Everything posted by Shadowstrider
- Update #43: Pretty and Technical
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Weapon Balancing
In reality, in different circumstances, yes, but we're making a game. I don't see value in spending resources to make weapon types (and skills/talents/perks/whatever to use them) that are designed to be inherently inferior in all circumstances. We spent plenty of time making weapons in IWD (especially) and IWD2 that no one used because they were fundamentally bad at a base level. Does verisimilitude of setting have no value? No.
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[merged] Vancian Magic System and cooldowns
Shadowstrider replied to oldmanpaco's topic in Pillars of Eternity: General Discussion (NO SPOILERS)I mentioned this in a previous post, but I personally don't like the idea of magic complying with human classification. To me, magic is an unknowable, mysterious force that men just tap into for power, so it always bothered me that I couldn't cast illusions just because I chose the wrong wizard specialization. It seemed like a very "mechanical" limitation, that always took me out of the moment. Taking it a step further, I also think it's rather silly that all spells that heal are "restoration magic" in Elder Scrolls and the like systems. I prefer WoW's model where multiple "types" of magic can all have the same effect, because to me, it represents the concept that magic is not something man invented, but rather something that man has discovered. In terms of gameplay, I prefer a mana system to spell memorization, but it's not the end of the world either way. I also enjoy the struggling to find a safe place to rest in order to continue the journey. I don't really understand the second question in the poll - why do all spells need to be 1 or the other? I personally like that magic missile improves as you level up, but that it's largely surpassed in effectiveness by later spells. Maybe I misunderstood the question.
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Weapon Balancing
Along those lines, have you given thought to designing a "legacy" system for weapons/armor? By that, I mean a system that allows for equipment to evolve beyond the usual systems of enchanting. As a brief example, let's say you've used the same longsword to kill 500 goblins, goblins come to recognize and fear the blade (regardless of who uses it). When using that weapon against goblins you could gain effects, ranging from the standard "+1 vs goblins" to special effects like causing fear, or special dialogue options. It's something that I've thought about for awhile, and that I think could go a long way to making the player grow attached to both the player and defining their character mechanically through equipment. Taking it a step further and allowing players to rename a weapon would, in my mind, go a long way to making the game feel inclusive of the player and reflective of his actions without without showing showing a meta-game achievement for their deeds. Plus, it encourages my nerd fantasies, and I am imagining a future game that actually detects signature weapons from save game imports, and adds it to loot tables based on stats... but probably asking too much! New Vegas sort of touched on this aswell. There were challenge perks that were unlocked when a certain weapon type was used enough. The challenge perks were tied to the character however, not the weapon. If they would simply tie the challenge perks to the weapons or armor instead, you're right, that might be a fun feature. For me, this represents a lore more than interesting choices to the player, though that aspect shouldn't be minimized. This boils down to enabling the player to create lore, rather than just being surrounded by it, even if the lore is localized to that player's experience. Through the current generation, players have only been able to create lore through player-made mods, fanon, and developer intervention. This system, in itself, isn't that difficult to implement. It's a value that can be modified by the player (item name), and tracking the various accomplishments of a player while that weapon is wielded. If you want to get fancy you can allow that progression to track no matter who carries it (i.e. I'm done with this sword, but my fighter friend can use it now!), or allow users to write the descriptions of their items, but these aren't really necessary. Anyway, I don't want to ramble too long. I'm getting too old for this ****.
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Weapon Balancing
Along those lines, have you given thought to designing a "legacy" system for weapons/armor? By that, I mean a system that allows for equipment to evolve beyond the usual systems of enchanting. As a brief example, let's say you've used the same longsword to kill 500 goblins, goblins come to recognize and fear the blade (regardless of who uses it). When using that weapon against goblins you could gain effects, ranging from the standard "+1 vs goblins" to special effects like causing fear, or special dialogue options. It's something that I've thought about for awhile, and that I think could go a long way to making the player grow attached to both the player and defining their character mechanically through equipment. Taking it a step further and allowing players to rename a weapon would, in my mind, go a long way to making the game feel inclusive of the player and reflective of his actions without without showing showing a meta-game achievement for their deeds. Plus, it encourages my nerd fantasies, and I am imagining a future game that actually detects signature weapons from save game imports, and adds it to loot tables based on stats... but probably asking too much!
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Judge Hades Character
Can someone please translate? Avellone once responded to Visceris with "you don't care if people lose jobs over a game?" As evidence of how he could aggravate people. I see - I read his post a second time and it makes sense. I think I may vaguely recall that, but who knows.
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Chris, if you write a full party of characters as good as Kreia...
Shadowstrider replied to Snowsprite's topic in Pillars of Eternity: General Discussion (NO SPOILERS)At least one Kreia has to give you advice, and then tell you why you were wrong to heed that advice.
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Let's talk about Mods, baby
Let's talk about all the good things, and the bad things that may be. I love mods. I love making mods, playing mods, I even love bad mods. So obviously I'm interested in how extensively you guys intend to support mods. My gut says any support will be minimal, but my hope is that it will be quite extensive. I'm not asking for an end-user editor, but I would like to see the game developed in such a way that authors can readily shove content into the pipeline. Ideally the kind gentlemen-scholars at Obsidian will be thoroughly documenting their development practices on a wiki somewhere, and then publish the relevant bits for mod authors to use as a handbook. Go one step further, and develop the engine in a data-driven process, so that nice little config files containing data elements for everything from level caps to experience tables can be manipulated by the end-user - like 2DA files from the Infinity Engine but beyond. I know this is not easy, but I personally think it's important, and in the spirit of the Infinite Engine games.
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Judge Hades Character
Can someone please translate?
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What schools of magic should do you want to see in the game?
"Schools" of magic can be really hit or miss for my tastes. I generally prefer it when games don't break spells out into "schools," because a lot of spells defy classification. For example, in A Song of Ice and Fire, is a "glamour" spell an enchantment or an illusion? In World of Warcraft you have nature magic that can heal (druids), elemental magic that can heal (shaman), and holy magic that can heal (paladins and priests). Presumably they all heal in different methods, but would we assign them all to restoration? Personally, I like the idea that magic is an unknowable force, Wizards/mages/sorcerers may try to assign schools or spheres to a type of magic, magic defies their classification at every turn.
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Judge Hades Character
That's very brofessional of you. I guess I can delete the email I was going to write!
- Playing dress-up is really important to me
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[Merged] George Ziets as as the 2.8 million stretch goal
I met George once (doubt he would remember me), seemed like a smart guy. Would be a welcome addition afaik.
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Composer for Eternity?
Shadowstrider replied to MechanicalLemon's topic in Pillars of Eternity: General Discussion (NO SPOILERS)If we get to vote, I would vote against souls, because his music is so pervasive. At the same time I'd secretly pray for Matt Uelman (or however it's spelled)
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Judge Hades Character
BWAHAHAHAHAHA Are you laughing at my contribution or my visa idea?
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Judge Hades Character
That's pretty much my thought. Even if he was a goof, he was our goof. Plus if Gromnir gets a rep, Hades should.
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Judge Hades Character
I'll reach out to a couple of folks at Obsidian and see what I can do. I contributed more than the $1k level, but I'm sure they'll accommodate given a gentle nudge. Right now the only idea that comes to mind is a 6-foot rabbit being chased by a werewolf - but open to suggestions!
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Yo, Alvin and the other Obs Devs
It's times like these that I wish I had more time to troll various forums(fora?).
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(4) What do the words mean?
Dance of the Treasure Goblin - Idle Thumbs
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Obsidian currently working on next-gen console title
It probably is a temp. South Park gig. However, I'll add that Flash is a lot more robust than people give it credit for. A lot of modern games use Scaleform for their UI, which is flash-based. I haven't toyed around with the Unity Engine much, but my friend who does work with Unity spends more time editing flash than anything else.
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Future of the Dragon Age franchise
I agree with Volourn... there really is a first time for everything.
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HBO's Game of Thrones
Oh, well let me provide you with an example. During episode [redacted], while [redacted], [redacted], [redacted], and [redacted] go to that bridge, where all the [redacted] are on the [redacted]. I don't remember that scene from the books, but I thought it provided a great deal of insight into the characters that I thought had been missing from prior episodes. Plus, I really like the way Baelish is depicted in the show, almost perfect. The largest complaint I have with the series is Daenerys. Isn't she supposed to be like 13 at the start of the book, and 14 or 15 when she comes to term? One of the reasons I found the character believable in the books was she seemed like a fairly believable depiction of a blooming, rebellious teenager clumsily coming into her... maturity. It's a little bit harder for me to swallow when the actress is an adult. I can understand the practicality; it would obviously be more controversial if Drogo was taking a teenager to town, and obviously the nudity would be no bueno. I'm purely speaking from a character development perspective.
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HBO's Game of Thrones
I have fused with video games. We are one. In other news, I said 'eff it' and paid a shady guy in DC, he hooked me up with some Game of Thrones disks, and I have to say I really like the show. Better than the books in a lot of ways.
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HBO's Game of Thrones
What appeals to me about GRRM's writing isn't his word smithing, or his world smithing. GRRM spectacularly utilizes foreshadowing, and I love the fact that everything is up for grabs in terms of character development. In a lot of ways I wish GRRM would veer away from the mystical elements like the White Walkers and Dragons, and focus on the mystique of the far more interesting humans. I haven't seen the show yet, I don't have HBO, but I am looking forward to watching it.
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Sequels you wish were being made