How do they make it highly relevant while still keeping it totally optional?? I didn't play NWN2
I don't want to be forced to do Stronghold stuff
One thing I would've enjoyed, unrelated to the Stronghold, is a bigger gameplay impact from companion interactions.
I haven't finished all of their quests so maybe it does happen, but something like in P:T where Dak'kon became stronger through the dialogues or the ability to learn spells at the cost of Hp from Ignus would've been cool.
Or even more interconnected dialogue choices, like the way Fall-From-Grace opened some interactions with Morte.
There is at least one instance where this kind of happens at the end of Edér's quest, but it was pretty minor.
Downloading a 579.1 MBs Pillars update. Anybody know what it is about?
The stronghold is a silly idea and never really works unless there are unblockable quests that keep it fresh as you progress through the game.
This different from Friday's hotfix for the lockpicking?
I got a new ~500mb one in the last 18h.This different from Friday's hotfix for the lockpicking?
Yeah, a soul powered one. Would give you something to do with all those gold plated weirdos.Strongholds suck. Should've been a car.
I like having a home base, but they actually need to feel like home. Having a big drafty, largely cosmetic castle in a corner of the overworld isn't interesting to me.
If you had a set of rooms over a shop in Defiance Bay, I'd like it more.
I got a new ~500mb one in the last 18h.
I mean, they could have totally given you a Silent King type of option in Defience Bay where you drive out the competition by flooding the market with under-priced arms and armor and assume your rightful place as the merchant-king.They should just let me open my very own Xaurip spears shop.
Well, I got it twice then.Pretty sure its the same one.
This game would be so much better if it was turn based. This real-time with pause stuff is silly.
I agree, I don't mind the odd bit of unique items but the amount of loot in most RPGs is too much for my liking. The thing about the ME2 and 3 loot is that you could play the game with only using weapons and armour you had from the start didn't need to constantly be getting better stuff to keep up with the enemies you faced. ME1 on the other hand had you upgrading armour and weapons so much it detracted from my enjoyment of the game.
This game would be so much better if it was turn based. This real-time with pause stuff is silly.
Yeah, the Stronghold is one of the weaker aspects of the game. However, I personally also wasn't particularly fond of the strongholds in either BG2 or NWN2.
If you want to do that concept right you have to look at Suikoden
Let's not point to the Mass Effect series as an example of how to deal with loot. After ME1, the series dealt with its loot system issues by removing "loot" entirely. Which, frankly, I never understood all the complaints about the first games inventory - it's an RPG, what do you expect? That's one of the things I really enjoy about RPGs, finding new badass loot to equip my characters with throughout the game.
I would hate it if Pillars was streamlined to the point where there was all of 5 different weapons and 2 armor pieces you could find for your character at set points throughout the game. That's an incredibly boring and misguided way to deal with inventory issues, in my opinion.
Is it kinda ridiculous that we can pick up 5000 xaurip spears in one dungeon and then sell them all in town and get filthy rich? Maybe. But it's really not difficult to differentiate between trash loot and useful loot in this game. And Pillars really doesn't have an overwhelming amount of loot anyways, compared to most RPGs.
This game would be so much better if it was turn based. This real-time with pause stuff is silly.
Huh, I'll have to try this. Maybe I only hovered over the line instead of clicking.It does!
Click the line the spell appears upon and it will dropdown the individual rolls. You can mouse over each of these to see what happened.
This goes along with my wish for a drive-through window on the Gilded Vale inn, or the ability to travel directly from the map as long as you're not in a hostile town and you've already explored the exit. =PThe loading screens issue for the resting spot is a big one for me.
I've decided to simply go back to the Salty Mast even when I was already in the Stronghold because it was the same amount of loading screens and the bonuses I could get out of it were just far better. In general the rest bonuses for Brighthollow are pretty unimpressive, just +1 on a single stat isn't worth the trouble.
I don't know why they didn't just put the resting spot in a section of the main hall.
I expect an inventory system that isnt shit. If a bunch of other RPGs have shit inventories that doesnt make this one not shit.
It wouldn't be better, it would be a totally different game. I'm glad it kept the same style/mechanics as it's predecessors, because that was sort of the whole point.
Regarding the stronghold: I kind of agree with the general "meh" feeling. Fun idea, mediocre implementation. The only noteworthy thing I got out of it was the giant chunks of XP the first four bounties get you if you do them around level 6/7.
Your well argumented reasoning has clearly showed the error of everyone's way with your great amount of proof supporting your claim.It would be better, because RTwP is a really bad mechanic. It's not like you can actually play through combat in real time with a party of six. So you basically have to create your own awkward turn-based combat.
Let's not point to the Mass Effect series as an example of how to deal with loot. After ME1, the series dealt with its loot system issues by removing "loot" entirely. Which, frankly, I never understood all the complaints about the first games inventory - it's an RPG, what do you expect? That's one of the things I really enjoy about RPGs, finding new badass loot to equip my characters with throughout the game.
I would hate it if Pillars was streamlined to the point where there was all of 5 different weapons and 2 armor pieces you could find for your character at set points throughout the game. That's an incredibly boring and misguided way to deal with inventory issues, in my opinion.
Is it kinda ridiculous that we can pick up 5000 xaurip spears in one dungeon and then sell them all in town and get filthy rich? Maybe. But it's really not difficult to differentiate between trash loot and useful loot in this game. And Pillars really doesn't have an overwhelming amount of loot anyways, compared to most RPGs.
It would be better, because RTwP is a really bad mechanic. It's not like you can actually play through combat in real time with a party of six. So you basically have to create your own awkward turn-based combat.
It would be better, because RTwP is a really bad mechanic. It's not like you can actually play through combat in real time with a party of six. So you basically have to create your own awkward turn-based combat.
Your well argumented reasoning has clearly showed the error of everyone's way with your great amount of proof supporting your claim.
People aren't actually enjoying the combat even if they think they are, truly.
In what sort of game would I want to manage 6 people in real time?
Of what?You will play Torment soon and have your proof.
You will play Torment soon and have your proof.
Josh Sawyer, the lead on the game, agrees with you. I wouldn't be surprised if future Obsidian Kickstarter projects go turn-based.This game would be so much better if it was turn based. This real-time with pause stuff is silly.
ME1 inventory was shit because it fit seven items in merchant screen, five items in equipment screen, usually having many duplicates of the same item.Which, frankly, I never understood all the complaints about the first games inventory - it's an RPG, what do you expect? That's one of the things I really enjoy about RPGs, finding new badass loot to equip my characters with throughout the game.
Josh Sawyer, the lead on the game, agrees with you. I wouldn't be surprised if future Obsidian Kickstarter projects go turn-based.
It's kind of annoying. Wasteland 2--to pick an example--would've probably been better with RTWP combat. It has lots of repetitive, trashy encounters and not many combat abilities for each character. Pillars combat, on the other hand, with its focus on positioning and relatively large number of active abilities, might have benefited a lot from being turn-based (although don't get me wrong, it's still top-tier as it is).
Josh Sawyer, the lead on the game, agrees with you. I wouldn't be surprised if future Obsidian Kickstarter projects go turn-based.
It's kind of annoying. Wasteland 2--to pick an example--would've probably been better with RTWP combat. It has lots of repetitive, trashy encounters and not many combat abilities for each character. Pillars combat, on the other hand, with its focus on positioning and relatively large number of active abilities, might have benefited a lot from being turn-based (although don't get me wrong, it's still top-tier as it is).
PoE had some good encounter design. Some of the bounties and fights against enemy adventuring parties, for example. Being turn-based would've made that obvious; as it is, they kind of went by too fast, even with slow mode and frequent pausing.PoE might have benefited more from some actual encounter design
I just read this as most RPGs have shit looting/inventory systems and we should keep it that way. I am sure there is some happy medium between Mass Effect 2/Shadowun: Returns remove loot entirely and what most RPGs use.
Did Sawyer agree with that point? Last I saw he defended RTwP on its own merits and said one isn't necessarily superior to the other. Tim Cain was the one I recall who really wanted turn-based, but maybe Sawyer's changed his mind since.
mindx2: You wound me… What do you think with all these other Kickstarters going turn-based do you think Obsidian might be locked into the RTwP style game?
Josh: I hope not. I want to make a turn-based game. I really want to make a turn-based game.