Jump to content

bigsun123

Members
  • Posts

    48
  • Joined

  • Last visited

Everything posted by bigsun123

  1. Ekital your solution worked for me, much thanks!
  2. I am having the same issues as OP crashing to desktop after launching via steam and seeing the obsidian loading logo,, system specs HP laptop Pavilion dv6-1230us Entertainment Notebook PC series Windows 7 64 bit Intel core 2 duo T6500 2.1 ghz 4 gb ram Intel Graphics Media Accelerator 4500MHD
  3. just to piggyback on this thread, I have a 6 year old HP pavilion laptop. Windows 7 64 bit Intel core 2 duo 2.1 ghz 4 gb ram Integrated graphics It crashes to desktop after loading the obsidian and paradox shots. I am under the recommended settings so I'm not surprised. Will probably be upgrading soon.
  4. It's hilarious the mental gymnastics involved for some people. OP I hope you get hired or commissioned or something by a company, maybe even Obsidian to do work for the expansion if they need additional artists. Heck, how many developers dropped in to say something positive and commend you on it? I would value their input a whole lot more than people that are never going to give you work. If you want to read other funny anecdotes about this kind of stuff, check out Clients from Hell. Bottom line is if you keep giving away your work people are going to expect it from you and be shocked you're willing to charge or even ask for credit for things.
  5. I'm not in the industry, but it sure seems like to me you definitely have the ability. I'd encourage you to reach out to some of the people at these companies, they always need art assets. And the more you post the more likely you'll catch the eye of someone important. Best of luck! I looked up your website and it looks like it's down at the moment. If you have a Tumblr or other blog I'd love to check out your other work though.
  6. I gotcha. I'd check out the wiki here if you want to learn more about the abilities of each of the different classes. http://pillarsofeternity.gamepedia.com/Pillars_of_Eternity_Wiki You could view the different abilities and talents you can take for each class as essentially creating the sub classes you describe. However, instead of being rigid right at the start, you can choose to specialize as you level up. I think this helps you become more informed as to what abilities will be fun for you. For example, if you played BG1EE you could choose a Paladin subclass called the Cavalier, which had bonuses to hitting dragons and demons as well as some other tweaks, but couldn't use missile weapons. This sounds pretty awesome, but a new player wouldn't know that there are no dragons and demons until the second game, and missile weapons are more important when low level. By choosing your specializations as you level, you get more flexibility and some feedback as to what you'll want. Also no arbitrary limitations for the sake of bonuses.
  7. By subclasses, do you mean dual/multiclassing or kit classes? In regards to the dual/multis, I think one of the strengths of Pillars' system is that they aren't really necessary. Want to make a wizard that can wear armor and use axes? Boom, you can, instant fighter/mage. One of the main reasons for me to take the multi classes was to get around arbitrary item restrictions, which were probably there for balance purposes. I like how certain choices can be less ideal in Pillars, by slowing action times, lowering defenses, etc. but aren't simply not allowed, like a wizard not knowing how to hold or use an axe.
  8. It's funny you describe the premise of BG3 like that, because from the Pillars Wiki: The player witnesses an extraordinary and horrific supernatural event that thrusts them into a unique and difficult circumstance. Burdened with the consequences of this event, the player has to investigate what has happened in order to free themselves from the restless forces that follow and haunt them wherever they go. Obviously I don't know the story of this game, but cancelled titles don't always die completely. One example that Josh Sawyer and Chris Avellone worked on is Fallout: Van Buren. From the article: "One of the more significant elements of the plot and back story of Van Buren was to be the war between the NCR and the Brotherhood of Steel. One of the main designers, Chris Avellone mentioned that aspects from Van Buren would appear in Fallout: New Vegas such as the NCR- BoS war and a companion from Van Buren, Joshua Graham appears in heavily modified form, as does an antagonistic faction known as Caesar's Legion." Good ideas and stories can often be adapted, and since the games weren't released we may never know what was borrowed or referenced. I'm sure Obsidian will do a good job with this one though.
  9. None of the palette shifts bother me either, because you're realistically not going to see them all together except during the character creation screen. If you're rolling up 6 female elves and can't find completely different portraits for each one you may be out of luck, but in any other case you should be fine. I'll add my vote in towards more Aumaua, Orlan and Godlikes if there's time.
  10. Thanks for uploading these! They look great, definitely glad to see a lot more selection compared to the old BG games.
  11. Not an art critique but more of a UI thing. The scripted sequences artwork looks great, really invokes a storybook feel. However the options and the bonuses they rely on I feel like could give more information. For example, would there be a way to list the Constitutions or Athletics skills for various characters? For the picture above, you could list [Athletics - 18] for the PC or corresponding character. In the last PAX panel Josh could chose a character to swim though a tunnel here: https://youtu.be/BsX3RLUAU6Y?t=13m10s Which was implied to be based on a characters endurance, or constitution. If each character's relevant stat could be listed that would make it easier to choose who to send, as you can easily tell who has the highest score, instead of having to memorize the stats, as I don't think there is a way to exit the sequence and look it up. If the attributes omitted due to a higher difficulty setting, and the normal version does this then I'm fine with it. I'd still like some numbers anywhere the listed attributes are displayed though.
  12. I haven't played the beta, correct. I have linked to a video, and I encourage you to check it out at the time I mentioned. The enemy falls and there are still several seconds where the spell was active while the player was trying to get to the next enemy. He didn't get to them in time and all his effects wore off with no warning. This would be frustrating to me, as I would expect effects to either last the full duration or have some better indication of ending. Not really obvious to me. Voss, I believe some of the issues with the save games and combat states are due to the team being new to working with Unity. There's also some issues with not allowing a single person to enter buildings alone, like you are encouraged to do in some thieving quests in BG1. Again, minor things but I'm not sure how the budgets for the respective games allow for what features to get in. Back to the topic at hand, yes I would like an animation for the skeletons disappearing, it would be a better notification and less immersion breaking. Also, I would like the summons and effects to last for the full time of the spell if possible, instead of disappearing sooner if enemies are killed more quickly.
  13. That slicken must have been too slippery.
  14. I imagine it's too late to change now but frankly I think abilities per encounter could be replaced with a cool down for the same effect. If I have an ability that I can only use once per battle, and there's a couple fights spread out on a map, what counts as a battle? As soon as all enemies in an area are dead? 5 seconds after? If I run into another encounter while the combat state is on then I don't get to use that ability again, and I have no way of knowing when the arbitrary combat state is about to end. Well yeah. But then you get a choir of MMO Mechanic! Burn with fire! Burn! RAH RAH RAH! And then you get one guy telling you it wasnt so in BG2 so it MUST NOT BE! And then the discussion is already beyond help... yeah, I mean I'm on the same page as many of the traditionalists for many dead horse topics (combat xp, light prebuffing, etc) but in this case it's a design choice that promotes better planning and strategy in real time games, which is the end goal of the combat. I haven't played many MOBA style games but they were designed from the ground up for balanced, team based, real time game play, instead of bandaging a turn based, pen and paper system to allow it to hobble into a digital realm. It stands to reason that some of those mechanics could be useful in another team based, real time game that strives for balanced combat.
  15. I can understand making the duration shorter, but in the video above there is no duration listed, it just stops when combat is over, which is hard to plan for in advance. I really don't like the arbitrary system of determining things based on the combat status, but it sounds like that's a problem with the engine and how they've programmed the game. It's come up in combat start issues with combat only modals, affected save game bugs, and this mentioned issue. I imagine it's too late to change now but frankly I think abilities per encounter could be replaced with a cool down for the same effect. If I have an ability that I can only use once per battle, and there's a couple fights spread out on a map, what counts as a battle? As soon as all enemies in an area are dead? 5 seconds after? If I run into another encounter while the combat state is on then I don't get to use that ability again, and I have no way of knowing when the arbitrary combat state is about to end. Cool downs were not a part of the IE games but many special abilities such as the Kensai's Kai, Inquisitor's True Sight and other figher high level abilities essentially gave you per encounter abilities by giving you 10ish per rest, which is more than you'll ever need. If I can only use an Arcane Veil once an hour or minute or whatever I can plan how fast I go through accordingly. I do agree with you though, it seems like a lot of decisions are made based on limitations of the engine rather than gameplay, which is frustrating.
  16. How are relations among the various races and cultures? I read that elves and humans in the Aedyr empire live together and even have civil union type relationships, and Orlans are view as slaves or nuisances, and Aedyr and Old Valia are the old countries that settled in the Dyrwood and Valian Republics, but what about the other races and cultures? For example: 1. Are Aumaua as shunned as traditional Orcs, or feared, admired, etc? Are they only in their cities in the Archipelago and Coast, or do they also live in the colonies and old countries? 2. How is the Ixamitl Plains viewed by the other countries? Seem like they are the closest geographically to the colonies where the game will take place, but the other two human cultures are much more written about. 3. Are dwarves and elves stereotypically unfriendly like in other settings? 4. Do all races shun the Godlike? Is there any sense of comraderie among Godlike either of the same god or different gods? 5. What is a typical interaction between a wood elf and a pale elf like? Are they aloof, confused, disdainful, friendly, etc? 6. Are Orlan only found on the continent with the colonies?
  17. Regarding IE games, I'm playing through BG again right now with Tutu installed and when skeletons are unsummoned, a flash of light occurs. I tried to find a video but no luck as they last for 8 hours in the original games. @Bobby Null, I mentioned this in a previous topic as well but it never got looked at as far as I'm aware. In these videos of higher level abilities, some of which include summoning various beasts to fight for you (Note: SPOILERS for those of you that don't want to see the spells) SPOILERS: It's around 15:28 in the video posted One of the issues I saw was that a character would summon a creature, kill something rather quickly, and try to move to another battle before combat ends, mostly because if combat ends before the duration of the summon expires, the summon would disappear. This seems like it's really discouraging and forces you to plow through as many enemies as quickly as possible so that your awesome spells don't go to waste. Would it be possible to extend combat as long as the summons/buffs are active? I'm not sure how this would affect saving but it would help reduce the frantic pace I saw there and the confusion and frustration when your buffs and summons suddenly run out without warning before you encounter the next enemy. This is another issue where a notification of the creature being unsummoned would be helpful.
  18. Back on topic, I think the box art looks fine, it's a pretty generic fantasy battle picture, which tells the uniformed consumer this probably is a fantasy game involving battles, magic, some form of zombie or monsters, and guns. I think the goal is to get more customers than just those of us that kickstarted the game, so a minimal cover wouldn't make too much sense. I really hope Forton is still in the game as a side character that no one likes, after the somewhat comical reception his concept got. He could be a bumbling Leroy Jenkins kind of character that runs into a battle that you have to save. In the end he is revealed as a drunken master and the big bad behind the whole plot.
  19. In this thread there's some videos of higher level abilities, some of which include summoning various beasts to fight for you (Note: SPOILERS for those of you that don't want to see the spells) One of the issues I saw was that a character would summon a creature, kill something rather quickly, and try to move to another battle before combat ends, mostly because if combat ends before the duration of the summon expires, the summon would disappear. This seems like it's really discouraging and forces you to plow through as many enemies as quickly as possible so that your awesome spells don't go to waste. Would it be possible to extend combat as long as the summons/buffs are active? I'm not sure how this would affect saving but it would help reduce the frantic pace I saw there and the confusion and frustration when your buffs and summons suddenly run out without warning before you encounter the next enemy. SPOILERS: It's around 15:28 in the second video posted
  20. "Be calm," the Catmancer purred, "The devs are aware of the issue and working on it right meow." Honestly I liked both portraits Namutree found, they seemed to fit the style close enough for me and like he said it'll be smaller. If I remember you used to have a fire lady looking one too, where did you get it from? As for the remaining portraits you could probably just color swap the Aumaua portraits to have both relevant patterns, not sure if that'd be saving time but I don't think the work would be pre-paw-sterous. I'll throw my vote in for more godlikes, really any but fire as you can find a lot of similar ones by searching for "fire genasi." Also wild orlans. As for the remaining familiar races I don't think you need 1 per class per race per gender, really I'd be fine with a couple per race and gender, as the classes can't look too different if you're still seeing their face. A head and shoulders dressed in cloth on a dark background could be a rogue, monk, cipher, wizard, or any lightly armored class, and same with the hint of armor. Not everyone is going to get their exact beard, helmet, and weapons in their portrait and that's okay for me.
  21. Yes. This will probably be the last backer beta that we do. Not sure how long we will keep everything open, though. We still need to talk about the particulars.
  22. First off, thank you guys for being awesome throughout these past few years, I've heard horror stories about kickstarter but this has been better than I've ever imagined. Secondly... Does this mean what I think it means????
×
×
  • Create New...