or talent. Achievements absolutely extend the maximum playing time for someone like me who tends to enjoy the chase for certain distinctions, so for that reason I'll have to say I'd like to see them. Regardless of what happens, I'll gladly take a detailed statistics screen for my own musing.
  10. I agree with what most are suggesting here in terms of more simplified and historically accurate looking armor/weapons. I believe only truely rare or difficult to earn weapons and armor should have ornate/unique designs, possibly aquired toward end game. Obviously, rare items should look much different, as well as Set items if they make it into this game. On a side note: Has there been any rumblings of "legendary" or extremely rare items making it into the game?
  11. I would be open to additional goals, but this is the first game I've helped kickstart a game and as it stands right now, I'm in a "wait and see" mode. I love what I've seen so far but I'd be much more inclined to donate more with a positive Beta experience. Basically, I need some more tangibles.
  12. Just getting around to signing up for the forum but by the looks of it I should have a "K", as well. I backed Project Eternity via PayPal. I forget what level but I should be able to produce something from PayPal if that is needed? Thanks.
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