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nikolokolus

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Everything posted by nikolokolus

  1. Better yet, Tim Cain and Leonard Boyarsky (Fallout 1, Arcanum, Vampire the Masquerade, and Temple of Elemental Evil) are directing.
  2. Who wouldn't want to wander around in a Paul Bonner inspired setting, or a DiTerlizzi world? Any of Adrian Smith, Arthur Rackham, Russ Nicholson, Vance Kovacs works, as a style to aspire to would be amazing. Then again, I suspect the industry has moved well past my tastes at this point (if it ever matched at all?)
  3. I feel like I must politely but strenuously object. D&D isn't limited to Forgotten Realms, and Pathfinder has some really, really cool sub-settings with nary a grumpy dwarf or fat hobbit in sight - check out the Strange Aeons or the Iron Gods APs for example. Perhaps, but a licensed game using a non-standard setting? Seems unlikely.
  4. The art questions about "early pathfinder" and "later pathfinder" are baffling to me. They're both completely "ugh" With respect to Pathfinder, I don't completely hate the mechanics of D&D 3.x (which I hear some people describe PF as 3.75) but the baked-in setting that comes with D&D just doesn't do a thing for me anymore - Grumpy dwarves, haughty elves, fat hobbits, and kitchen-sink, high fantasy worlds where there is is zero sense of wonder or mystery or weirdness. Not to say Obsidian can't make a good game based on the Pathfinder ruleset, but man what I wouldn't give for an Obsidian RuneQuest game, or an Obsidian Zothique game, or anything that isn't bog-standard, D&D-derivative.
  5. So finally got some time to sit down and watch the entirety of the documentary. Just wanted to say the production people did a helluva job. Kudos to them. Also thanks to Obsidian for being such a class organization from the inception of the Kickstarter to the very end, with this nice capstone. Glad I got to be part of the ride and ultimately glad I got to play and enjoy a well-crafted RPG that was clearly a labor of love. Sláinte.
  6. Maybe for Pillars 2? Sorry, I just can't see it happening with an expansion pack, when the base game is still built on Unity 4.
  7. I telework 2 days a week and I can tell you that when there is work to be done that requires collaboration and iteration, it's exponentially more difficult to hash that out via phone, text or teleconference than it is to speak with co-workers in person. This world the OP lives in where virtual offices allow you to get more done than a real office isn't the one I live in.
  8. This is like a direct callback to the gravestones in Nashkel in BG 1. You people asked for a spiritual successor and now you've gotten your wish. Honestly, while it doesn't bother me, I'm sure there will be some way to mod this out. Especially if text strings are stored in XML files or other easy to get at formats.
  9. If anybody here likes OSR games and swords & sorcery in particular, then this might be of interest: Crypts & Things Remastered It sounds like the right approach; using KS, to fund new art, and revising and expanding the existing content into a bigger, better version of the old. Judging from the beta of the new remastered version (available to anyone who backs the Kickstarter) Newt Newton is on the right track (He's also the author of the excellent OpenQuest rules).
  10. AAA games typically sell for $60, this is being sold for $40 which seems perfectly in-line with other mid-tier games you're likely to find on Steam.
  11. Most kickstarter games aren't nearly this ambitious or require this much development time either. Obsidian isn't a charity and neither is Paradox so they should probably sell it for whatever they think they can maximize the most revenue. Let plebs pick it up on a Steam sale if you're so worried about it.
  12. First Comp: Ti-99/4A First cRPG: Tunnels of Doom First proper Tabletop RPG: (Mentzer Basic) God, I feel old.
  13. That's pretty presumptive. Certainly some people are being overly negative, but most criticisms I've read regarding the beta have been fairly measured, insightful and given in the spirit of wanting to help the game get better through a combination of iteration and feedback. Personally, I like Obsidian (otherwise I never would have given them so much of my money over the years and for this project) but there are considerable issues that have yet to be fixed before PoE will be good or fun; I fully expect the story, plus choices and consequences to be excellent, but the combat is a hot mess. Pointing that out in a constructive way doesn't make anybody a hater. That is only one side of the negativity, and I'll agree that criticism aimed at improving the beta version can be very helpful to the developers. However, there are other sorts of negativity, and those are usually tied to an agenda that doesn't necessarily have anything to do with the Beta. This agenda is usually an intensive dislike for part or all of the developer's vision, most usually because the developers departed from some elements of the IE games, though rarely because the developers haven't departed from them enough. These people try to push their agendas through a variety of threads, and are usually very combatitive and loud. Please read again, particularly the part I bolded and then responded to. I even underlined the important bits.
  14. That's pretty presumptive. Certainly some people are being overly negative, but most criticisms I've read regarding the beta have been fairly measured, insightful and given in the spirit of wanting to help the game get better through a combination of iteration and feedback. Personally, I like Obsidian (otherwise I never would have given them so much of my money over the years and for this project) but there are considerable issues that have yet to be fixed before PoE will be good or fun; I fully expect the story, plus choices and consequences to be excellent, but the combat is a hot mess. Pointing that out in a constructive way doesn't make anybody a hater.
  15. I feel like BRP/Runequest figure this out ages ago. Attack vs. Defense to determine a hit (and the severity) and Armor reduces the amount of damage taken. Clean and simple.
  16. I thought Divinity: Original Sin's launch trailer did a very good job of highlighting not so much the nuts and bolts of combat, but letting the player know that they were about to step into a very reactive game with a lot of systems to play around with.
  17. Thank you very much. Jumping in now and seeing what I can see.
  18. There's only one version and no translations so far as I know ...
  19. I broke down and bought the fifth edition just yesterday. After a quick read-through and making a couple of characters, I think it's a lot closer to that AD&D aesthetic than I thought it could get. Technically it's a lot more like AD&D 2nd ed. than 1st, but you can at least trace the lineage again. The best thing I can say about it so far is that for the first time in a very long time, I read a D&D book and it made me feel like playing the game.
  20. Zak S. has one of the most intense imaginations I've ever seen. His Vornheim City book is flat out amazing.
  21. I'm also a little confused by the options you included. What's the point of including an option for "unlimited" stacks of ammunition. It just seems redundant with your "no" option.
  22. It all depends on the way ranged weapons are handled. With the current damage output and rates of fire, finite ammunition wouldn't be all that great. if the rate of fire or damage rates were bumped up to account for making ammunition a strategic resource, then I'd definitely be in favor of finite ammunition.
  23. I get this issue when loading from a saved game, but I don't recall seeing it on area transitions.
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