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VocalizePlayerDeath posted:Its probably that arena shooter Cliff Bleszinski was talking about lately. There have been a few, notably Takedown: Red Sabre.
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# ? Dec 16, 2013 15:21 |
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# ? Apr 18, 2024 12:32 |
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VocalizePlayerDeath posted:Its probably that arena shooter Cliff Bleszinski was talking about lately. Whoa cliffyb is still alive.
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# ? Dec 16, 2013 15:45 |
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Great Rumbler posted:There have been a few, notably Takedown: Red Sabre. Which you should never, ever play.
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# ? Dec 16, 2013 20:02 |
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Paranautical Activity is another Kickstarted FPS.
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# ? Dec 16, 2013 20:14 |
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Line Feed posted:Which you should never, ever play. Giantbomb's got you covered(kinda)
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# ? Dec 16, 2013 20:16 |
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As it is with all games like this, I spend a lot of time thinking about which class I'm going to play. Is there any chance I could play a Cipher like a psychic detective, or is it simply going change how my character contributes to combat encounters?
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# ? Dec 16, 2013 21:42 |
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Evil Sagan posted:As it is with all games like this, I spend a lot of time thinking about which class I'm going to play. Is there any chance I could play a Cipher like a psychic detective, or is it simply going change how my character contributes to combat encounters? it sounds like the classes will contribute more toward combat than anything, while your outside roleplay options will come in the form of that other page of skills. It would be pretty cool to have solid crossover between the two, though.
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# ? Dec 16, 2013 21:48 |
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Evil Sagan posted:As it is with all games like this, I spend a lot of time thinking about which class I'm going to play. Is there any chance I could play a Cipher like a psychic detective, or is it simply going change how my character contributes to combat encounters?
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# ? Dec 16, 2013 21:53 |
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rope kid posted:Ciphers can occasionally in conversation sense things about a person's soul, but there will not be frequent (or detailed) mind-reading escapades. Do all classes have special conversations like that or is it just for a few classes?
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# ? Dec 16, 2013 22:43 |
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Kurtofan posted:Do all classes have special conversations like that or is it just for a few classes? quote:(Fighter): "You braggart, that blade's never seen battle. Even repaired and polished no blade keeps an edge that keen after fighting with it." Etc.?
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# ? Dec 16, 2013 22:47 |
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GetWellGamers posted:Etc.? Exactly!
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# ? Dec 16, 2013 22:53 |
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Kurtofan posted:Do all classes have special conversations like that or is it just for a few classes?
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# ? Dec 16, 2013 22:53 |
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rope kid posted:All classes will, though class-gated dialogue will be uncommon overall. It's probably a safe assumption that race, heritage, and attribute score/skills will dictate more of that specialized dialogue.
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# ? Dec 16, 2013 23:10 |
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rope kid posted:All classes will, though class-gated dialogue will be uncommon overall. Is it only available to the PC, or if a party member would qualify for the gated dialogue can they butt in?
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# ? Dec 16, 2013 23:11 |
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FauxGateau posted:It's probably a safe assumption that race, heritage, and attribute score/skills will dictate more of that specialized dialogue. Yeah that would be fair, I think those are more interesting than class related dialogue. rope kid posted:All classes will, though class-gated dialogue will be uncommon overall. Thanks.
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# ? Dec 16, 2013 23:14 |
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Otto Skorzeny posted:Is it only available to the PC, or if a party member would qualify for the gated dialogue can they butt in? I think it was said in one of the interviews that the PC is almost always the target for dialogue, and companions are limited to interjecting if they can offer something of use.
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# ? Dec 16, 2013 23:16 |
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Whole pile of words on picking your items & NPCs:J.E. Sawyer posted:Hi, Sykid. It's a balancing act, because we don't want to do lore and mechanics dumps on the world this far ahead of the game being finished, but here are some things to help with both items and characters:
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# ? Dec 16, 2013 23:19 |
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Otto Skorzeny posted:Is it only available to the PC, or if a party member would qualify for the gated dialogue can they butt in?
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# ? Dec 16, 2013 23:25 |
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Is there a particular stat I'm gonna want to pump to be a chatty-Kathy or are stats factoring into dialogues going to be spread around the stats? (If this has been answered I kind of haven't followed this thread for a while, so I may have missed it.)
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# ? Dec 17, 2013 00:09 |
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I really hope someone makes a kickass unique spear or something, because goddamn do I love me some spears. How are you handling them in the engine? Larger area of engagement in return for slower attacks?
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# ? Dec 17, 2013 00:10 |
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That's a good question. Since the player character is the only character in the party whose social skill matters in a party-based RPG, this could pre-decide a lot for me in terms of character creation. EDIT: Actually, I made an assumption. That's how it worked in Dragon Age, but I think in Baldur's Gate you can actually choose whose charisma score affects the interaction.
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# ? Dec 17, 2013 00:11 |
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Lotish posted:Is there a particular stat I'm gonna want to pump to be a chatty-Kathy or are stats factoring into dialogues going to be spread around the stats? (If this has been answered I kind of haven't followed this thread for a while, so I may have missed it.) There isn't a CHA analogue. The six you've got to play with are strength, dexterity, constitution, intellect, perception & resolve. Also I seem to remember one of the OEI devs posting that they weren't a fan of social skills in general. Something about it destroying a lot of RP options iirc.
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# ? Dec 17, 2013 00:24 |
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coffeetable posted:There isn't a CHA analogue. The six you've got to play with are strength, dexterity, constitution, intellect, perception & resolve. Yeah, but in the original Fallouts, for example, Intelligence was what you needed to get access to dialogue nodes, and not just ones involving science skills; hence the question. coffeetable posted:Also I seem to remember one of the OEI devs posting that they weren't a fan of social skills in general. Something about it destroying a lot of RP options iirc. That sounds like a good thing, I think.
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# ? Dec 17, 2013 00:39 |
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Lotish posted:Is there a particular stat I'm gonna want to pump to be a chatty-Kathy or are stats factoring into dialogues going to be spread around the stats?
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# ? Dec 17, 2013 00:48 |
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It's going to be like God Save The Queen, isn't it, where getting high enough to check-pass one think means it's not possible to check-pass another, right?
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# ? Dec 17, 2013 00:53 |
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Ravenfood posted:I really hope someone makes a kickass unique spear or something, because goddamn do I love me some spears. How are you handling them in the engine? Larger area of engagement in return for slower attacks? Spears should be fast, and do either piercing or crushing damage depending on the type of attack, along with an extra bit for defense. Your suggestion is more of a giant warhammer with a sticky bit at the end. Having long range with slow attacks is just boring if that's what every two handed thing turns out to be. Drifter fucked around with this message at 00:55 on Dec 17, 2013 |
# ? Dec 17, 2013 00:53 |
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For better or for worse I've submitted my NPC. I don't know how Ropekid and co. can do this stuff. But I think I got the most important detail right though:quote:Just give me one of those sweet feathered hats with the brims.
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# ? Dec 17, 2013 01:25 |
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Ravenfood posted:I really hope someone makes a kickass unique spear or something, because goddamn do I love me some spears. How are you handling them in the engine? Larger area of engagement in return for slower attacks?
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# ? Dec 17, 2013 01:31 |
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Hank Morgan posted:For better or for worse I've submitted my NPC. I don't know how Ropekid and co. can do this stuff. But I think I got the most important detail right though: Pillars of Eternity GOTY 2014
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# ? Dec 17, 2013 01:32 |
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I just want to see some tooltips. Is that weird of me? I like tooltips. Are there going to be tooltips? I hope there are tooltips.
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# ? Dec 17, 2013 01:55 |
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Yes.
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# ? Dec 17, 2013 01:58 |
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Man, I really wish I had had the money to put up for the NPC option.
marshmallow creep fucked around with this message at 02:13 on Dec 17, 2013 |
# ? Dec 17, 2013 02:07 |
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Wahey, attribute details:rope kid posted:Strength affects your Health and number of inventory slots. Constitution affects Stamina. Dexterity affects Accuracy. Perception affects Critical Damage. Intellect affects Damage and Healing. Resolve affects Durations and AoE size. We may slightly shift these, but this is what we will be working with in the foreseeable future. I'm a fan of how this sounds. No skillpoints stat, no social stat, no class-specific interactions, and each of the six makes a major contribution to combat ability. What's even more impressive is that the couplings actually make sense too. coffeetable fucked around with this message at 02:41 on Dec 17, 2013 |
# ? Dec 17, 2013 02:39 |
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I was actually inspired by the D&D Next playtest because they were using straight ability scores for saving throws. I didn't like the specifics as much (I think six defenses is a lot, especially when some are very rarely attacked) but I liked the idea of getting rid of class as a contributor to non-AC-like defenses. I had previously made a 3.5/Pathfinder saving throw modification where an average of two scores, rounded up, provided the save bonus (e.g. 13 Int and 18 Dex = 15.5 = +3 to Reflex) but the normal class/level bonuses were still part of the formula. Eternity uses a 100 point scale for most things, so it was easy enough to just make the attributes contribute to defenses without averaging them or bringing class into the mix.
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# ? Dec 17, 2013 02:56 |
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Strength affecting number of inventory slots is a really stupid idea, holy poo poo. Every other attribute is purely combat-related except for this one thing that you're going to have to pump if you want to carry any important items (especially if weapon swapping is as important as it's been implied to be).
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# ? Dec 17, 2013 03:00 |
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So can you still build a social 'speech' character, like I always like doing in Fallout or whatever, or does it not really have a 'diplomat' build?
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# ? Dec 17, 2013 03:02 |
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AXE COP posted:Strength affecting number of inventory slots is a really stupid idea, holy poo poo. Every other attribute is purely combat-related except for this one thing that you're going to have to pump if you want to carry any important items (especially if weapon swapping is as important as it's been implied to be).
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# ? Dec 17, 2013 03:05 |
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Okay yeah, maybe that was an overreaction, but it still seems unnecessary and inconsistent with every other attribute purely being combat-related.
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# ? Dec 17, 2013 03:14 |
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Fintilgin posted:So can you still build a social 'speech' character, like I always like doing in Fallout or whatever, or does it not really have a 'diplomat' build? I think the advantage of spreading the speech options over the attributes is that every character is a 'diplomat' build, it's just what kind of diplomat do you want to be.
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# ? Dec 17, 2013 03:15 |
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# ? Apr 18, 2024 12:32 |
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AXE COP posted:Okay yeah, maybe that was an overreaction, but it still seems unnecessary and inconsistent with every other attribute purely being combat-related. Because of the insert-only stash, I think inventory size is purely combat related. Any non-combat related items get chucked in the stash, so strength effectively limits the amount of "specialist" kit and the number of consumables that you can lug around with you.
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# ? Dec 17, 2013 03:22 |