Everything posted by Sherr
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So I was looking through racial bonuses...
I always get it wrong. thats what she said.
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Which Attributes for which class? And how high?
Pretty much. what about others? Isnt max might+int is a general rule to every class outside of tank?
- Anthony Davis Streaming Press Release Copy of the Character Creation ATM
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Godlike pointless?
If we talk about characters than the most important thing in this kind of games is to like them. Min-max is part of it, but just as result. And it is psychologically hard to like crappy character. We dont need perfect balance in single-player game, but having races that just straight bad is the worst design.
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Update #81: The Front Line: Fighters and Barbarians
This one seems a little non-intuitive to me; if you're having to defend against more than one attacker is seems like your likelihood of inflicting damage would actually drop unless the two opponents are getting in each other's way. I guess it must be a soul power... multiple enemies are more dangerous than one, so your relexes become more sharp => u deal more damage.
- Update 80: State of the Project - From Alpha to Beta
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Update #74: The Mob Rulers: Wizards and Druids and our Partnership with Paradox
i'll just say that "classic" druid is true neutral so he have equal amount of "good" and "evil" spells.
- 423 replies
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- Josh Sawyer
- Wizards
- Druids
- Spellcasters
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RPG elements that I would die for
ofc first one. Who cares if assasin could kill you before u call for help if u cannot confirm this from his appearance if we talking about crpg "intimidation"?
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RPG elements that I would die for
big muscles ussually more intimidating than pale scin, greasy hair and weak eyesight. But i agree that pals/LG sould be restricted form "intimidating" option.
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Pre-Combat Preparation
^ left or right?
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Thoughts on damage types
Pretty standard damage types, but they are alright. Im glad there no "air/wind" kind of damage, because its always look silly to me. Lightning is good choice for it place. Same with divine/darkness - a bit to much dmg types usually overextend game mech. Dont know should they add pure "magic" damage type...
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Update #72: Death Godlike and Expected Ship Date
Even without that the Death godlike all should be killed.
- 253 replies
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Update #72: Death Godlike and Expected Ship Date
or just make something like "Custom made party NPC" on/off. For example, if u meet some writing character that wants to join your party u have an option to customize him a bit - he still will be level 7 Rogue, but u can level his stats and perks as u want.
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Update #72: Death Godlike and Expected Ship Date
Lol? They already got paid for this project; they already saw demand on this project; i should say this is one of the most non-risking projects in game history. Where u see GREAT risk?
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Update #72: Death Godlike and Expected Ship Date
To say it simple - yes, upset that Obsidian dont wanna take ANY risk, for a subgenre that easily gather 4 mil. before they even start to produce, and how this will end up on final quality of the game.
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Update #72: Death Godlike and Expected Ship Date
Writers cost money. You can hire free ones like in the modding circles, but there's a reason most custom 'free' NPC's are utter crap... Not just writers. More areas, more characters, means more hours for every single team member. People need to get paid. Resources cost money. Time costs money. It's not as simple as 'we want to do this so we're going to'. Ofc its all cost money. But i wonder how thousands other games got released without stretch goals and stuff like that. Its not like Obsidian is indie company with 1 employee thats live in his mom basement. I know some of the greatest film was able to release because director sold/take mortgage his house because he need money for his film. In this state Obsidian virtually risk nothing - even if they fail, they end up with top level salary for 2 years. All they need to do is not to fail hard so they wouldnt lose their reputation. All i say they need to start take some risk.
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Update #72: Death Godlike and Expected Ship Date
Does it me, or all this post-stretch goals sounds like blackmail? We have so much great ideas, but we will use them only if u give us more money - if no, oh well, u ofc will have all previous stuff, but all new shiny things will be gone. If u have some cool ideas just use them, dont just ask more money for every new NPC. And dont start with budget pls.
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Pillars of Eternity has lots of abilities, but will we truly need to use them?
Thank God, that game was a nightmare. This is very strange I found BG2 a lot more difficult than than IWD2, on core rules. In fact i found IWD2 to be the easiest of all IE games because of the buff stacking that 3rd rule set introduced. Once my melee were fully buffed by a mage and a cleric they were virtually unstoppable. Not only that, a lot of the buffs lasted for a long time so you usually only needed to rebuff after a rest. The stoneskin and mage armor spell made them barely take damage + spells like bull's str, Bear's endurance etc. combined with spells like bless and prayer cast in the battle made them killing war machines. I even killed the last antagonists on first try. i dont see how bg2 was more difficult according to your description. Same buff stacking, same stoneskin/mage armor. Its not like u need more then one try in BG2 last encounters.
- Update #71: The Heavy Hitters: Rogues and Rangers
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Common pitfalls of CRPG games to avoid
yeap. Sometimes it become ridiculous - i still remember some dialogs in IWD 2 when NPC said something like - "Listen carefully, i wouldnt repeat twice", and then u can make this NPC repeat this 100 time more. Or u can piss some of them so they stop current chat with you with something like - "I will never speak to you again" and then talk to you like in first time. No consequence = lazy writing.
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Common pitfalls of CRPG games to avoid
So does that mean that we should model the magic system around LoTR too. That means almost no wizards, and magic being used rarely, ie. no fireballs and flashy stuff. In LoTR magic is used rarely because every time you use it there are consequences to it, while in PoE magic is flung around constantly. For every world there is a chosen setting, so I don't really see a problem in there being lots of magical items in PoE. of course not, it would be like asking to feed the dog without opening the bag of dog food. all im saying is that there needs to be a balance on how big the difference in power should be between the items, making various items a viable choice at any given moment, and not the no brainer +3 is better than +2 dont u think its pretty obvious? As somebody mention this was already done almost perfectly in SoA (except to many swords maybe). I think point of this tread is to show to devs some problems thats always hitting IE games. Like 1d12 two-hand with 1d10 one hand weapons.
- New stretch goals for companions and wilderness areas?
- Update #71: The Heavy Hitters: Rogues and Rangers
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Pillars of Eternity has lots of abilities, but will we truly need to use them?
our problem is - will u save this level of challenge in release version? Because we all heard about different mods thats up game difficulty but thats not it. Many developers think of their gamers as pretty low skill players, so their games usually is park walk, especially close to the end.
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game narrator / chapters
agree, narrator and chapters are nice but not even nearly to be important.