coffeetable
Savant
- Joined
- Dec 18, 2012
- Messages
- 446
Hahah Josh is avoiding replying to anything I ask/say about Attributes. Must have shitlisted myself for the time being.
Nah. No-one could possibly find you irritating.
Hahah Josh is avoiding replying to anything I ask/say about Attributes. Must have shitlisted myself for the time being.
This is my ideal.Generated content needs systems unconditionally, though.I'm starting to think that the only way round the gamist objection that purely situational or weakly systemic skills don't belong in an ultimate (or even good) build is through generated content: if every stat has an indeterminacy built into it then having to adapt circumstances to your build rather than vice versa becomes the norm.
I'm starting to think we're actually in full agreement and just arguing over semantics. I think that where I'm still thinking in terms of every single crpg I've ever played where all that's systemic is party- or character-bound, you're already thinking in terms of the perfectly simulationist crpg we'd both like to see where the entire world is systematized.
Not at all (and it would be awesome) although when it comes to accounting I would probably just skimp on such skill.or am I still missing your point
That's because PE is party based IE-like.(I'm still not totally sure because all the examples you've used - weapon repair, party morale, etc. - were of the party-bound variety)?
This is my ideal.I'm starting to think we're actually in full agreement and just arguing over semantics. I think that where I'm still thinking in terms of every single crpg I've ever played where all that's systemic is party- or character-bound, you're already thinking in terms of the perfectly simulationist crpg we'd both like to see where the entire world is systematized.
I don't think it's fully achievable, but I have no doubts pursuing it would lead to glorious things.
Not at all (and it would be awesome) although when it comes to accounting I would probably just skimp on such skill.or am I still missing your point
That's because PE is party based IE-like.(I'm still not totally sure because all the examples you've used - weapon repair, party morale, etc. - were of the party-bound variety)?
Josh Sawyer @jesawyer12m
"how's it going?" "great! i just implemented tax collection!" <-- tim cain
PE related?:
Josh Sawyer @jesawyer12m
"how's it going?" "great! i just implemented tax collection!" <-- tim cain
PE related?:
Josh Sawyer @jesawyer12m
"how's it going?" "great! i just implemented tax collection!" <-- tim cain
I wonder if you'll be able to loan money between members of your party in order to use the interests paid to deduce from the amount of tax collected.
http://forums.obsidian.net/topic/64003-armour-weapon-designs-a-plea-part-iv/page-4#entry1357059josh said:A lot of soldiers wore lighter armor for a variety of reasons, some having to do with practical matters like cost or maintenance, but sometimes arguably due to the circumstances of battle. Linen padded jacks were actually surprisingly effective against arrows (more than mail, in some cases).
We have most of our base armor types in the game now (still working on leather and brigandine). We may revise things a bit in the future, but I think most of you will really like where we're going with the designs. They are pretty firmly based in historical references (though they aren't derived from historical suits 1:1), they're distinctive from each other, they allow for the use of player-customized colors, and they are well-grounded. This last point is important to me because it allows us to "grow" the style of armor more over time. If armor starts out crazy or elaborate, things can get super-sized really quickly. Ours are practical but cool-looking (IMO) and it's very easy to tell the male and female characters from each other. Hopefully we can show you some more of it soon.
The character artists have also been developing the weapons more. Like weapons in the IE games and older AD&D artwork, the weapons are relatively realistic in their size and proportion (with slight exaggeration for things like warhammer heads that might not read well at the small character size). We just got in a pollaxe and two-handed morning star, both of which look like bad news (in a good way). As with the armor, I think you'll like the base options and where we can "escalate" into fancier weapons over the course of the game.
http://forums.obsidian.net/topic/64206-the-gish-and-the-cool-magic/#entry1357024josh said:We have a 3rd level Haste-ish spell. It will not be as gnarly as it is in 3E/3.5.Micamo said:Unless a spell list was released while I wasn't looking, there's no guarantee haste will even be in the game, let alone that it'll be the encounter-shattering uberbuff it was in D&D 3E. AFAIK we don't know how good wizard buffing is intended to be, or how nice it'll play with gishing.
In my current Pathfinder campaign, I removed the extra attack from Haste entirely and the party still casts it all the time. It's that good.
http://forums.obsidian.net/topic/63679-highlighting-objects-in-the-world/page-2#entry1357021josh said:kjaamor said:I read Josh Sawyer's response as being: 'The highlight shortcut remains, but it won't show the hidden chests/doors/traps we'll be putting in'
Which sounds great. I'm happy with that.
Correct. Once you've detected a hidden object, the highlighting shortcut will reveal it like other objects.
On a related note, finding hidden objects can happen due to sheer proximity (very close), but will trigger at much greater range if you enter scouting mode, which is our combined stealth/search state.
BTW, another reason why we would like to retain a highlighting key in PE is because with an isometric perspective and occluded geometry, it's very easy for bodies/items to fall "behind" something relative to the camera.
Dunno. Lemme ask on formspring...Hormalakh the first post sounds quite interesting, the third sounds weird because its exactly like in the IE. But it does leave me with a question: does anyone know if there'll be racial bonuses to detection?
rope kid said:Tax collection is a (very minor) mechanic for the stronghold.
Tax collection is minor passive benefit derived from other aspects of your stronghold. You don't have to "manage" tax collection.
The update to highlighting sounds inclined.
The way he described it sounds exactly like BG2/IWDs.The update to highlighting sounds inclined.
Does it? Pixel-hunting in Baldur's Gate I was pretty retarded. If there are way to use your own brain to deduce spots where hidden stuff might be, then fuck yeah, no high lighting sounds awesome. But if it's the BG1 way of "mouse-over all terrain, be happy when you spot a trickle of blue" then boo!
Although... you could implement a Search skill then that high lighted shit if you invested points in it.
The way he described it sounds exactly like BG2/IWDs.The update to highlighting sounds inclined.
Does it? Pixel-hunting in Baldur's Gate I was pretty retarded. If there are way to use your own brain to deduce spots where hidden stuff might be, then fuck yeah, no high lighting sounds awesome. But if it's the BG1 way of "mouse-over all terrain, be happy when you spot a trickle of blue" then boo!
Although... you could implement a Search skill then that high lighted shit if you invested points in it.
I don't see it as or , it was expected.