Everything posted by nikolokolus
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Stretch goals
mod tools would be great and co-op would be an OK feature, but one I admittedly wouldn't use much. Mostly, I would just love to see them expand the game's content and polish the factions and NPCs in the game to increase the level of immersion -- the more reactive and "alive" the campaign world seems and the more nuanced the better.
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Level scaling
There's no two ways about it for me, I think the most memorable games I've ever played are those (especially in an open world) are those that smack you down when you wander into an area that you probably don't belong in. Early levels should be tense, you should feel somewhat small and weak and pick your battles carefully, when everything scales to your level it just feels like you're grinding through an MMO, where everybody gets a participation ribbon.
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Level scaling
- Gay and Lesbian Inclusiveness!
nikolokolus replied to c0wb0ycliche's topic in Pillars of Eternity: General Discussion (NO SPOILERS)I'm fine with having some characters be gay. Arcade in F:NV was particularly well handled. The crap that bioware used in DA2, where just being nice to ANY character in your party eventually lead to them asking if you wanted to shag, was terrible. If it is included I think it would interesting for the developers to include bigotry in the game world. Perhaps taunts being leveled at a companion for their sexual preference (assuming of course that it's known) and then the player having to make a decision about whether to stand up for them, possibly alienating either the companion or the NPC that might be able to help the party.- How realistic is your cup of tea?
I'm not sure how to vote for the options that are present in the poll. I don't want watered down realism, but "brutally realisitc" with child murder, rape, cannibalism and all the best things about humanity, implies a tone that is oppressively dark. If it's done right, I would like "brutal realism," but I don't want to finish the game feeling even worse about society and people than I already do. A good example of getting it right was the way it was handled in Fallout 1 and most of the time in The Witcher games.- For devs - bad communication is hurting the project
Part of the problem seems to be recalibrating their plans based on the overwhelming support they recieved. If in their minds it was a 50/50 proposition to get funded for a project that they thought they might want to do then chances are that their design goals were much more modest that what it looks like they'll be able to actually do now. It's something like designing a blueprint for a house that is going to cost 200K to build and then right before you go to take out the loan, you buy a lottery ticket and win 10 million bucks. That might send you back to the drawing board just a little bit ... you probably aren't going to want to just tack on a lot of gold plated door-knobs and toilet seats just to take advantage of your newly gotten wealth.- Urgency: Please Have It
The waterchip countdown in Fallout 1 is a great example of urgency or for those really old farts like me, the Ur-quan slaughter of the galaxy in Star Control II. The most memorable games for me were those that made me feel like my actions were not only necessary, but the consequences of inaction would be dire. This doesn't mean we have to be punished for exploring, but there should always be the sense of impending doom lurking in the background if we Eff up ... but that's just my opinion.- About time..
I find it funny how dozens of developers are shuttering their doors or being gobbled up by huge entities like EA and the assumption is that these guys just have piles of cash reserves laying around in the basement to fund whatever the hell project they like. The margins on these games have been pretty tight for a lot of companies for years and for every Bioware or Blizzard, there's probably a hundred that are barely keeping the lights on.- For devs - bad communication is hurting the project
Just because they aren't spamming the comments section on their kickstarter page or maybe because they were completely caught off guard by the lightning quick funding doesn't mean they don't know what it costs in terms of development man hours to flesh out a character or make a new race. Give it some time people, there will be more information I'm sure. But they do have a right to a weekend no?- how the game will look like?
Magic 8 ball says, "looks like BG to me"- What schools of magic should do you want to see in the game?
It really depends on the game world and how magic is perceived or how it used. This idea of "schools of magic" seems to imply hierarchal systems of training with formal divisions amongst practitioners and colleges and the like. Regardless, I'm sure there will be healing type spells, destructive spells, mind-affecting spells and probably some "evil" magic like necromancy, etc. Personally I don't care, since I tend not to play spell-casting characters in the games I play.- Endings and Epilogues
That's why I posted that little Conan Epilogue clip, sometimes it's enough to just have a narrator or future historian recounting your exploits in a short little summary, minus the splashy ending movie or slide show. It can be vague, or it can be detailed, but mostly what people really want to know is how their character is perceived and/or remembered.- Endings and Epilogues
This will suffice http://www.anyclip.com/movies/conan-the-barbarian/epilogue/- If romances are included
If a romance/love interest is central to the plot then I'm all for it, but tacking on a romance for every companion as a game mechanic kind of sucks IMO.- Playing dress-up is really important to me
I think it would be nice to have a character/inventory screen that reflects the additions of clothing, armor and weapon changes, but given the isometric nature of the game I'll be happy to have small subtle changes for my actual game avatar that's doing all of the running around and hacking and slashing. ToEE is a great example in terms of atmosphere and feeling distinct even if you couldn't morph your face into 4 bazillion shapes or play "dress up" like you can with games like Skyrim.- Armour and weapon designs - a plea.
Mark me down for as much realism as possible. I loathe anime style weapons and armor in games ... but I'm also an old grumpy bastard, so what do I know?- Bring in BioWare or Other Legendary Designers as Stretch Goal
I voted no, but mostly because I don't think this project needs a giant creative committee, it needs 4-5 guys like Avellone, JE Sawyer, Feargus, et al. to stamp their vision on it and let some hungry young artists, programmers and game designers pour some blood sweat and tears into it.- Gameplay lenght
Given their likely budget, I think 20-50 hours is pretty reasonable, otherwise you might end up with a lot of low quality filler just trying to stretch out the time. Like others have said I value quality and depth over hours burned on single play-through. Replayability through variety in the ways you can tackle problems or encounters or branching story-lines are going to make me want to play the game over and over.- Will there be guns
I wouldn't mind an arquebus, built by a mad wizard that utterly fails to do anything but blow up in its user's face- [Merged] Info was a little vague.
For god's sake people, it's the weekend, give them a few days to release some more information. Apropos of nothing, when did people become so damned impatient? Is it the product of twitter or Ritalin?- 3 races guys? Player housing?
So did the lack of classes and races hurt Planescape Torment? Just saying.- Should gold have weight?
nikolokolus replied to Intoxicated_Ant's topic in Pillars of Eternity: General Discussion (NO SPOILERS)I'm completely indifferent. Mostly the idea of currency just comes down to how much material X can you purchase with Y. If you want to give currency weight, then have denominations of copper, silver, gold, platinum, etc. where most in-game items are purchased with smaller denomination coins and can be readily exchanged in banks or at merchants. This is how old-school first edition D&D handled things and it never seemed to get in the way of the fun. On the other hand if the devs don't want to waste energy and time on this then they should scrap implementing a weight system for coinage, there's a lot bigger fish to fry.- [Merged] PROTIP: Replace the "Player House" stretch goal with multi-language support
I get the feeling there's going to be a lot of "this" ... and by "this" I mean, people expecting this game to be all things to all people. I'm already seeing people using words like "flawless" and "perfect" in describing expectations. As if just because the game is being funded by the consumer, that Obsidian will somehow be able to make a game that will cure cancer or something. I'll just be happy if the game has a great story and is fun to play, the rest is pretty much gravy.- Obsidain why you lie to us?
Good to see hyperbole isn't dead.- So, realtime with pause...
I have never agreed with this statement. Its not real turn based if I dont know who is next in the initiative line to plan my turns. I would also agree that it is slow as many say. Some of us like it slow. I actually played TOEE with a buddy using two monitors/keyboards/mice so we could pretend it was multiplayer. LOL Please, please, make real turn based an option That's one of those fundamental, binary development choices. Doing both in the same game and doing each well seems like a monumental task, if not impossible. It's not something that can just be tacked on as an option later ... at least not with a game with a budget as small as this one will probably have. - Gay and Lesbian Inclusiveness!