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mindswayer

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Everything posted by mindswayer

  1. Not what I said. Personally I don't really have a problem with Tyranny's reduction of party members, and the removal of friendly fire isn't something that makes me drop the game (although I have mixed feelings about it). My worries are that the designers see something that frustrate some players and then remove it even though it poses no problem to the vast majority, and can create fun situations and challenges - such as the example they gave of fighting some very powerful dude early on. I mean if you're aggressive to an Archon, what would you expect? Him to throw candy at you and play with snowballs? Tyranny already has level scaling (which I despise - but can understand the choice) - at least use that system you implemented to make the archon manageable if you don't like strong enemies. If the Archons aren't scaled, let people pick fights with them if they wish anyway. My hyperbole was more to emphasize the snowball effect that some of these design changes have. Today it's "we don't want to frustrate the player, so we won't allow him to fight this guy early on, even if he chooses to." What's coming tomorrow? I have no idea, I just hope it isn't The Elder Scrolls Daggerfall-Skyrim Saga v2.0. I'd just like to stress that my problem isn't with this change in particular, it's with the idea behind it. These types of things kind of irk me and make me draw parallels to other franchises. If from my post you get that this completely makes or breaks the game for me, I'm sorry, that's not my intent. Haven't seen anything so far that made me think "I won't even bother with this."
  2. "Hey, our company just got saved by people who love "hardcore" RPGs, what should our next project be?" "We should go after those people that don't care about these types of games. You know, reduce number of party members, disable friendly fire, make it so that the player can't fail no matter how hard he tries" Of course this is an hyperbole, but it doesn't really sound like the right way to go. I guess sales of Tyranny will determine if you're right or wrong.
  3. Priests probably won't work the same way in the sequel, so I don't think we need to worry about this. Yeah I heard Sawyer talk about that. Glad he's rethinking Priests. I've missed this, how is he rethinking Priests? I am totally fine with Priests 2.0 because in their current form, after a couple of runs, they become quite boring to play with the same exact repertoire of spells every time. Also, I hope we'll get more god-specific spells/talents. There is really too little difference at the moment between a Priest of Eothas and a Skaen's one. Teachings so far apart should lead to very different playstyles, not just one talent and one spell. Pretty sure it's in this panel from last year: https://youtu.be/hOkU8-cOVDo I don't really have a timestamp, but I'm gonna watch it again anyway so I'll put one up in about 1h. PS: Got it. 48:28
  4. Priests probably won't work the same way in the sequel, so I don't think we need to worry about this. Yeah I heard Sawyer talk about that. Glad he's rethinking Priests. Since we're on the topic of religion, I also kinda hope they give us some sort of physical representations of the Gods. Be it statues, in-game books that talk about them and with drawings representing what the author thinks its looks like, frames on windows in temples, or even when communicating with them - instead of the adra pillar showing up, a sort of silhouette appears on the screen. I also noticed while looking for concept art of the gods that there only appears to be concept for three of them: Galawain, Woedica and Berath. Anyone know if there's more that just doesn't show up on the wiki, or did they just say "alright screw it" and stop after drawing 3 of them?
  5. It'd be very nice if they could clean up the spell effects. Big fights are a complete **** show. You literally can't tell who's engaging who or what the hell is even happening. Also honestly kinda wish they'd label priest spells "Buff", "Debuff", "CC", "Damage". It's kinda of annoying when your priest levels up, you have 7 new spells to memorize. Either that or make spells of the same kind have similar icons. For example, all the "Prayer" spells have a "leitmotif" in their icon that you can instantly recognize without having to scroll over all of them. Maybe the classic "praying hands" icon on all of them with special drawings related to what they protect against. PS: I'd also really like to filter the combat log by character affected so it's much easier to navigate and find relevant information.
  6. I'm not sure if I agree with their dislike for "false choices" where they lead to your death/negative consequences for the PC. I was pleasantly surprised when in Pillars I jumped off that pit in Burial Isle, my character died impaled on some **** and the game gave me a game over screen. I thought "eh, that's pretty neat, wasn't expecting that" and reloaded the game. Wasn't particularly frustrated. No idea why they hate it so much. Seems to me like "oh you can do whatever, it doesn't matter because there's no consequences for you" is a falser choice than what they call "false choices". They're solving a problem that doesn't exist by ultimately restricting what the player can do.
  7. Wait, what? How do they perceive themselves as the next step in human evolution while being extremely visceral and sensory-driven? Isn't that kind of contradictory? I'd imagine they'd need some sort of intellectual capabilities to think of themselves as such. Isn't that exactly what humans do?
  8. My reaction to Edér's racism towards Hiravias was the exact opposite. It only made me like Edér more. It's pretty funny how everyone takes a dump on orlans every chance they get.
  9. Yep, on Paradox's Twitch channel : https://twitter.com/PdxInteractive/status/772794639594168322 Awesome, thanks. Always love to hear Sawyer talk.
  10. is there going to be a livestream for this somewhere? Also it's probably gonna be delayed to 2017.
  11. But... None of those things are forced upon you in either Human Revolution or Mankind Divided, they're entirely optional. (what is not optional is level design, sadly) Anyway, never heard of GMDX mod, it does look rather great tho. Let's see whether I can force myself to get past the terrifying aiming controls the original had. I wouldn't know about the latest Deus Ex but in Human Revolution when I started playing all of these options were on, assuming that I am the kind of moron who does not know that one can climb up or down a ladder. Insulting to say the least and indicative of how the developers think of their audience. Edit: Furthermore I believe such babying measures should be destroyed! Judging by your attitude maybe they're right in the way they perceive their audience.
  12. What recent livestream? You mean the character creation one posted in the previous page, or did I miss something? If so, was it something said by Brian or was it text in a particular part of the character creation? I watched that vid two times and don't remember anything referring to Kyro's sex. It'd also be odd to be a "bug". I mean this is the first time I've seen anyone refer to Kyros as a female, and it wasn't Brian doing it, so maybe it was a mistake? I don't know. Maybe it depends on the player character's gender? No idea. But I am confused.
  13. I don't think it's a mistake, no. I've checked the most recent interviews and dev diaries that were published before Gamescom, and although the developers never correct the interviewer whenever they refer to Kyros as "he", they never actually use a gendered pronoun for her in their answers either. So yeah, I believe it was meant to be a low-key "Samus is a girl" moment for Gamescom. What about this then? Also this from http://www.pcgamesn.com/tyranny/tyranny-and-the-nature-of-evil-everyone-s-the-hero-of-their-own-story
  14. Wait, Kyros is referred here as a "she". What? Is this a mistake? I've always seen Kyros referred to as a "he" in every single interview before this video.
  15. Really cool stuff. 4 major story-lines according to Brian Heins. I'm hoping for something akin to Alpha Protocol's reactivity/branching in a cRPG form. Both games seem to be about 20 hours long. Tyranny ain't looking so bad after all, if what they say is true.
  16. doesn't say who filed it, could be a joke Most likely is. Although there is always hope. I'd trade Pillars of Eternity 2 for Fallout by Obsidian any day of the week.
  17. Oh, never went there, so I didn't notice. My apologies. Mods can delete this thread if they think it isn't worth a thread. Just wanted folks to know.
  18. https://euipo.europa.eu/eSearch/#details/trademarks/015737133
  19. Hey lads SO I just came across this piece of news (https://archive.is/atbV1) and found that Paradox Interactive were having a survey on what people liked/disliked about RPGs. (https://www.surveymonkey.com/r/PGCQ67V) Link to Paradox forums about the survey https://forum.paradoxplaza.com/forum/index.php?threads/take-our-rpg-survey.962385/ VtMB is mentioned in the survey, which can mean a lot, when you consider that Tim Cain and Leo Boyarsky are working on an "unannounced project", or it can mean nothing at all. So, as we all enjoy some role-playing, and I was very surprised that I hadn't heard about this anywhere, not even around here after a search, I decided to share it with you folks.
  20. Hey finally someone asks relevant questions, like the engine its based on. Glad to hear it's Unity 5. Also in a party-based class-less RPG it would be neat if we could add suffixes to the characters in the party to properly identify them quicker without having to look at the skills/abilities he has to know what role I specced him into. lmao dropped No but seriously, sounds okay. Although I've read plenty of "okay-sounding" level scaling systems that, when put in practice, were garbage/easily exploitable. But we'll see I guess. Also depends on how easily accessible areas are in the early game. It would be pretty funny if a player could access end-game areas from early on and effectively limit every encounter to level 1 then stomp the entire game. edit: wait, enemies have a min. level. Alright. Should probably not read interviews while watching The International. I think Skyrim had a similar system though. Didn't do that game any good.
  21. This is the single biggest reason I cannot bring myself to enjoy, or even to play, the Elder Scrolls games. I cannot stand RPGs that are not party-based. Immersing myself in my companions and their quests and stories and quirks, micromanaging my party, optimally distributing items (and even skills and abilities) across my party, having significant variation in classes and builds across my party, etc., are what make a game truly enjoyable for me. I accept there is such a thing as too large of a party, but I think six is ideal and optimal. And as party size drops further and further below six, my interest in the game drops exponentially until it gets to be practically zero interest with a party size of one. Damn. Sorry you missed out on New Vegas. I don't know if it's in that segment, but somewhere in that same podcast Josh also talks about how he understands the benefits of 6-man parties and can see why 4 man parties would be too restricting. But you can rest assured that PoE 2 will have 6-man parties. If I had to bet, I'd say Sawyer will slow down the combat instead (actually I'm pretty sure I heard him saying this as well in some interview).
  22. Sawyer actually talked about this whole number of party members dilemma a while back: https://soundcloud.com/usgamernet/axe-of-the-blood-god-episode-46-obsidians-josh-sawyer-reflects-on-pillars-of-eternity Skip to 36:10 Start at 35:03 if you wanna hear the "question" that's posed.
  23. There's levelled loot in PoE? To my knowledge there's only random loot, and even that's not really random I mentioned "no levelled/scaled loot" because I've been replaying Morrowind/Oblivion/Skyrim recently, and the scaling in the two later games is absolutely disgusting and completely ruins the game (one of the many things that ruin it, in Skyrim's case). It's also a giant problem in Witcher 3, but thankfully it's mitigated by the fact that you can craft badass gear with the whole Witcher School quests. My comment was more of a "if you ever consider levelled/scaled loot for PoE2, please don't" kind of message to Obsidian. I think random loot can be okay if it's only for "filler" containers, such as sacks or crates, or these small things that usually store food/potions. But for chests in dungeons? Unique enemy (such as bosses) drops? Hell no m8, give me something that's worth my time and effort. But (if you're right, I'm not really sure) removing random loot doesn't magically fix the loot problem, as PoE very well demonstrates with its mountains of worthless magical "unique" items. Did you play the expansion? Because I didn't. Maybe it has some amazing moment or it fixes literally everything? I honestly don't know. From what I read online the companions aren't an improvement either, aside from the monk dude who appears to have some comical moments.
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