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The Game Manual
Humanoid replied to Krios's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I demand at least as big a manual as Falcon 4.0! Though perhaps with a 4-ring binder instead of a 3-ring one, because triple hole punches are bulky and expensive. -
Surely we can't let them leave it at that. No rest until we successfully campaign for Chris to be named their Man of the Year!
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Going against my own preference for having no vendor selling restrictions; but I do have to say that loot bloat is a serious enough fun-killer such that I'm backing the approach of making no vendors accept the majority of lootable crap. Even trade goods would have no direct vendor value for this purpose, let alone animal parts. My nirvana is being able to walk away from a big melee having looted nothing but "gold" and perhaps the sword of the foe's leader.
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It got a bit lost amidst all the excitement surrounding Eternity (which I am guilty of myself - probably would have pledged more to this if it didn't have competition ), but the Broken Sword Kickstarter has closed, having met all the stretch goals except the Beneath a Steel Sky one (but fairly confident it will come around eventually anyway). Final tally on the Kickstarter page of ~770k, but comfortably enough past the goal with ~820k overall once Paypal pledges are accounted for.
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Mostly rehashing a previous post from about a week ago, but my preference is basically for as little as possible. Other attempted solutions haven't really done much to address the issue. The common approach of limiting carry weight (another thing I think could potentially be cut altogether) only encourages people to ferry stuff back and forth to a vendor. Alternative solutions such as DXHR's conversion of duplicate guns into ammo did the same. The principle for lootable stuff I'd prefer is that you'd want to represent the most liquid stuff first: 1) Gold and other-stuff-so-close-to-gold-that-it-may-as-well-be-gold. I don't see the value in separating out little pocketable mundane valuables. Gems, jewellery, gold tooth fillings - just abstract it all into a gold sum. It's really not a big leap from your copper and silver coins magically turning into gold ones after you hold a hundred of them in close proximity to each other. P.S. don't make the player have to manually click on the gold in the loot window please. 2) Weapons and other universally wieldable gear. This is the one I'm torn about most, really. It's not just stuff you can zap away, and a sword is a sword, anyone can use it so it's easily enough sold. But it's a chore, and difficult to determine how much of a realistic load it is. At the moment I'm favouring a compromise where low quality weaponry is not lootable: consider a rusty sword a zero-value item. 3) Bulky bespoke gear like armour.* The post is fairly old so I won't bump it, but in summary, I'd take the undoubtedly controversial option of making it completely unlootable. The primary reason is a gameplay one of trying to minimise ridiculous loot hauling, but I think it's not *too* difficult to justify from an in-universe perspective. Heavily battle-damaged, crude running repairs over the years, parts cobbled together from bits and pieces in the first place, and probably very bad BO. It's not too hard to imagine that this stuff is just scrap, and unless there's a crafting mechanic where you'd want to be collecting scrap metal, a'la Vegas, then just leave it there to rot. * Without wanting to go into any great detail, the larger point in context from the previous proposal was to make armour in general a non-item: it would be an attribute on your character sheet instead of on the inventory screen, with progressive upgrading done over the course of the game. Imagine it like say, upgrading your spaceship in a space trader game.
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'Ere, but I cannae help but get distracted laddie when there's an NPC who's entire dialogue is written like this aye? Which is to say, while employed correctly it can be an interesting asset, it can introduce a bit of a disconnect between the few lines of voice and the reams of text which follow - either they're written in the Queen's English which doesn't read anything like their voiced exclamations, or written in a jarring style full of their conversational tics. Which is to say I guess, that they should be careful with the few lines in the script that do get voiced.
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Clearly the best solution is to make *everyone* left-handed. I've had enough of the dextrous hegemony. We're in a fantasy world where everything is, er, fantastical, and yet we continue to perpetuate the notion of right-handed dominance? Sinister forever!
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Stealth Killing
Humanoid replied to TwinkieGorilla's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
It's something that's fun but mechanically challenging to implement, given that it's probably something that'd only see use a few times at most in a typical playthrough. I can definitely see actions of this nature being made an option through 'dialogue' instead without damaging immersion overmuch. I'm thinking particularly of the give gun to kid trick in Fallout 2. -
Bit ambivalent on traps. Player-placed traps are something I've never bothered with, outside of the ubiquitous Delayed Blast Fireball, and so is one of those features that'd do no harm to add but may well be skipped by a significant majority of players. This tendency is, I imagine, due to the typical design of static groups of enemies in most games that need to be manually lured - a fiddly, time-consuming and oft immersion-breaking process. If we somehow manage to get a more dynamic encounter dynamic, then I may revise the opinion. As for enemy traps - I despised the IE games approach with a passion. It was incredibly tedious to me to always send the thief one corridor ahead of the party in any environment. More than that, the reward vs consequence balance of them was mostly pointless - a bit of minor damage and loss of disarm XP makes it nothing more than a chore. If traps are implemented, I'd like to see them used very rarely, and with interesting consequences for triggering them: causing environmental changes for example which force you into a different path, or even cause plot consequences like causing that plot NPC you were tailing to escape the current location.
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Loved the iterative approach of the Darklands system, but given this game won't have the sheer scope in terms of time and open play, it would make sense to narrow down the range and make it a bit more fine-grained. If I remember right, Darklands started the character creation at 15 years old and advanced in increments of 5? And let you terminate the process at 15 and start at that age, or go right through to your twilight years. In the context of Eternity though, I'd say, maybe also start it at 15 but force a minimum number of iterations until you're say, 18 or 20 years old, and optionally allow advancement to ~30. Increments of one or two years. Further, perhaps instead of the fairly static "so I was a soldier for the next 5 years" approach, perhaps have the advancement steps be presented in the form of two or three background-appropriate multiple-choice questions per iteration. Don't care about the raw stats so much but I'd be curious to see if this iterative advancement system would create enough diversity that no allocation whether random or manual is needed. You have stock-standard base stats on your non-playable 15-year old self, and that dynamically changes as you go through the process.
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I've always had a bit of a conflicted position on the thieving mechanics of RPGs, in that, a) I almost always play a thief (not a rogue, dammit, a thief) in CRPGs, but b) rarely actually ever end up stealing anything but plot items. I don't feel it's really possible to simulate anything that would even vaguely resemble how a traditional thief would act, making general thievery beyond the super-abstract. The feeling I dislike most is that of thievery essentially devolving into 'harvesting' NPCs in the same manner any regular character would harvest a roomful of crates: check every single one and take everything your pockets can hold. As for solutions? I'd be keen to experiment with firstly removing the general interface function for stealing everything in sight. I'm not interested in the game trying to depict the act of pilfering mundane goods. Now, this is where I think a feature common to old adventure games with text parsers might find a new home - the 'look' command. As you enter a new room or 'room', you perform this untargeted function and the game returns a report with potential targets: quest items, unique gear, or otherwise special and interesting stuff. The detail, i.e. whether some or all of the actual stealable stuff is returned, may depend on your thief's perception/awareness/stealing/whatever skill, and stuff that isn't in the report can't be taken. The stuff that is in the report becomes interactable, either via normal looting for unattended items, or, for items on a mark's person, either via dialogue or a loot function (I prefer the dialogue approach). As for the mundane stuff that I said should be taken out, an abstracted approach could be taken. On the rest/camp screen, say, assuming such a beast exists, you have the option of sending your thief to go on a 'mission'. This mission need not be shown at all by the game engine, just the results (modified by the thief's ability) displayed, either some cold hard currency or at least easy-to-liquidate goods. Or utter failure, of course. EDIT: Actually, failure is probably the next most interesting to discuss in this context. To be honest, I've only skimmed the above posts about the consequences of being caught and all that and how difficult it is to simulate a believable reaction. I'm wondering though, if with a reasonably designed system, failure could be removed altogether - your thief may simply not be able to make an attempt at a certain item if they've not got the skills. In terms of the system I've proposed trying, the no-fail mechanic would be applied to the "special" thieving mechanics, while failure in the mundane thieving missions would either result in returning with no loot, or having to bail/break your thief out of prison.
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I read the plot summary of NWN on Wikipedia just now to try to help me remember where I left it all those years ago. It didn't help, absolutely none of it rang a bell except for the elf-lady's name. I do think I soldiered on for a bit, thinking that I should be liking it, but that's an assumption at best - guessing I probably did reach the plot twist. To be fair, I never finished NWN2 either, also getting about halfway in (access to most of the city). MoTB barely got past the starter dungeon (*dodges rotten fruit*) and SoZ I played maybe 90-95% of but was too lazy to go through the end-game paces after the open-world stuff was mostly done.
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Just comparison figures that probably don't mean anything, but out of interest I looked up how long it took other acquired company key personnel to leave post-EA: Peter Molyneux - 2 years Chris Roberts - 4 years Warren Spector - 5 years Richard Garriott - 8 years Will Wright - 12 years
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A fine-grained zoom function is probably unnecessary and may well cause scaling issues with the game art (remembering the likely use of 2D backgrounds). On the other hand, enforcing a one-size-fits-all preset view which doesn't take into account screen resolution may be problematic - so I'd like at least some control over the handling of the main game area (if not the UI elements as well) which may be relevant particularly to those with 25x14/16 displays (and of course, future 4k ones). I can't remember at all how BG2 handled resolution options though.
- 69 replies
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- Project Eternity
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The farthest I'd personally go is to just roll them all into one, call it weariness or whatever - assuming sleep isn't abusable like the IE games, then you can reasonably apply a stacking penalty on any checks every 24 hours or so. I personally not infrequently eat just the once a day. Fake edit: I'm pretty strongly against the idea of food increasing stats in any fashion, and food being a healing item is close behind. Food is a maintenance item, nothing more.
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Portrait Poll
Humanoid replied to Monte Carlo's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Blind answer would be portraits of course, but a final answer would need to wait until we get some preliminary shots of what the in-game models look like - DA:O would have looked ridiculous with painted portraits at the level of zoom you could do. I'd like the portrait option split into two though - close-ups only or full body. -
Death
Humanoid replied to Monte Carlo's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
While generally I'm opposed to the resurrection mechanic in just about any game - it tends to have serious storytelling implications* - permadeath combined with the size of the expected party and relatively small party member pool in this title somewhat magnify the impact of the loss somewhat disproportionately. Can't really say I have a good answer to that, unfortunately. * My issue with implementing a player-only resurrection mechanic like many RPGs do is that is undermines the idea of death, perhaps most famously in FF7, without actually gaining any appreciable gameplay benefit - all it feels like is a sexed up reload button. So just reload instead.- 81 replies
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The backgrounds in DA:O were a fantastic idea that ended up destroying the the entire game's experience for me, like building an amazing new weapon only to be slain by it - once the origin stories were over it felt like I was teleported to another game where the name was the same but everything else was different, everything after that point for me was just a slow-motion train crash. Now obviously they weren't going to write six separate games - though SWTOR is kind of that - but the point I guess is that the background needs to be self-contained enough, and for the most part resolved, such that the events of it don't detract from the game's primary plot. No fresh vendettas or recent injury, I feel a background should be, to the character's mind, a part of ancient history. Now I forget what NWN2's implementation, and only remember Arcanum's vaguely, so I can't really split the two. I guess a fresher memory would be something like Mass Effect's, though not in the disappointingly few options but in terms of their impact: the past is the past, and you've for the most part put them behind you.
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Three over the last week: two from the sixties - the British war epic Zulu (good viewing though the DNR on the Blu was somewhat problematic); and camp classic Batman: The Movie (which looks remarkably good for its age and budget) reminding me of a time where "superhero" wasn't synonymous with "dark and edgy". But the highlight for me was undoubtedly Herbert Ponting's remarkable 1924 documentary The Great White Silence - I'm amazed that film footage could have been taken of Scott's fateful expedition to the south pole, let alone having it survive in amazingly good shape that it shows up on Blu-ray: remembering the footage would have been taken in the period of 1910-1912. It begins as the crew set sail from New Zealand and ends as Scott's final party sets off from base camp for their final expedition. There's fantastic footage of the sailors, the dogs and ponies (and one politically incorrect cat) they took, the Terra Nova's bow crashing through the sea ice, the dry runs practiced at the newly constructed base camp (including a proto-tank caterpillar machine); long lingering shots of the wildlife at work and at play. It scratches both a historical and geographical itch, and I doubt any such film produced today would produce nearly the same effect.
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Yeah, I was one who missed the jump to the final version - there was a period of about a couple years where I was kind of off the map due to other commitments, (including the ludicrous idea of me co-leading and being chief administrator of a WoW raiding guild) and I kind of lost track and just found a 404 where the Lair used to be. Didn't find out the story until about a year ago at which point it was fairly obvious the critical mass had dispersed, so I just ended up settling here: until fairly recently I was averaging about 1 post a year here. Ironic perhaps then that during the time, I ended up learning how to operate and administrate a forum of my own. Wonder if I might have ended up offering to run the new place if timing had been different.
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Threads along this theme tend to pop up semi-regularly here but usually don't quite evoke as much nostalgia - somewhat fortuitous timing I guess with the peak in interest around the new project and all. And hey stealthymiss.
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It was, and is no longer. But it does sort of explain my relatively low post count here - I'm not proud of it, but I think I had one of the highest tallies on the IPLY boards.
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Lord Jim - I and probably a fair few others likely still have a few screencaps of that incident. I was a relative latecomer, joined the BIS boards around the beginning of the IWD2 development cycle - mainly because I had nothing else to do between lectures at university.
