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cilantroll

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About cilantroll

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    Canada

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  • Pillars of Eternity Backer Badge
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  1. To some of the opinions that the only good track that came out Jeremy Soule's IWD soundtrack is Kuldahar's Theme...NO! Well...there's no accounting for taste, but maybe I can demonstrate why I think IWD had one of the best IE soundtracks I found the themes cohesive, and the deep, crafted soundscapes were bound together by a sense of adventure, and vast, chilly, open spaces. Here's diverse selection of highlights; not all are beautiful, but they do, IMO, succeed at crafting the perfect presence and atmosphere in a very short amount of time. Watch on Youtube's page so you can s
  2. I would have preferred this as I preferred combat in Temple of Elemental Evil to Infinity engine games but I think that ship has sailed a long time ago. ToEE combat is the best turn based rpg combat ever I shared this opinion for the longest time, until I played D:OS. Pillars of Divinity?...
  3. Yes, please! Like any Kickstarted game--I support the best product. Timely is nice within reason, but quality is better. I don't think there is any shame in admitting there may be bigger problems than anticipated. It'll cause some grumbling, of course--but I imagine it'll be nothing to the uproar of a release that feels not ready, but pushed out. There is no big publisher breathing down your necks, OE!
  4. I have to add my agreement to this--Marceror has been, by my judgement, very neutral. He is simply calling it as he sees it. I backed this game ages ago, but have only started to post with the beta release. While I remain hopeful the massive list of issues identified by players will be mostly addressed by Obsidian, in its current form, some overzealous defenders are acting like apologists for them. I don't mean to offend; take that as an observation from a set of fresh eyes, who have not been wrapped up in PoE for the past few months. I've put in my hours, and right now, I'm content to
  5. I loved Soule's work for IWD--it had great depth, felt chilly, vast, epic, and tranquil when it needed to be (love the theme in the tree town)--but not Inon Zur's for IWD 2. Hoenig's killed it with BG I and II, and Mark Morgan made magic with PS: T; I'm already pumped they got him back for TToN!! The tracks he's already composed for that released for the Kickstarter sound like unreleased material from the original Torment, capturing that same mood effortlessly. PoE's music...after being clued in by Namutree the title theme is better later on (it is), I like it a little better. But it d
  6. But I'd have been blissfully ignorant, buy the game at release, and then go WOW
  7. Ah okay--but if it's talking to an NPC, it would take that character's stats, right? Then it's just weird, especially if some strings are attribute-locked. I can see some people designating a character or 2 as the main talkers, so it'd be one more small micromanaging task to ensure you select a certain character to interact with NPCs, rather than just whoever's closest 'ruining' a one-time conversation (say, with a boss).
  8. I feel that the poe title music gets really epic after a little while. Did you listen to the whole thing? I think that Obsidian should make the title song start a little further in. Then it would sound epic upon starting the game. Thanks, I will have to stick around longer in the menu to check it out!
  9. Another example... Ignoring the AWFUL clustering, you can barely many of the characters are on the grass. And yes, I agree--I don't understand the design rationale of the dots. Yet, there is no equivalent, vertical action bar by the portrait.
  10. After some solid hours into the beta, here are my first impressions. Emphasis on my (your opinions may differ). There's a lot more criticism, but there are months still. I'm hopefully optimistic! The Great + My nostalgia satisfaction is going through the roof--for a lot of it PoE does feel like BG. Most of my positives surround this theme. + Gorgeous environments--vibrant, beautiful, a joy to explore. + The classes I've tried feel pretty different; I like the different skills and effects Obsidian's come up with outside of D&D. + Dialogue is great, and I love the little bits of grey
  11. The more I read the many excellent combat suggestions by people here, and the more I spend playing the combat as it is...well...until (unless) the fighting changes a fair bit, I am definitely starting to feel the same way. I have hope we'll be pleasantly surprised--I really want to believe it. But I get the sentiment that if I hadn't backed the project already, this taste of battle as is would've made me wait and see. Sad, but true... On the flip side, I am so pleased Torment will be going with turn-based! Inherently, it just can't be chaotic and unresponsive. Honestly, I've only ever
  12. I really don't understand this POV. Just because most ('all?') cRPGs give out XP for kills doesn't mean you're grinding. In BG, I was certainly not map travelling everywhere or trying to sleep continuously in the wilderness for a random ambush just to get a middling amount of XP. There wasn't many places that respawned enemies, anyway...and even if there were, I wouldn't have. I hear these arguments that only boss fights mattered in BG, but I couldn't disagree more. Yes, normal things I fought in the wilderness and exploring to get to bosses DID level me up--and ensured I was within a
  13. As a fresh set of eyes in this community... Having put in a number of hours into the beta now, I'll count myself in the camp that wants XP to be rewarded from battle. Reading several pages of this thread, I don't get all the knee-jerk reactions putting down this opinion! It's feedback, and we all reserve the right to express it... Anyway--I want combat XP. That doesn't make me an MMO-addict; don't dismiss me outright and sneer something like, "Go back to Diablo." Actually, I think the burden of 'proof' or 'justification' in this case rests with the other side, because combat XP is pret
  14. Thanks for that kind welcome! I'd edit my post, but I'm not sure I could until I have the 5 posts thing....so let's try that again. http://desktoppub.about.com/od/glossary/g/Ligature.htm
  15. Combat is chaos. When there's a cluster of enemies, I can't keep track of all the little health dots all over the place, and definitely not the recovery bars of characters before their next attack/skill/spell in those little, floating, overlapping boxes. How about adding the recovery bar beside our character portraits, another vertical bar that fills up beside the green? At a glance, I think that'd help a ton in terms of management, and which characters I should give orders to. And I'd also like to add my voice to the camp that's expressing disappointment with the no XP thing. Good on
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