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Dark_Ansem

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Everything posted by Dark_Ansem

  1. Dynamic lights in the village aren't dynamic at all, and in fact they don't emit light. Most notably the bridge lanters. The light radius of the characters is too big, makes actual lighting useless. (known) fan of flames GFX is borked Village house lighting is broken, as not all windows light up. unless it's intentional. Tooltips at the beginning can exit the text frame, for a second, then get Terrible performance for Character creation screen, levelup screen and inventory screen. possible fix: engine upgrade. Pressing "quit game" on the ESC menu takes back, after some freezing, to the main screen BUT with the ESC menu still present. exiting from that makes the buttons on the main menu unusable. the Highlights (those with the magnifying glass on the map) never go away once you click them
  2. I mean *cosmology*. is it the only planet? is it similar to D&D, where there are many planes of existance, or it's like the Elder Scrolls, one planet surrounded by the Fires of Oblivion?
  3. I have searched but it's only a world map, no details on the world itself.
  4. Has the backstory already detailed the cosmology of PoE?
  5. It's more like an alpha, I agree. but it shows already a good deal of the game, and proves some of my assumptions wrong.
  6. are there "palette tracks"? like, a playlist for a certain area, combat or both?
  7. Vermin, in short I noticed that they have their dialogues, still unsure about their structure tho.
  8. I should have specified what I meant: I am talking about combat soundsets, with many instances.
  9. that is all true, I guess. Ideas need to be refined, after all
  10. I did a good playthrough limiting the number of Shadows well, but for example, if an Arena mode is placed, rather than reload you could just return to the lobby and start again (kinda like Dragon Age provings)
  11. No, no, not even always nor go to jail mechanic. but still, you got the proper idea: scripted. non.standard and alternative. Think, for example, X-ATM092 battle from FFVIII, where the enemy was too powerful and you had to flee from it. alternatives to fighting, if possible, reasonable and feasible. I don't remember it existing in PST. you simply returned to the nearest safe place, but that was it. the only alternative was the tomb of the nameless one, where dying was necessary.. Glad that you agree but most of those are just my suggestions, the only things I really believe are at fault are the lack of interactivity of the world, I would love, for example, to see the return of the "points of interests", clickable parts of the environment which prompt a description
  12. If you had read closely, you'd notice that only important battles, not "EVERY single battle" would get that scripted outcome. Besides, Numenera is already doing it, and they didn't get that much more than Pillars, in terms of funding. and they are using the same engine, or possibly 5, I am not sure. And before anyone says "go and buy Numenera", I already did, since their paypal is still viable. I also want to support Pillars, tho. The standard scheme is, in many ways, obsolete. Not because it's bad, broken or something, but because more discoveries have been made and more innovations have been introduced, some good, some bad. Bring back a long--neglected scheme? sure. but purged of its fault and updated wherever possible, viable and reasonable. Otherwise, we'd still be with 8-bit mechanics and graphics.
  13. Thanks for the answers, apparently scripting regulates a lot of things. Isometric should not equal "bland", however. it's not about ponies, too, it's an effort to break out a standard scheme. then again, not every battle would need this. every beast-like enemy wouldn't for example, as the only outcome is being devoured. Others, however, might have some more "work".
  14. That is a debatable point, but I am glad you agree with me on the waiting. I've been EA for several games now, been put into credits too, and I have to say it's a lot of fun.
  15. I think for alot of immersion creating environment, you need to do a ton of extra work and perhaps the developers feel its not worth a slice of the pie of their budget and time? well, their budget is *not* small. they've had much more than planned. and they have more control than others, no publisher at their heels that has funded them, considering the success of kickstarter. Numenera is being delayed by 6 months minumum, and it's going to be amazing. Wait makes it all the sweeter. Heck, if they were to do this, I'd love them to re-open paypal and extend the beta for those that REALLY want to participate in it. not to mention, waiting could lead to newer engine, which will be amazing in terms not only of performance, but also of capabilities. it will be able to do several things the current version cannot do.
  16. This is what I mean by spell recharge, btw: http://www.d20srd.org/srd/variant/magic/rechargeMagic.htm just to improve from the rest system, since I doubt I will see mana. Although, a bit of this is already present. Wish there wasn't so much 4th edition in this game, I'd much rather prefer 5th 35. I've seen no wizard\priest passive/modal abilities. is that going to change?
  17. This is an old thread, but I have to ask: why were all those nice interactive, alive-feel, animated features like the animated grass, removed from the beta?
  18. yeah I agree with you. Still, they need to evolve themselves, Infinity engine, despite how good it is, it's old. we have improved on many things and it shows its age. I mean, those same people that cry murder are the same that complain how the world is not interactive enough. They need to understand that, while back then games had more heart, they did NOT forego the eyecandy. for the year of publication, the graphic effects were over-the-top (the day-night cycles, for example. Torment was ESPECIALLY focused on being gorgeous, as stated in the Torment Vision Statement document, google it if you haven't read it, it's wonderful). PoE should keep the same heart, but take advantage of the new technology. otherwise, it risks becoming a game like Inquisitor, an old-school new game which, since day one, lost the "school" and was considered just "old". And the fact that they have toned down the animated elements is very bad. the world needs to feel alive, not like a 2d painting where 3d characters stroll.
  19. that's a very sound opinion. I agree. I still hope they upgrade, but who knows. it could also come at a later date, post-release!
  20. I missed that video, where is it?
  21. thank you I understand the scope of IE games, but too much traditionalism can make the game feel "old" despite being brand new. I woulnd't be afraid of experimenting and daring! after all, you're in beta still far from game release: now it's the time to imagine the impossible and then find a way to realize it, not to be too timid and shy
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