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Showing content with the highest reputation since 01/27/2012 in Blog Comments

  1. Great article! I wanted to comment about the first point, combat. While I agree with you, I think it's also important to not make the companions too great. In BG2, for example, some of the companions were built with some downright weird stats allocation - Anomen, a cleric, had 13 wisdom, many fighters had less than 18 strength and many were uselessly multiclassed. This just made them more interesting and usually really drove the character point home. This worked because in party-based RPGs, as long as the companion has a role he can feel serviceably, he is useful enough. He does after all hav
    25 points
  2. I said again and gona say it again. Stronghold event history tap should show recent event first. Its very hard to track what happened and when.
    23 points
  3. Just so everyone knows, I am going to start a special beta branch in Steam tomorrow so people can start playing the beta build if they would like. I will post more info about it tomorrow, then link it to this post. EDIT: You can find info about the patch beta here.
    17 points
  4. Very disappointing. I was expecting microtransactions and lootboxes/crates. It's the only way for me to know that you are working on a truly top tier game.
    14 points
  5. These should be fixed, but they didn't get into the patch notes. Reason being is that patch notes are typically generated based on check-ins into our source control between specific dates and those fixes were technically checked in while the build was on lockdown. It was mainly just an oversight on my part. That said, I want to remind everyone that we are a small team working on many things (including the expansion and new features). Since the release of the game with have fixed around 1000 bugs with the help of the community. There are still bugs in the game, obviously, but just because y
    14 points
  6. Thank you for all the work you guys have put into this. This is a very long list. Hope it make through the QA test phase.
    12 points
  7. I blame Mikey for the lack of micro-transactions and loot boxes. How am I going to satisfying my gambling problem now?
    10 points
  8. Seriously - that's way too much. Nobody complained that ciphers are too strong or something like that. I mean nobody whom we should take serious. brindle88 with his "Amplified Wave is god mode lol" is gone - so we can all agree that this WAS a balanced class. If you listen to brindle88 you also have to nerf rogues. Lets nerf Sneak Attack so that is does -50% damage instead of +50% and you have to cause an affliction in order to avoid that... Sounds stupid? Well so does 10 focus * cipher power level... And I'm not even a big cipher fan and normally don't rant - but this time I could make an
    10 points
  9. I think it's fair and a good point - companions shouldn't be (1) more powerful than the player, to the point where they can handle the combats by themselves, (2) upstage the player, and (3) seem to have used the ruleset in ways the player cannot to their advantage (ex: they're allowed to have stat allocations that no normal player could have made). All these things can breed resentment. A lot of the CNPC-initiated companion stuff makes them feel more alive, as long as the execution is handled correctly and it makes sense in the context of the situation. I probably should have mentioned
    10 points
  10. Thanks for all the responses, folks - it may take me a while to sort the ones here, Twitter, and Rock, Paper, Shotgun among others, but I want to be thorough. Any more feedback or ideas, keep 'em coming! It's encouraging to see such a strong response.
    10 points
  11. Greetings Mr. Avellone. Before daring to make a petition from you, I'd like to thank you for all the wonderful experiences you're partly responsible in sharing with me. Like all others in these posts I am a fan. So much that I made an account just to write this. I also confess that I've played Planescape: Torment around... sixteen or seventeen times and dug around the infinity engine files. With that being said... **** the fans. (gently) We are not game developers. If we knew what makes a good game and how to make it, we'd be making it ourselves, instead of asking it from you. I a
    10 points
  12. Make the RPG YOU and your co-workers want I also accept Your Highschool RPG Dr. Who RPG Planescape 2 (Not a sequel. Just a game set in the Planescape Setting) Original IP Darklands 2 Arcanum 2 Just has to be turn-based, wordy, full of C&C. Ya know the drill.
    9 points
  13. Hey Chris... ahem, Mr Avellone, if you have spare time, why don't you go ahead and outline your hypothetical "dream game" - setting, gameplay, story, structure and themes, just an outline, no need to go into specifics - in a blogpost. Would give some nice new perspective on this whole matter, and would - I believe - launch whole new set of suggestions and interesting discussions.
    8 points
  14. Whoa, thanks for reading it ALL. This is why we wuv MCA and several other developers, they just keep the good ole 'By Gamers, For Gamers' spirit alive. Here's hoping for kickstarting success, cheers! (Another thing I forgot before is the music! A nice (even if little) score can make a game! Nowadays its all "epic" (and sadly generic) giant orchestra themes, we don't need those. Arcanum had very nice, violin-led rather quiet and emotive music, Fallout had a very fitting techno-tribal (?), heavy-on-drums score, System Shock 2 had a nice mix of atmospheric and techno tracks...)
    8 points
  15. Pretty much this. Go wild MCA!
    8 points
  16. Forget 3D. Assuming your artists can create beautiful pre-rendered backgrounds of the quality of the Infinity Engine games I'd prefer a large quantity of beautiful, unique, 2d maps over maps with recycled 3d assets. As for setting, don't listen to us. Pick whichever setting interests you. We want you inspired, not rehashing old ideas to satisfy the fans.
    8 points
  17. I'm sure everyone at Obsidian must have a dozen ideas in their back pocket that they've always wanted to pursue, but could never sell to a publisher. I say indulge yourselves. Find something you really want to make and just do it. If I had to express an opinion, than I'd say that anything in the neighbourhood of "oldschool" deeply non-linear isometric RPG would make me very happy.
    8 points
  18. Personally, I am sick and tired of (rpg) fantasy settings. They're dime a dozen, no matter how well done. What I'd like to see is either a feudal space sci-fi setting like Dune and Fading Suns, or some kind of cyberpunk setting a la blade runner. No magic or steampunk!
    8 points
  19. looong comment I would probably donate to a project started by Obsdian -- provided you give us more than what DoubleFine did (it's why I have not donated to them yet). I want a game concept, more than a genre and a promise that it will either be great or horrible. What is the setting, what elements do you want to try? The game can fail, in a sense, but we need to know more about what you want to create. We know we're taking a risk, but we need to be a little more informed about this risk. When a lot of the big picture is laid out, then I will support you. What would I like to see? Firs
    8 points
  20. "Chanter skeleton summons set to 2nd level" -- did the skeletons also receive a buff? Asking because they're rather totally useless compared to Reny Daret's Ghost as it is. I wouldn't take it at 1st level in its current state, never mind 2nd.
    7 points
  21. This is my last response on this issue in these comments. If anyone would like to discuss this in detail please start a separate thread. I want the comments on this blog to be specifically about bug reports It is not uncommon for large games to ship with many bugs that need to be fixed. There is no magical bug number that the game should be at when you release a product. You release the product when you feel that the game should be released - because the quality is at the right level, because you run out of money, because you feel it is the best for the game/studio/franchise... a combinati
    7 points
  22. To dmbot's point about companions initiating the dialogue: I agree that it does make them feel more alive, but it can sometimes be annoying, particularly if it's out of context. In BG2 I would be in some dark, messed up dungeon and then Jaheria and Aerie would start cat fighting over who likes me more (who could blame them). There would always be a dialogue option where you could tell them "not now" or "no one cares" but I never chose those for fear of affecting the relationship with them. So, while I do like when they bring stuff up, there's a time and place. Certain dialogues should
    7 points
  23. What can change the nature of a man? Give us something with a story that makes us laugh, cry and think.
    7 points
  24. Hey @BAdler, please don't be discouraged by whiners like Baladas who can never be satisfied no matter what. I'm a software engineer myself, working on a big project with multiple conflicting priorities and limited resources, so I totally feel you. Obsidian is doing a great job and making all the right choices here. Keep up the good work, you are awesome!
    6 points
  25. Still no fix for hirelings being unpaid? No cipher ability nerf? http://forums.obsidian.net/topic/79180-cipher-beam-spells-are-completely-over-the-top/?do=findComment&comment=1691029
    6 points
  26. Tuned damage on Brilliant Radiance down. Why oh why would you do that? It's the only offensive 'per encounter' ability that Priest has, and you go nerfing it?
    6 points
  27. I agree. If the numbers are hidden (both the current influence score and the increase/decrease popups) it will feel much more natural (see #1). You will get to feel how companions think of you, whether it's clear as crystal or more obscured (see #2). #1 Treat a companion like dirt? After a while she starts to greet you more and more bitterly. Be nice to a cranky companion? He's still a prick to everyone else, but when talking to you he develops a normal tone. With hints like this, coupled with the fact that the player should remember which companions he's been friendly or unfriendly to, th
    6 points
  28. i agree very much, hide the numbers! i always end up playing in a way where i try to get the highest score with everyone - i just can't resist the numbers away with them! let us _feel_ the reaction of the guy, don't show us the numerical equivalent!
    6 points
  29. Great read, thanks for taking the time out to post this. However I should point out I have no problem with a character upstaging the character. If the story calls for it, and it makes sense in the world/lore. I don't see it as a problem. However I can see why you don't do this due to some peoples dislike for it. I also like the comment about PC personality having an effect on available characters, I loathe when a character sticks around even when you do something that goes against their beliefs right in front of them. I would be all for them leaving/ attacking the character based on pa
    6 points
  30. Hi, me again... After seeing some very heated arguments pop up on various sites about what a game should be to be a true old-school RPG, I'm convinced that unlike Double Fine have been you should be *very clear* about the scope and goals of the game that is going to be made, so you don't get the sort of long term resentment and grief that Notch gets from some Minecraft "fans". I.e have this on the Kickstarter page: Related to that, with my earlier suggestion that you do like Order of the Stick and add milestone rewards to increase pledges, be careful that you don't alienate early
    6 points
  31. As many before have said: The most important thing is that YOU do something you are happy with and spread your creative wings. I have mentioned it before, but I will chip in $1000 for a Kickstarter the first day, no matter what the game is about and how it is played. As long as Chris is head writer and you have your long time PC fans in focus. That said, I wouldn't be sad if this hypothetical game has lots of dialogue and the choice & consequences you do so well. Deep and difficult strategy if combat is present is nice. Isometric + turn based is usually best for this, but the classic F
    6 points
  32. Yeah, going to have to agree with everybody else on one thing: New Intellectual Property, something unique, or at least not painfully and utterly generic. No elves and dragons, please. Preferably with bucketloads of worldbuilding and characters. More specifically, there's something I've always wanted from my Western RPGs, and that's a viable Diplomatic character build. A character who just sails through the game entirely on the merits of his or her charisma and intelligence alone. Or, if that's not entirely possible, at least would passively provide buffs for companion characters.
    6 points
  33. Good turn based combat like Temple of Elemental Evil, Age of Decadence combat demo or Jagged Alliance 2 or something fully original (Baten Kaitos is a fairly recent example of an entirely unique battle system) did. Unique world, not a Tolkien rip off, or generic space opera or generic modern day/spy fiction (though AP went for a less than serious parody approach in many places). Unique space opera or unique modern day (Like the World of Darkness or Deus Ex's web of conspiracies, and even then DX is near future) are fine. Licensed (Planescape, Avatar: TLA) or new doesn't matter. No boob
    6 points
  34. At least make the game over 2000 hours long so we can get that sweet sense of pride and accomplishment when we finally finish it.
    5 points
  35. Truly, what was the rationale behind the Cipher nerfs? Although they have some spells that were very effective, they still had to juggle between physical attacks and spellcasting. Beyond specific combos, Ciphers already have some issues with keeping up with spellcasting in boss fights as focus generation have to be dependent on weapon attacks on bosses with good defences especially on higher difficulties. And facing that, it is now even harder to cast spells during boss fights?
    5 points
  36. Constant and Veteran's Recovery reduced from base 90s to base 45s duration Constant recovery was close to irrelevant at high levels already due to the lack of scaling. With the level cap increase this seems like a further, unwarranted nerf. As it is, it's already straight up worse than active healing abilities because you can't really control when it's used, so some of the ticks are often wasted; furthermore, a 45s base duration means that the total amount of the heal is now 45 endurance, tops, while Veteran Recovery now heals for 30. That's quite unimpressive compared to most healing a
    5 points
  37. Here are a list of current bugs not addressed in the patch notes for 1.04. Links to the threads are posted where found. Please fix these, I did not pay for this game to be an unpaid beta tester. 1. Perma health increase. http://forums.obsidi...already +active http://forums.obsidi...um#entry1649615 2. Already activated ability bug. http://forums.obsidi...d/#entry1648202 http://forums.obsidi...d/#entry1648187 http://forums.obsidi...even-after-103/ http://forums.obsidi...already +active http://forums.obsidi...already +active 3. San
    5 points
  38. Reckless Assault modal ability for Rogue is still not fixed? wtf
    5 points
  39. That's not an elegant solution. It's kind of lame. And doesn't even pertain directly to quests. Fortunately, I've got your solution for you. It's something I puzzled out a while ago as I too am interested in time limits on quests and other ways to make my beloved video games more sophisticated, challenging and consequential. The solution is that you alter the quest itself. You allow a certain amount of time for the simple solution to be taken. If the player dilly dallies that time away, the simple path is closed, and only the difficult path is left. Example: say you're playing a spy ty
    5 points
  40. With so many ideas and such here (though most are just Planescape 2) it may be a better idea if the OE team just came up with a few pitches and then had us vote on them.
    5 points
  41. I'd pretty much fund wathever Obsidian decides to do, truth be told. I'm only looking for two things: an interesting story and great characters. I can adapt to the rest
    5 points
  42. A turn-based, party-based RPG in a unique setting with goals more ambitious than "adolescent power fantasy" and an emphasis on quality over quantity (no "RPGs must be x hours long" business filled with trivial killing and fetching tasks please).
    5 points
  43. Honestly, I'd just like to see a game that exemplifies what you and the rest of Obsidian do best. You have some fantastic writers, a great sense of how to make an RPG that actually offers a true role-playing experience, and you've created some complex, enjoyable, and immersive settings that are fun to get lost in. Something like that. To me, it doesn't matter if its isometric or 3D, I'd buy it. Here's a list of things I'd personally like to see in it: -Character Creation -Muted Player Character -Lots of dialogue/responses -Exploration -Make it possible to get to the end of the
    5 points
  44. An rpg which encourages "roleplaying" through dialogue. What made the classic RPGs great was their ability to enable the player to reflect his character's ideas about the gameworld, to actually form opinions and voice them, and to see the consequences of your choices. Such practice requires a well written dialogue that is no longer suitable in todays console market. Ruleset, campaign setting and all other factors such as graphics and voice acting are of secondary importance. Though I would like to see another Planescape game, another WoD game, or another Arcanum game, I would settle for any re
    5 points
  45. 1. (Personal highest regarded choice) - A Fallout style original RPG in scifi (not in space, though), cyberpunk or steampunk setting. - Isometric (default) camera (but with options to zoom in and out, and camera rotation). - Tactical turnbased combat. - Partymember control would be nice but I wouldn't hold it against the game if it was not there. - Properly complex and rewarding characterdevelopement and overall rulesystem. - Multipath multisolution quests. - Lots of dialog. - Choices with actual consequences. - Moral ambiguousness in the setting and stories. - Adult themes handled
    5 points
  46. I think that the biggest advantage of this model, is that the game doesn't have to cater to the mainstream audience, but you can make game that are aimed at the dedicated few. What this means to me, is that you won't have to spend money on things like voicing every line in the game, porting it to consoles, making it accessible to a wider audience, using top of the art graphics etc. I guess my point is, I'd be more than happy with the production values of the early 2000s games.You can instead focus on what us, the dedicated few can appreciate - Excellent story, deep and words-heavy dialogues an
    5 points
  47. Hey Chris, Like I wrote on FB, the most pie-in-the-sky hope would be to see a remake of FO1 and FO2, but those would really have to be AAA development cycles. For something like this, an Isometric/turn-based/SRPG approach works best. It sounds like folks are generally in agreement that *the* most important thing is a deep, choices and consequences storyline with lots of great characters and deep relationships. The other trick to elevating that kind of game would be the small things - a headquarters with lots of smaller features and party interactions (like in the Suikoden series
    5 points
  48. You can't be serious about the cipher nerf. I mean it - you just can't.
    4 points
  49. re: Influence meter, I don't mind having it, but don't show the player. This is something that should be a background mechanic. And as to player initiated vs companion initiated dialogue, these should not be exclusive. You should be able to initiate dialogue with your companions whenever you want, but your companions should be able to do the same.
    4 points
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