is there anything of pillar of eternity classes yet? i like to make up my mind long in advance so on release day I just put the character together and play, like I spent my last hours of ESO beta looking at the classes and decided, if I get it, to play a templar.
is there anything of pillar of eternity classes yet? i like to make up my mind long in advance so on release day I just put the character together and play, like I spent my last hours of ESO beta looking at the classes and decided, if I get it, to play a templar.
I think this is probably going to be your best bet for class information. It gets updated regularly as more information appears about the game.
is there anything of pillar of eternity classes yet? i like to make up my mind long in advance so on release day I just put the character together and play, like I spent my last hours of ESO beta looking at the classes and decided, if I get it, to play a templar.
I think this is probably going to be your best bet for class information. It gets updated regularly as more information appears about the game.
thx. i guess it is a little early to be expecting detailed information, but I like what I am getting from the description for the cipher, paladin, ranger, and rogue. i will likely be staring at abilities for hours whenever they finally have detailed information though. i do not like spending too much time making a character when I finally have the game so I do it before:)
There will be an arc for each of the companions, but each arc has multiple potential endpoints, in just the same way that the plot has multiple endings. Which endpoint the arc ends up at will be, in one way or another, determined by what the player does - whether it's something they say or an action they take or some other choice they make.
Yay;)
"The goal is that in the process of helping the companions resolve their conflicts, we give the player something to think about for what that might mean in the context of his or her own character, and in the long run, that gives the themes personal meaning when it comes time to resolve them for the player character."
Great.
"Getting to know companions that run the gamut of races, classes, and cultures will help the setting come alive and hopefully become a place players will find themselves wanting to stay awhile. Each companion, in a sense, becomes an ambassador for his or her race, culture, and class.
And we only have so many companions. So they can't all be snarky elves (or can they?) - they need different characterizations, different voices, different struggles. As a designer, you never know what's going to strike a nerve with a given player. Rarely for our games is there a universal favorite companion - almost always there seems to be an even distribution for how many players like each character. In some ways that's maddening, because how do you adjust for that, but it's also one of the best things about writing companions - as long as you write a character that is authentic in its humanity, somewhere, somebody is going to identify with it, and that will be the character they enjoyed spending time with the most. By varying widely the particulars of each companion's persona and struggles, the hope is that while not everybody will necessarily love every companion, most will find at least one that means something to them."
Nice to see them take a bit of a different approach to the undead.
Reminds me of Being Human. (the SyFy rendition, not UK)
Sally gets brought back to life, and pretty much goes into the same zombification as detailed in Pillars of Eternity. She has to eat live flesh to stop decomposing, and it's really really hard to resist.
Still, it's not such a bad similarity. It's a good concept, and I do like that they list the different stages of decomposing, and that they tie it in to skeletons.
This thread is now my default page, and I will sacrifice a few demivirgins to @Shandyr for tipping me off to it. Never even read the OT forum until a certain thread got moved there.
On topic, I do like the idea of not having romances, because romances tend to make me play whipped charnames. I can't really respond the way I want to because I want my charname to get their virtual boobies at any cost.
I mean, you wish you could make Aerie like you for making her stop whining.
Out of interest, has there been any mention of module creation tools or moddability for Pillars of Eternity? It's looking very promising indeed, but I do love tinkering with editor programs.
I've played BG2 since day one and never completed a romance. I've heard you can have a kid or whatever. But whatever, I must be doing it wrong and if I'm doing it wrong, I don't want to be right because I enjoy the game as is.
I actually loved the romance with Jaheira. I didn't know beans about it, but it worked for me (only played BG2 once). Anyway, I can easily do without it, though.
I've probably cast too many spells through my gaming career to be amazed by a description of what one can do, so I didn't drop my jaw reading about the wizard spells (though I wasn't disappointed either). But I do like the concept of low level spells becoming more and more trivial to cast the higher level the wizard is; once per rest, and then once per encounter, and then whenever the hell you want. Maybe a bit of a shame that it implies a combat toggle though, but I am not sure if that is news.
I also think lorewise they struck a nice balance between mystery and logic. I mean, if magic is as explainable as chemistry it's no longer magic, but if it's not based on logic then why do wizards need intelligence? They conjured up some fine paragraphs about the mechanics while still leaving the exact specifics a mystery.
And lastly I happened to envision a high level wizard as a walking library.
Druids having to pick a shapeshift form at character creation doesn't appeal at all to me. I get that you'll get more forms over time but it just seems too restrictive to me.
I'm seeing mentions of attack rolls and saving throws. What are your impressions; is the game going to be as RNG heavy as BG? I'm not at all sentimental about the binary results that system brings.
I bought the idea of a code wheel, because it seemed plausible.
The old SSI Gold Box Pool of Radiance game shipped with one, and it was the coolest thing. It wasn't just in-game security checks that made it useful, but you could decode maps and journal entries with the wheel when you came across it while playing the game.
To me, this sounds (pun intended) very nice! 4 minutes of pleasure to my ears;) It somehow sounds indeed IWD-ish.
From the Devs: "Music will always loop, but it will be longer in areas where the player spends a lot of time (like quest hubs) and shorter in areas where the player doesn’t (like some dungeons)".
What'll be interesting with this one is, when they add the dynamic water effects to it. I wonder if they'll make the waves lap the beach like a real ocean front. Or better yet, make the tides rise and fall relative to a lunar timescale.
What'll be interesting with this one is, when they add the dynamic water effects to it. I wonder if they'll make the waves lap the beach like a real ocean front. Or better yet, make the tides rise and fall relative to a lunar timescale.
Yeah. YEAH!
And as the water pulls back during low tide, you can explore those large boulders and the sand around them. It's there you might come across a drawing on one side of a boulder that has a drawn map leading to some place you haven't found yet!
Or a passage that winds its way down that you can enter and adventure within, but only for as long as low tide is around because when high tide returns, the passage gets flooded with water again!
Dat ocean! I'd love it if the engine allowed for actual swimming, diving, and sailing. Giving that there's a semi-aquatic player race with sailor culture and all that. But sadly, I doubt such great things will be implemented in the end product...
@Kamigoroshi That would be really, really nice. Most probably it is not going to happen, which is quite sad. However, if the game will be mod friendly, we can expect horrendous amount of new stuff. I'm sure of it. With every screenshot I'm getting more inpatient. Damn, it looks so good.
Comments
http://pillarsofeternity.gamepedia.com/Class
There will be an arc for each of the companions, but each arc has multiple potential endpoints, in just the same way that the plot has multiple endings. Which endpoint the arc ends up at will be, in one way or another, determined by what the player does - whether it's something they say or an action they take or some other choice they make.
Yay;)
"The goal is that in the process of helping the companions resolve their conflicts, we give the player something to think about for what that might mean in the context of his or her own character, and in the long run, that gives the themes personal meaning when it comes time to resolve them for the player character."
Great.
"Getting to know companions that run the gamut of races, classes, and cultures will help the setting come alive and hopefully become a place players will find themselves wanting to stay awhile. Each companion, in a sense, becomes an ambassador for his or her race, culture, and class.
And we only have so many companions. So they can't all be snarky elves (or can they?) - they need different characterizations, different voices, different struggles. As a designer, you never know what's going to strike a nerve with a given player. Rarely for our games is there a universal favorite companion - almost always there seems to be an even distribution for how many players like each character. In some ways that's maddening, because how do you adjust for that, but it's also one of the best things about writing companions - as long as you write a character that is authentic in its humanity, somewhere, somebody is going to identify with it, and that will be the character they enjoyed spending time with the most. By varying widely the particulars of each companion's persona and struggles, the hope is that while not everybody will necessarily love every companion, most will find at least one that means something to them."
Sounds good.
https://eternity.obsidian.net/news/update-73-narrative-design-a-day-in-the-life-companion-goals-and-the-undead-
(there's some information about undead in the game too)
Still, it's not such a bad similarity. It's a good concept, and I do like that they list the different stages of decomposing, and that they tie it in to skeletons.
So thanks for that, that was wise my friend!
Project Eternity is number one RPG i´m looking forward too.
On topic, I do like the idea of not having romances, because romances tend to make me play whipped charnames. I can't really respond the way I want to because I want my charname to get their virtual boobies at any cost.
I mean, you wish you could make Aerie like you for making her stop whining.
I've probably cast too many spells through my gaming career to be amazed by a description of what one can do, so I didn't drop my jaw reading about the wizard spells (though I wasn't disappointed either). But I do like the concept of low level spells becoming more and more trivial to cast the higher level the wizard is; once per rest, and then once per encounter, and then whenever the hell you want. Maybe a bit of a shame that it implies a combat toggle though, but I am not sure if that is news.
I also think lorewise they struck a nice balance between mystery and logic. I mean, if magic is as explainable as chemistry it's no longer magic, but if it's not based on logic then why do wizards need intelligence? They conjured up some fine paragraphs about the mechanics while still leaving the exact specifics a mystery.
And lastly I happened to envision a high level wizard as a walking library.
The old SSI Gold Box Pool of Radiance game shipped with one, and it was the coolest thing. It wasn't just in-game security checks that made it useful, but you could decode maps and journal entries with the wheel when you came across it while playing the game.
Be sure to drink your Ovaltine!
http://m.youtube.com/watch?v=NFYv7JhV5Lc
To me, this sounds (pun intended) very nice! 4 minutes of pleasure to my ears;) It somehow sounds indeed IWD-ish.
From the Devs: "Music will always loop, but it will be longer in areas where the player spends a lot of time (like quest hubs) and shorter in areas where the player doesn’t (like some dungeons)".
https://eternity.obsidian.net/news/update-76-music-in-pillars-of-eternity-
REVEALED - Some plate armor designs:
Cloth pieces for armor sets can even be tinted as in BG and IWD:
Take a deep breath... Look at these areas!
The second area looks so BG-like;)
Delicious! The more I look at these armors and locations the more I want to play this game.
That one made me think of the "dam breaking" map in IWD2. Anyone who disagrees needs to see their shrink!!!1
Also it's sexy.
What'll be interesting with this one is, when they add the dynamic water effects to it.
I wonder if they'll make the waves lap the beach like a real ocean front.
Or better yet, make the tides rise and fall relative to a lunar timescale.
And as the water pulls back during low tide, you can explore those large boulders and the sand around them. It's there you might come across a drawing on one side of a boulder that has a drawn map leading to some place you haven't found yet!
Or a passage that winds its way down that you can enter and adventure within, but only for as long as low tide is around because when high tide returns, the passage gets flooded with water again!
OMG!
Can't wait!