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Tigranes

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Everything posted by Tigranes

  1. It really, really isn't. Remember that you can't just look at the numbers and say "that's the absolute objective nature of the virus, case closed". We know for a fact that nobody really has a good estimate of actual # of infected in the US, for example, and that will be true of many other countries as well. Every epidemiologist or public health expert treats the positive test / mortality rates with due caution, and never as an absolute basis for judgment. Even if we set aside the near future impact, we can look at what has already happened. The flu has *never* forced a relatively develope
  2. I'm not sure I understand the objection, but you can, in multiple places, sympathise with race supremacy views, dodge the question and demur, or mock/disagree with them. Same goes for varieties of communism, free market capitalism, etc, etc. Like any story-heavy game rooted in a scripted dialogue tree, you won't always have the exact dialogue option that you want to give. And like any well written story, you're often going to be in tricky situations where you can't resolve the situation exactly the way you want it. (You might have to partly work with people your character considers despic
  3. This is a very polished game - there are a small amount of scripting errors, that's about it. Virtually no broken quests, no crashes, etc. They clearly opted to produce a polished game with plenty of 'depth' in each area instead of a 'large content' game, and there's no reason not to play now if you are interested. The game should please anyone who liked Age of Decadence, although it's a very different beast, in fact. It will also please anyone who wanted TTON to be good (or, I guess, if you enjoyed TTON). It knocks most games out of the park without hesitation in terms of atmosphere and
  4. ""Forced" is the new black. It gets trotted out as an excuse for whatever a particular poster doesn't like" Well, I'm not hearing any arguments against sensibly and consistently designed gameworlds, just a lot of rhetoric about how you are either with quest compasses or against them. Not everything is a battle to the death, you know. As far as I can tell, I'm not even against anybody's viewpoint in this thread, because my suggestions don't really involve screwing with the compass. Zelda BOTW isn't exactly a paradigm of "we hate convenience, you must descend all the dungeon floors again
  5. The main difference between emergent gameplay and writing which doesn't facilitate play without quest markers is the parts of development process which need to be coordinated well. If you're building a systems-driven game, glaring bugs will become obvious fairly quickly and development of mechanics tends to be interconnected enough to make that possible (albeit still damned difficult) However, to make NPCs describe quests properly for player to be able to navigate by their descriptions means coordinating: - Level designers - Quest designers - Writers and, in case of last minute change
  6. Looks like agris has made the points well enough. It should be very clear why it benefits a game to have dialogues and quests and levels designed in a way that things make sense, regardless of whether you hate quest compasses or love them. Consider: World A: You hear the goblins are attacking from the mountain to the north. You know what goblin camps look like because the game is consistent in how they look and what kind of places they tend to be placed in. So using common sense, you are able to take a walk to the big mountain you see, find some trails, and discover the goblin attacks. If
  7. Any concept that is (1) applied consistently and (2) makes a meaningful difference in gameplay. No point having a lava planet if you never fall into the lava and you don't need heat resistant gear and you can't throw your enemies into it and watch the rest scatter.
  8. The OP didn't say ban the compass, the OP said please design the game in a way that you can play without the compass if you wish. Most replies don't seem to address that at all. Designing the game so that you can choose to use or not use the compass improves the game for everyone. It means that the overworld is more coherent and sensible, and players who use the compass can still enjoy seeing how the levels work in a cohesive way, how the dialogues are written thoughtfully to describe where you're actually going, and so on. It's good for allowing different playstyles, and it's good for so
  9. Eh, it looks fine I guess. Open world first person shooter may not be my favourite but that's OK. Gameplay wise it seems to be utterly ordinary for the subgenre, not much mechanical innovation going on. The aesthetic turns out to be a lot less Gilded Age and a lot more typical hodge-podge scifi with gigantic pauldrons and whatnot. I'm happy the outer planets at least include lush places and not brown-and-grey, but with Boyarski in charge it's surprising that the art direction is all over the place. Given that the gameplay will probably be good but nothing earthshaking, the question
  10. I think you're infected with an extreme case of overanalysitis, and the only cure is to plunge in and out of an ice cold bath while singing Elvis Presley for several hours.
  11. It has a strong American vibe to it, and most likely points to Gilded Age American retro in space, rather than a straight up continental belle epoque. Which is a very Fallouty move: take America's imagination of the future from a particular point in the past, and then pull that forward into a fictional setting.
  12. I would absolutely love a space RPG with a belle epoque aesthetic, but this seems a lot more Americanised. Well, we'll finally get some details!
  13. People have different opinions. As I get older, I learn that it makes me healthier to try and understand where they're coming from, even if I ultimately conclude that their opinions are bad ones. I used to get a kick out of talking about how ignorant or biased those other people are (and still succumb to it sometimes), but eventually I realised that when you do it, the silent majority isn't applauding with you - they're usually looking at you in pity. Many acquisitions of this kind in the industry have ended badly for gamers who wanted more good games, so I can certainly understand that fe
  14. No thanks. Obsidian have proven time and again that they struggle with making good action RPG gameplay. Even when I liked their attempt at it (Alpha Protocol), this led to a devastating commercial failure and hard times for the company. That said, this really might be what Outer Worlds offers, since over-the-shoulder / first-person, open-world-ish big market RPG has always been in Obsidian's / Feargus's ambitions from Day 1.
  15. The KS for POE, successful as it was, was never ever going to give them a basis to sustainably make games for perpetuity. For that, Obsidian needed to fire 80% of its workforce, trim down to ~10 people (which was the core POE team, by the way), cut the budget for POE1 & 2 by a huge amount (since they went over KS budgets), and in turn significantly reduce the scope and visual appeal of the games - and then still hope on tenterhooks they sell enough to fund their next game. The alternative is that you KS every single game. Not exactly viable, and I'm not sure that's such a utopian outco
  16. Im obv speculating, but my gut tells me it could be something as simple as: owners arent getting any younger. they want to cash out and spend their 50s in a lower gear watching their kids grow up - furnished with a big lump sum of money that will see them nicely through to retirement in 10 yrs time. i work at a big firm thats done its fair share of acquisitions. one of the former owners of a company they bought is living the life o'reilly. hes chilling out in a cushy role that he negotiated as part of his terms for selling. i dont know how happy he was prior to selling his firm, but hes de
  17. Tyranny has a promising start and a potentially great story/setting. They put all that promise into a giant bucket of pig swill and throw it downriver halfway through. After a while you're not really an evil overlord's special investigator, you're not a budding political novus homo trying to carve out your own territory, and nothing that happens in the story actually requires the conceit of an evil overlord or political intrigue. You just talk to Mr Mysterious Questgiver Evil Mary Sue (who is called, what the hell, Bleden Mark, what's next, a barista called Stah B. Uchs?) and then go kill ever
  18. Uh, the stretch goal is Battle Brothers / Overhype Studios folks. Not related to Age of Decadence / Iron Tower Studios. Or do you mean something else? I'll be happy if they can get to Kai Rosenkrantz.
  19. There's always also a chance that the forums as we know it get closed down.
  20. It's worth remembering that 'Microsoft' doesn't mean one thing over time. When you have a massive corporation whose main strength is not in games, then it can sometimes be a question of "who is the one fellow in charge of games that they brought in to execute whatever wider strategy they thought up?" Does that person understand games as products and as an industry? Do they know anything about RPGs? Will they be gone in 12 months, with some other fellow to come in and cancel half the projects and change the entire strategy (as has happened before)? There's a wide variance in what kind of owner
  21. I don't know what you mean by 'after finishing', but if you used iroll20s to enable cheats, then entered some command, then closed it - then you've made a cheat action in that save, so of course, achievements will be disabled for that save. It wouldn't make sense otherwise. You add gold or experience with the cheat commands, then the fact that you subsequently disabled further cheats doesn't matter. Anyway, why worry? Achievements are meaningless fodder. Play the game and enjoy it, with or without cheats as you please.
  22. The question is what Obsidian even wants to do, before any potential MS advice/overrule/interference/freedom. Presumably they would like to do a POE3, but otherwise, what does Obsidian want? Feargus has always wanted to do big budget Skyrim style blockbuster RPGs, which I never thought was Obsidian's strength or its reason for existence (we have other studios to make that stuff), but will that be what he pushes for now, for example? Obsidian has also always flirted with ARPG style games, and they've always partially/entirely flopped because Obsidian has had difficulties creating really sna
  23. Yes, especially since they've almost reached the goal. It's very, very, very, very certain, based on dozens of similar curves in the past. It will be a smaller rush than huge ones like POE, because they don't have the same level of video updates, social media shoutouts and flashy stretch goals. But will it be enough for the few thousand dollars they need? 99.9999% certain.
  24. Heh. Both obs and inxile at the same time? That's quite a day. I'm reserving judgment - Obsidian has always had to fight tooth and nail to stay afloat, and a 100-200 man independent developer making ~AA RPGs has always been a very unlikely proposition in terms of survivability. You have to imagine that this buyout was the best that they were ever going to get, and I wouldn't have liked to see them refuse this then go under a few years later. As for Obsidian's style & creative freedom, well, Obsidian's signature style in RPGmaking already ended after New Vegas. They've already been
  25. Last ~2 days getting similar $ as first ~2 days is a standard curve seen on dozens of Kickstarters of this kind - it's a very clear and very obvious pattern. And if the Realms Beyond team did any kind of basic research on KS, then they'll know that they're probably making the goal. Hope they weren't banking on making a lot more beyond it, though.
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