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Showing content with the highest reputation on 11/24/19 in all areas
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Yeah, the lack of the normal BBCode mode makes editing BBCode in any real manner a terrifying nightmare from which we will never awaken. ...But hey, at least images you copy+paste automatically get embedded tags. That was worth the trade, .2 points
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Good question. I would have to contemplate about that. But when it comes to Pillars games I think PoE does it better than Deadfire. In PoE you have the clear distinction between Act I, II and III. Defiance Bay is too big of a quest hub for my taste. But stuff like Gilded Vale, Raedric's Castle, Dyrford Village etc. are pretty nice in that regard. Twin Elms is doing too much as well (alsthough not as stuffed as Defiance Bay of course) and it also feels as if it was done in a hurry. But Defiance Bay is nicer (for me personally) than Neketaka. But it seems that a lot of players like those huge cities/quest hubs.2 points
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Dark Souls II: Scholar of the First Sin My journey started with a falchion... And with the same falchion it ended.2 points
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"I should warn you. I have a tiny blasterproof shield the exact size of a blaster bolt, somewhere on my body. And if you hit it, I'll be unharmed and your plan will be foiled. You'll be the laughing stock of me." I dunno, I still think something is off but I can't really explain why. It has the potential to be great which, I think, is why it bothers me so much.2 points
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Screw you guys, I like Mandalorian. It's like watching an old school western where men talk little and shoot a lot.2 points
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If you explore and do the side quests companion quests and group standing quests its defo not short. Im on over 40 hours and im still not done.2 points
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That's pretty much it. Beat the game not long ago, expected much more. Still a great game but I can't help feeling dissatisfied and disappointed. I imagine there will be more to come of course. But that didn't feel like a full game.1 point
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https://jesawyer.tumblr.com/post/189270621926/its-become-a-bit-of-a-meme-lately-that-obsidian I can understand where feeling comes from, and I think a lot of it has to do with the relative ages of people in leadership positions. Depending on the specific game we’re talking about, it’s a type of game that some of us have already iterated on 2, 3, or 4 times. And when it comes to things like dialogue structure and quest design, there’s even more structural commonality between our projects, regardless of the underlying genre or camera perspective. I’ve been a game developer for 20 years now. Regardless of my intelligence or creativity compared to a junior designer, I have seen enough quests move from idea to document to alpha implementation to beta to launch to have a pretty good sense about how certain approaches are going to go. There are some quest concepts or details that are - and I stress that I do not mean this pejoratively - naïve. The quest designer does not, and could not, understand the technical implications of what they are trying to do. When it comes to quest design (especially) a little bit of knowledge can be a very dangerous thing, because as with learning any discipline, it’s hard to comprehend how much you don’t know once you get the basics down. One of my favorite bicycle frame builders is Richard Sachs. He’s been essentially building the same type of brazed steel frames for over 45 years. I have one of his 1978 frames and it looks very similar to the frames he builds now. He’s one of the higher-profile living frame builders and he’s vocal about his opinions. In an interview, he recounted interacting with a talented young frame builder who had been working for a few years, built several dozen frames, and concluded he had pretty much learned everything there was to it. Sachs’ reaction was, “You don’t even know how to make the right kind of mistakes,” This is one thing for a craft like frame building, where it’s often (today) one person working alone as a hobbyist. It’s another thing in a big team environment like game development where 30-100 people are trying to work together on a big, interconnected project. More experienced leads tend to be more conservative and critical about design, not necessarily because of some ideological stance, but because we have seen things go very wrong and we want to prevent the kind of collateral damage we have seen play out in the past. Players remember quests like Beyond the Beef, and rightly so, because it’s a very fun quest with a lot of interesting ways to approach and resolve it. What players don’t remember, because they weren’t there, is how long Beyond the Beef took to complete, and the impact it had on the designers’ schedule and the project as a whole. And players don’t remember the cut content, some of it the product of months of a designer’s time, because it was hopelessly broken or inherently not fun to play through. When I write this, it’s not to put blame at on the quest designers. It’s my responsibility to review their work and to approve or disapprove it. On a game like F:NV, which was almost half-my-career-ago, I very often said, “I don’t think you should do that,” or “I wouldn’t do that,” with an explanation of why and some suggestions for alternative approaches. These days, I am more likely to say, “Don’t do that,” because I have seen 10 out of 12 soft warnings go ignored and yield some really tremendous headaches and heartaches. In contrast, when I see young teams (and by this I mean inexperienced developers with inexperienced leads) working, I am often pleasantly reminded of what naïveté can produce - as long as you have the time and money to burn through your mistakes. I talk with and visit a lot of teams at other companies, and there are some high profile developers I’ve visited where their design process is less of a process and more of an ad hoc “fling **** at the wall” experiment that goes on for 3-5 years. Sometimes the cost of this is just time, which is money. Sometimes the cost is polish. Sometimes the cost is burning out half a generation of young developers. Sometimes it’s all of these things. If you’ve never been at the helm when your project goes so over-budget that the company is in serious peril, this might not seem like a big deal. If you’ve never been in charge when the game comes out and gets slammed for being sloppy, buggy, and messy - when a reviewer straight-up says the team that worked massive overtime to get the game out “phoned it in” - this might not seem like a big deal. And if you haven’t watched the people on your team, people for whom you were responsible, get burned-out or laid off because of crunch, or stress, or a project cancelation, it also might not seem like a big deal. But if you have been in that position, it’s hard to see the consequences of inaction and not try to mitigate them, consciously or unconsciously, by pushing for more tried-and-true approaches to design. I’m not saying it’s an objectively good thing, but it is, I think, a natural reaction for leaders who see things go wrong over and over. Personally, I do hope we take more chances at Obsidian in the future, whether it’s on big projects or small ones. Some of this will involve putting less experienced people in leadership roles. Limiting the project scope itself also helps. Small projects and DLCs are easier to experiment with in good conscience because the impact on the company will probably be low if it fails. But when it comes to our big projects, our more experienced leads will have to be more open-minded about letting certain things wander a little bit. There are additional layers of experience and perspective that I will (hopefully) gain if I remain in the industry another 5, 10, 15 years. Hopefully that will allow me and other people working in leadership positions at the company to let people take more risks in good conscience. I want to help people make the right kinds of mistakes.1 point
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I liked it. The main campaign was linear, side missions were random, but somehow it worked. The combat provided enough tactical depth, character and 'Mech builds were diverse, animations were skippable, GUI was easy-to-read. Also there are a rogue-like mode and PvP. I have not played them, so can't say anything else.1 point
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Not meaningless, as you won the battle and can move forward. I do get what you mean though. I just don't feel this is a design, which fits the strcture of the game. P:K has time passing buy, which means resting from skill drain isn't without consequence - which is potentially good, though I didn't venture deep into the game to know if it's done well. From what I have seen it was already a problem (played opening chapter only, till gaining your own land) as I would spend time traveling into the area only to discover that I didn't have required items or it was too high for my level: which meant reloading. So far I did find P:K tedious and not respectful to my time. I am glad to read that there was a spell to protect myself from draining. Sounds like very IE mechanic, in a bad way. It's a pain in the ass, until you cast this one particular spell, which makes it a none issue. That is not a good, interesting or indepth design to me. Fighting vampires in IE doesn't have depth or consequences. You just need one spell to make their ability not take an effect. Fighting mindcontrolling vampires in PoE2 on the other hand, did provide tactical challenge which can be counter in multiple different ways, and doesn't require foreknowledge. I love my roguelites and roguelikes (ADOM2 in production!), but I don't believe that IE structure supports that type of "consequence". Spend too many spells in a battle? Go to sleep without a consequence. Get your levels drained? Cast restoration. Don't have it memorized? Go to sleep and cast it. Can't memorize it? Use scroll. Don't have a scroll? Treck back to the temple and get healed. None of those are consequences to me - just annoyances, which either will make me waste gaming time, or reload. PoE to me cut the unnecessary fat, appropriate to the game's overall structure. Darkest Dungeon or XCOMs? Sure, characters getting handicapped or killed fits the game. PoEs? Not very much.1 point
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Yeah, we seem to come from different schools of RPG Enjoyment, don't we. For me, going back to the initial state after the fight is a huge pro. Veni, vidi, vici, ite domum, that's my motto. Lingering annoyances only mean I will have to make time for something I don't want to do in the middle of my game session and that means "There goes muh immersion". Clearing vampirey debuff (aka hauling your ass to a temple through locations and loading screens if you didn't fork over for scrolls and then forced rest because this one scroll is very tiring to cast? ¯\_(ツ)_/¯ ) is as scary as, say, the cat barfing on the bed while I play. Not anything serious, still I have to drop the game for a couple of minutes of something vaguely unpleasant. There's this other thing -- as most things in Baldur's Gate, vampires have something that trivializes them. Give the mace of disruption to Beefcake A, amulet of level drain immunity to Beefcake B, plug the corridor with them, summon a skellie or two between them and your ranged line if you want to be better safe than sorry, park a Sanctuaried cleric nearby to spook them if your rangeds shoot fast -- voila, you just defanged those suckers. Now those Deadire's toothy schmucks on the reef and in the cave, they don't have a "Lolcurbstomp or trip to a cleric" situation. They're nasty and wiped the floor with me more than once. So I was rather happy when I finally did them in and was psyched to push on, but had I trek all the way back to the boat, sail across half the world to cough up some hard earned cash to some priest -- that would absolutely have killed the momentum for me.1 point
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(Not the best example and I may have posted similar before, but it's where I was in the game) What the game let's you see while actually playing (sometimes you can't even see the bird-head): What you can see while using Ansel: ...it's just no contest. Is it any wonder I keep going back to the game occasionally. Every single time, even for an hour, you can see things and get screenshots you've never seen/gotten before. No game since has felt as "fun" at all in this regard and thus they all ultimately feel dull and boring ... what am I to do. It's totally ruined me.1 point
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For me, stuff like prebuffing, required resting, and that using camping supplies... does it all add immensely to the gameplay? Hmm, not really. But I like that it adds a sort of link between the "here's the exploration part of the game" and "here's the combat side of the game". I like the feeling of overlap, the feeling of atrition for your party (however easy it may be to handle) and I like that it creates a... not a simulation type of gameplay, but *something* like that. I was never fond of prebuffing but... I like how it feels. I like the feeling of actually being able to prepare my party before I head into a dangerous area. Because it makes sense to be able to do that. It annoys me to no end that I can't cast certain spells outside of combat in Pillars. It *feels* so wrong. Balance be damned. In a game like Tyranny, and to a lesser extent Deadfire, the focus on per-encounter abilities and the fact that everything takes place inside the actual encounter makes the whole thing feel "gamey" to me. And yes, I'm very well aware that we are playing a game and blablabla but it doesn't do much for MAH IMMERSION. To me it completely reduces the feel of the game down to "exploration/combat/exploration/combat" with not much that "glues" them together. Especially with how you get everything back that very second you complete an encounter. For me it really takes away from the feeling of, yes, my character actually inhabits this world. And I have to say that, as far as I'm concerned, that's an overlooked aspect of a lot of games. I get that designing games with a per-encounter base is waaaaaaaay easier to balance of course. But I like my gameworlds to be a little wild and crazy, with the possibility of wrecking an encounter because I did good in terms of preserving my per-rest resources, or getting stomped because I headed into an encounter with a completely drained party. Probably better ways to handle it than prebuffing of course.1 point
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The Mandalorian. It's like Firefly, if Firefly didn't have the clever writing or likeable characters. So far it's keeping me interested solely because of the cutest gremlin of all time.1 point
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so is there going to be an increase to the font size in the menus? because that's still completely impossible to read, and it has made me actually quit playing the game because i literally can't read anything. all the text change did was change the subtitles...which are already voiced.1 point
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Because men are stronger they can wear full plate and women can only carry chainmail bikini, duh.1 point
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With Mars methane mystery unsolved, Curiosity serves Scientists a new one: Oxygen1 point
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