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evilcat

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Posts posted by evilcat

  1. It depends how much game is around main character, and how much about party play.

    Tyranny system (skill based) is generally good since it allows to make main character my way, no matter how crazy idea is. The main flaw of Tyranny is that total number of skills and trees was low, so you cant really mix much if you have 4 weapon style and 1 magic 1 support

     

    If it is more about making a party more fixed classes are ok, since then we play specific characters NPC and we cant expect from Mage to suddenly switch to 2h barbarian style.

     

    Shadowrun games did it ok, since we have alot of freedom for main character (experience skill system) but for companions we have simple trees where we need to stick to the theme of each companion but can pick details. Tyranny did similar, since each companion have 2 (or 3) paths to pick from, but it still same character not another perfect build.

  2. Finished Witcher 3. But havent beat it, since havent played Gwent at all, also ignored some side quest and bounties, and there are still dlc. But it feels good. It is nice to have game, which you can play and have fun, and finish, but still have big chunk left in case you want come back. That is the way to go.

     

    That game was perfect and it will be some time before anyone will beat that. Sorry Skyrim but your quests are dull and so is combat.

    • Like 5
  3. PoE 2 i have most hopes for, that it will be big game, with tons of options and replayability. And also that it hook in old valia with some pirate theme. Yarrr.

    Patchfinder crpg would be cool. It has so much lore, mechanic, ready adventures. It is just wasting unused.

    Succesor of Vampire Bloodlines. Mix of action, slasher, shooter stealth, but still with some awesome rpg layer and storytelling. But better 3d style (like Bloodlines or Deus Ex) since that works better with stealth. If Masquarede license is out of reach, then some other universe with supernatural or horror theme. Gailman or Dresden FIles sure why not.

     

    Space Game. GTA in space, but with better rpg value. Like star wars where we play Han Solo own ship, smuggle some stuff, shhot things, trade, explore, shot other starfighters. Complete crew. All in space. Something like firefly meets privater.

     

    Isometric action rpg. But only becouse it is hiliarious that we have shooter rpg, slasher rpg, even kung fu rpgs but not isometric. Maybe there is some reason for that. Like Helldivers but with plot and quests.

     

    Not very familiar with WH40k but Imqusition or Rouge Trader game... i see apeal in that. And it would be different. We have alot of fantasy games, but space, and more specific dark space games are less common. Inqusition and Trader offer some rpg potencial. Marines would probably be too much combat for my taste. But... there could always be several games, each focusing on something else with own mechanic twist. Like Inqusition being more classic TPP action rpg. Marines being more like XCOM. And Trader having spacecraft combat and trading and FTL vibe.

     

    Alpha Protocol (Beta Protocol?) would also be awesome, as long as it could be mix of very good stealth game with good rpg. That is something nobody else does. And games like Deus Ex, Splinter Cell, Hitman are quite popular so doing one but with rpg layer would be a profit.

    Probably need to be own IP, for future development or mobile spinoff.

     

    As for sequels: They are generally better than 1st game, if not repeat old mistakes. Some of most memorable games are sequels. Probably trilogy is enought.

     

    Generally wish to stick with roleplay games with rich narration, branching quests, moral choices, and cool dialogues. Make it tactical, action or adventure. The thing is that there is not so many roleplay games, and AAA games have very lineral plot, and not much chances to tell baddies to go fork themselves.

  4. I am interested in making 2d background more interactive during combat. Modern Shadowrun games did it to some degree, so it is possible, however probably need to be limited only to some "harder" fights.

     

    Sample uses:

    • Sneaking around off combat and making some diversion (set curtains on fire to move some mobs)
    • Good ol' exploding barrels, or splitting some flameable oil and set it ablaze
    • Valve gases
    • Cutting chandelier ropes for great impact
    • Pillars smashed with fireball
    • Corpses well used but you need to make some first (cool gimmick for animancers)
    • Who let the dogs out
    • Throwing some bench at the wrench
    • Like 3
  5. It is interesting question from marketing point of view, what exacly players expect from crpg? I guess it is 1) Awesome stories 2) Tactical fun.

    Does 3D help with that? Will it work in limited budget?

    Isometric 2.5D is convinient, since it works for tactical layer, and power of storytelling lies elsewhere anyway.

    If we compare Dragon Age with Witcher or Mass Effect the later games has also quite fun action layer, so they use 3D in mechanical way.

     

    One good reason for 3d background is better interaction with surrounding, like using objects in combat, or using high ground, or area destruction. That would indeed be cool. (using background in combat... this has potencial) and to some degree could be done in isometric.

     

    Another reason for 3d may be that it puts player closer to the character (literally) and helps immersion, since we are no longer oversoul looking from above, but id looking from behind the shoulder. Hard to judge how much is it true. Also facial mimics and gesture could help, but in crpg they are not so good so far.

    • Like 1
  6. I'm going to be in the minority here, but 3D. I think it could be done and still have a unique looking game. I felt like Dragon Age: Origins did a great job. You could switch between Isometric and over the shoulder. I know this isn't going to happen for POE 2, but may as well as mention it.

    New engine means new assets, and a lot of work. May be better to spend hours on quests.

  7. Not expecting new classes but it'd be nice to get more "sub" classes. More patron deities to choose from as a priest, more paladin orders (I believe a couple more were mentioned in the game), etc...

    Not sure if quantity if what we are looking for. There are some data that only 20% players finish game, multiple walkthough is even more limited, so it is better to have just a few good options, rather than many many similar.

     

    I think it is better to have 4 orders with 5 traits than 10 orders with 2 traits each.

     

    As for classes: I wish for good and proactive sword and fireball class (maybe just implement Duskblade or Pathfinder Magus - no need to invent what could be discovered) Also the make your spell aproach from Tyranny is good for at least one class.

     

    Some players may enjoy: paths for druids elemental (spells) or wildshape (more melee), specs for wizzards at least for animancy and warmage (evocation) and lets say scholar (control and support).

     

    The other option is tyranny way but add more trees for more combinations like: beastmaster (pet), Shapeshifting, Animancy (summoning),

     

    Fancy idea for character creation system, divide character into:

    1. Skill trees (similar to tyranny)

    2. Class Path - can have only 1 active, you get points for each skill point in related skill tree (one or many for multiclass paths) and the more you collect the more bonus tiers you have, but they all are havy themed to mimic classes.

  8.  

    New Info : https://twitter.com/jesawyer/status/817190655487156225

     

    Working on translating the words beneath the alphabet but it's hard because it's a new language! I think the Aedyran words read : "afyllath uea midh fyr" definitely Eld Aedyran but I don't know what it means.

    Pretty sure it's the title of a chanter phrase, but I cannot remember which one...

     

    Impressive memory: http://pillarsofeternity.gamepedia.com/Aefyllath_Ues_Mith_Fyr

    • Like 1
  9. I dont mind rebelious companions if the reason is good. If our companion is Mr Goody and we just slaughter village or sell bunch of peasants as slaves he can stand on their side. Or we just piss him off constantly with witty comments. Or he is member of some race/organisation and we use him to assault stronghold of said entity... that would be annoying, but if we pick someone else...

     

    As for party member disliking each other, i could see option that it will lead to break up, but that means risk of party alone which is not good (everybody leaves ;-) ). There is also a cool option of party members dislking on verbal level, (trashtalking each other) unless we told them to stop it and behave (but why we should do that?).

  10. This is topic about idea of save export to PoE2.

    It is continuation of similar discussion in some other topic (where it was offtopic), so some comments could be similar.

     

    Should we continue story of Watcher?

    There is an option to just keep playing with old character and party, however i dont think it is good idea. After WM Watcher 1 is one of most legendary hero in Dyrwood. Slayer of numerous dragons, most wanted monsters, some archmages and choosen of fallen godness. You cant top THAT.

    There is also some fun in starting from level 1, pack of wolves is serious fight and player is happy with every magic weapon can grab hands on, not limited to best set.

    Assuming other localization than Dyrwood there is also question of what happened with our Stronghold, NPC dont care much about our lordship, but old Watcher probably focused on governing the cottage (unless player sink all the gold into fancy gear and havent improved base a notch. Why would we even go somewhere else?

     

    Should we play as some other character (companion)?

    Eder fanclub is strong, but not as big. There are always personal preferences about who is your favorite Companion. Not all may enjoy Eder (heretics). Playing during Saint War sounds interesting. However i am not sure if you could fully kill Eothas so he may return anyway, also in future.

    In game like that players like to make own character and give it best punk hairstyle engine can support.

     

    Cameos?

    Cameos sounds good, since it is fun to see old names back for old players, and new players probably dont care (so it is not harm for them). 

    There is some limit, how far the new story could be locate and assume that some old NPC will get there and why. From that perspective Vailian Republics are close enought to see at least some.

    Some npc are more likly to travel alot on special missions: Pellegina (related to Republics) or Hilvaris (travels alot, so does Kana).

    Others are more home people (Sagani, Mother). Also we need to respect endings of PoE, if old Companion in canon died horribly keep him dead.

    There is also option to have old companions, but probably not many, since players want new faces, and it feels strange if too many companions somehow traveled to new hero. Also some old companions may had other plans than being sideck to some local hero after some legendary adventures.

     

    Save Export?

    The issue is that if new story is somewhere else, the old one could not matter that much. Fate of Rodrick dosnt matter outside Dyrwood.

    What could matter: Trade deal, who owns Defiance Bay, general fate of Dyrwood (angry gods and stuff), position of Watcher and Cuad Nua(assuming close enought), in case of cameos who died, situacion in Durgan Battery (again localization matters).

    It is something, but not much, and many of these looks more like news from far far away, tot something could change new story.

    This may be good since that makes less work for multi version of new story and applying save export. On the other hand the difference could be so cosmetic it is not even worth it.

     

    I may have fortgoten about something, but maybe it will show up anyway.

    Have a better new year, full of joe and PoE2 hype.

  11. I must admit that i like KOTOR sheme:

    1. Prologue
    2. Big exploration, actually most of the game with some small scenes pushing main plot forward.
    3. Big twist, sheet just got real, doomcloack at 11
    4. Final chapter dedicated to main plot.
    5. Ending which tells us that choices mattered

    PoE was good, expecially with WM since amount of exploration was huge, probalem was chapter 3 which unlocked after big twist and i wasnt really in mood for more exploration but more like on blood trail for that bastard. If we put PoE and WM togeter then that is big game. And it has enought exploration.

     

    BG2 also had enought exploration for my taste.

     

    Endless Dungeon was fine on 1st walkthought, since i wanted just careless slaughter (and loot). It as food to jugle with Defiance Bay (which has more text only adventures). However on second walkthough dungeon is repeatable and less fun. Probably it is just too long for own good. 7 Levels would serve the purpose.

     

    With stronghold: i think that OE nailed it in Tyranny, with stronghold being important for plot, functional, easy to use, useful and looking awesome.

  12. I think i would prefer to be other watcher, AFAIK they do not fallow highlander rule. It would be fun to hear of our old Watcher how she is doing in Cuad Nua, or sea old NPC (at least those who havent died horribly). I can imagine:

    Eder running some reborn cult

    Aloth probably magic organisation

    Pellegina doing Valian stuff (what a coincidence) could be recruitable

    Devil being devil, probably bounty hunter could be recruitable

    and so on. However some characters probably wanted to go home or settle down.

     

    There are always new players who shouldnt feel as they should play PoE1 to get game 2

  13. About Act 3, in poe there was a feedback, that act 3 was a little too long, and in many ways similar to act 2 with another hub and random quests. When players after act 2 may felt on the hunt.

    In Tyranny act 3 may be 3 boss fights which is not bad.

     

    There could be a problem with Tyranny in general that we are cut from some areas depending on the choices, there could a trick that in act 3 we got whole map unlocked, since the rules gloves are off and we can go whenever we want (claim all the towers, finish investigation).

    Or the rules that we can discover some areas by traveling from borderline of nearby area (like in poe).

  14.  

    The magic system. PoE2 needs to have this magic system. In fact, all games should have this magic system.

     

    I rather they don't change the whole magic system.  However, I would love for a new class to have Tyranny's magic system.

     

    I had somewhere idea of Runemaster, as caster who use runes to combine them for greater effect.

    PoE is already soul-punk, so they may be already a mage who use engwithian symbols to trick the world... may be ok enought.

    So yes, there could be class in poe2 with tyranny magic system.

    But accents fit to all.

    • Like 1
  15. The traineer skill points are ok system, as fancy way to "5 skill points per level" + some cash sink. However they should be accumulated over levels, maybe traineers should have special icon on map (mmo style but whatever). One thing are companions, but even player may miss a traineer early on, or just get 2 levels in one dungeon (may happen). 

     

    Spells discovery is ok, but accents are even better part of it. Call it accents or metamagic. In the end i dont need as many spells total. And it makes easier to remember to play if i take low level spell  and just amplify it to late game (damage, range, tohit, area, duration, secondary effects...)

     

    I recently played game Path of Exile, it also has interesting mechanic of single skill gems which we can improve adding range, speed, duration, curses, other damage type. In result it is more fun and interactive than: lv1 Lightbolt lv 9 Greater Lightstorm

    • Like 1
  16. Has one run done, but i cant say i beat the game.

     

    In many ways game feels like Obsidian took the feedback from PoE and just implement it in the game.

     

    Some nice things:

    + I feel like running second one, this time with another faction, and that promises to be different.It is fun that there are ways of which i havent even thought, but they are also viable and developed (no ally path).

    + World shaping was very cool.

    + Spires are center of the plot, and the benefits are strong.

    + Letters are convinient way to explore the lore

    + Faction feel significant

    + Companions skill set seems to be more unique, since everyone has own tree. There could be second heavy armour user, but that is not big deal.

    + Overall skill trees are very easy to fallow, which is good on first run. This could be problem in multiple runs if there is less tools for fancy builds.

    + The fact that i could start with no idea what i am doing (2h guy) and then pick some magic on the way, ended with earth paladin.

    + Miniatures during dialogue with gear visible. Poses are sometimes hilarious but ok.

    + Spell accents (metamagic) are very good, since i can take low level spell i already familiar with, and pimp it up  with damage, area, tohit, duration... so it still be important late game.

     

    About classes: Why we pick classes at the character creation? At start it is more about getting basic feats for our combat style, and class features are insignificant anyway. So maybe... pick class mid game after meeting requirments. More like like prestige capstone twisting our character in some way.

     

    Cooldowns: They have benefit on first run. Since with per rest i had habit to save powerful spells for last hour, and it never happen. Balance with cld or mana is less stressfull on blind run.

     

    Sometimes game is different and lacks certain things, like dragons, but that is acceptable if team want to focus on core plot.

     

    Very interesting.

    • Like 1
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