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Disco Infiva posted:How about some sidequests that can be taken only by a priest/paladin of a certain god/order?
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# ¿ May 15, 2014 19:20 |
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# ¿ Mar 28, 2024 10:30 |
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Captain Oblivious posted:Will there be class specific dialogue options?
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# ¿ May 15, 2014 20:03 |
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Sensuki posted:I have a question regarding Scripted Interactions. Is the PC always the character who "interacts" with the world through Scripted Interactions, or does it work for whichever character you have selected ? Also for group actions such as "Climb a cliff", "Swim through an underground tunnel" and "Jump over a Bridge", does the one character's check count as a pass for the whole party, or is each individual character's attribute or skill checked individually?
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# ¿ May 20, 2014 17:29 |
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Sensuki posted:The PE narrative team came onto the project "later than expected" according to Brandon Adler in an Obsidian forum post. Kind of an odd statement considering they've had Chris and Josh for the duration and Eric moved to PE full time during the VS. Might be referring to taking a while to fill their extra writing spot.
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# ¿ May 21, 2014 18:17 |
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Sensuki posted:rope kid, did you end up sorting out the Penetration system that's connected to the Perception attribute? Furism posted:I was thinking about the Dire Blessing and Circle of Profession spells that we saw during last update. Do words uttered by the Priest matter? Or they mean something in some tongue, are they made up because they sound cool, would the Priest say different words depending on his deity? Also, more concretely, how are those recorded? Clever Spambot posted:Have they said anything about enemies in this game having visual windups to powerful attacks (such as the long spellcasting time in infinity engine games) to allow you to get out of the way or interrupt them with short stun attacks? You can move around a target without provoking Disenagagement. Unlike 3E AoEs, it's purely based on distance from the engaging enemy.
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# ¿ May 26, 2014 03:41 |
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Druid/priest spellcasting animations are shared. They have a directional ("throwing" the spell) and reflexive (around themselves) anim. Wizards also have two anims for directional and reflexive, but they always have their grimoire in hand. Ciphers put their hand (or both hands) up near their head and then push toward their target. Chanters lean back and then thrust their heads forward for their invocations (only one anim).
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# ¿ May 26, 2014 03:44 |
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frajaq posted:Will your game have a Dumb Babby mode
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# ¿ May 26, 2014 04:16 |
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Daggers and rapiers are both fast (20 frame) attacking weapons and they have lower Interrupt ratings. However, because they are attacking faster, they cause Interrupt checks more often.
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# ¿ May 26, 2014 04:21 |
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If you dump Dex/Per on any character, you will have a very low Reflex defense as that defense is primarily defined by Dex and Per. Also, no spells auto-hit. Everything requires an Accuracy vs. defense roll and Dex is always part of Accuracy.
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# ¿ May 26, 2014 20:01 |
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It is more important for us that characters find any build useful/viable in different ways than it is for characters to be severely punished for dumping. E.g., if a high Perception build is a viable/cool build for priests who emphasize offensive spells, that is more important to us than whether or not a low Perception priest has a really harsh sting.
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# ¿ May 27, 2014 05:42 |
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Sensuki posted:Hopefully Priests have an equivalent of Magic Stone, Spiritual Hammer etc
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# ¿ May 27, 2014 19:37 |
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Inspector Gesicht posted:I'm guessing since Eternity uses(What looks to be)Defence Threshold from New Vegas, we probably won't be running into Golems that are only vulnerable to +3 weapons.
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# ¿ May 27, 2014 19:39 |
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Plate is least resistant to Shock damage, but if you're going to use melee weapons, estocs, stilettos, and maces all have DT negation and are usually your best bet on occasions where the target's DT is uniform against the physical damage types (Slash/Crush/Pierce). In both models (original and current), two-handed weapons are best when DT is really high. If DT is really high and the DT has no physical vulnerabilities (like plate armor), estocs are the most efficient.
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# ¿ May 28, 2014 16:06 |
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prometheus12345 posted:What damage type is a dagger, pierce or slash?
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# ¿ May 28, 2014 16:08 |
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Sensuki posted:I wonder if a Mace is still better than a Sword vs Plate if you're going Sword and Board. E: In case anyone was wondering, maces are extremely good against anyone in mail. Crush is mail's worst damage type and maces negate DT on top of that. With a mace against standard mail the target has close to 0 DT. rope kid fucked around with this message at 16:23 on May 28, 2014 |
# ¿ May 28, 2014 16:14 |
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SurrealityCheck posted:How do polearms function? Like axes/stabbing weapons with longer reach?
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# ¿ May 28, 2014 17:40 |
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prometheus12345 posted:I think First Fires is the government district and it could be called first fires because there the revolution began.
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# ¿ Jun 3, 2014 03:52 |
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GetWellGamers posted:Ropekid, now that you're back from vacation can we get an answer on the "Closed doors" thing at E3? Will it be a "Press only" closed doors, or more like "Small groups taken from those waiting in line" closed doors?
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# ¿ Jun 5, 2014 23:12 |
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There will be an update tomorrow morning.
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# ¿ Jun 10, 2014 21:33 |
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Sod roofs are cool. https://www.youtube.com/watch?v=VQaVbbJUM9A
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# ¿ Jun 11, 2014 19:00 |
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Mymla posted:The armor in this game looks pretty great so far. Will we actually be able to see it up close ingame, though?
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# ¿ Jun 11, 2014 21:36 |
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No zoom on the paper doll. The texture resolutions are not super high.
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# ¿ Jun 11, 2014 23:01 |
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They're usually multi-stage interactions. And yeah we ran it on a Win 8 tablet a long while ago but haven't tried anything like that since. The default UI/button mappings are all one button-friendly but can be remapped in options.
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# ¿ Jun 23, 2014 03:39 |
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Wolfsheim posted:I like the differentiation between knight and peasant weapon proficiency on fighters. Gonna stab some rear end in a top hat nobles to death with a long, sharpened stick
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# ¿ Jun 26, 2014 15:55 |
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Sensuki posted:What distinguishes axes and quarterstaves from the others mechanically (other than damage type)? On the wiki Hatchets, Battle axes and Quarterstaves are 3 of 5 weapons that we don't know the "feature" of yet (others are Greatsword and Rapier).
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# ¿ Jun 26, 2014 23:55 |
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Sea Otter posted:How far are the players allowed to upgrade weapons through the crafting system? Can the players keep something like Applebane upgrade till the end or the upgradable range won't be that dynamic? If the answer is "yes" for the former, then, what would be the cost (penalty) for such dynamic upgrading?
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# ¿ Jun 26, 2014 23:57 |
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prometheus12345 posted:Does the the deflection bonus of a hatchet stack with shields or a second hatchet?
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# ¿ Jun 27, 2014 14:49 |
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a slim pixie posted:Some of the information in the manual was inaccurate as it pertained to Baldur's Gate. For a couple of examples, wisdom doesn't affect magic defense, nor does intelligence cap the maximum spell level you can learn.
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# ¿ Jun 29, 2014 07:11 |
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I made sure they were all implemented in IWD and IWD2. I don't think speed factor ever mattered, no.
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# ¿ Jun 29, 2014 07:32 |
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Sensuki posted:You definitely seem slower to attack with a Two Handed Sword or a Halberd even given the same proficiency and number of attacks, but that may be placebo.
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# ¿ Jun 29, 2014 15:53 |
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While Pool of Radiance didn't have a plot that focused on the importance of the protagonist/party, I think it did a very good job of creating a large conspiracy/mystery with political intrigue. The developers also did a good job of tying lots of elements together between areas so Phlan and its surroundings felt like a cohesive setting.
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# ¿ Jun 30, 2014 14:43 |
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Pickpocketing isn't a skill, but is something that rarely comes up in dialogues via Dexterity checks. It just didn't have enough uses/compelling gameplay in the IE games to warrant an entire skill. Mechanics does encompass both picking locks and handling/disarming traps.
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# ¿ Jul 2, 2014 05:42 |
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You can switch between weapon sets in combat, but weapons have to be in sets when combat starts. You can't move items around while in a combat state.
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# ¿ Jul 7, 2014 22:37 |
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Mac Con posted:So my dream of playing a mage hunting monk who unloads a brace of pistols then proceeds to beat the poo poo out of them bare handed can be realized?
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# ¿ Jul 8, 2014 00:58 |
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verybad posted:Maybe I understood ropekid wrong, but I thought he meant that you can only ever have one ranged weapon in your set of weapons. SoggyBobcat posted:e: can you have more than two weapon sets?
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# ¿ Jul 8, 2014 05:23 |
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Yes, and xaurips are xvart/kobold/goblin folk.
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# ¿ Jul 9, 2014 20:58 |
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evilmiera posted:It sounds more like "The Hand Occult" Bit hard to make out though with how fast he speaks.
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# ¿ Jul 21, 2014 15:37 |
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Many of the decisions on PoE are driven by nostalgia, including but not limited to the game being class-based, having six attributes, a six character party, and RTwP combat.Scorchy posted:Hope Matt Rorie sits in on this.
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# ¿ Jul 22, 2014 18:47 |
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Airfoil posted:I believe Giantbomb and Gamespot are literally in the same office.
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# ¿ Jul 22, 2014 18:48 |
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# ¿ Mar 28, 2024 10:30 |
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I think 4-5 characters is much more manageable for RTwP. If we're just speaking about "Hey what kind of game would you make?" I'd develop something turn-based. E: Even if it were some sort of Darklands spiritual successor, I'd still go with turn-based.
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# ¿ Jul 22, 2014 23:24 |