
fdel71
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Partially wrong or right, whatever. Yes i ask for changes. More specifically modernization. Getting stale in the past just because a "path" must be followed. Path that was set due to old technical limitations ain t good. Things must be sorted out, what is tecnhical militation and what is core. Main tale with good story telling with possible moral choices that cast doubts and if possible interwined side quest with the main is core. Having an interesting way to create characters, which sometimes is the part i most like in games, is also core. - Now having ever the same non related sidequests was a limitation, and breaking this with a pool of side quests could show you even more diverses facts and atitude present in the world. - Would also allow to give a tool so comunity can share fan made missions, this is also quite mainstrean and was present in Neverwinternight, nothing new here. - Having slides instead of a "roling world" (or part of it) was a limitation, that is no more, it so true, they are adjusting. - Not start as a zero on the left, to rise as a god, is a mental limitation in RPG mindset that few have ever tried to break. (i would like to see a point system were you can buy level or skills habilities fame or LVLs, would be a trade off , let s say you could start up to LVL 5 instead of level 0, but doing, so you would lessen other kinds of benefits. Game would adjust some crucial places in accordance. Non relevant missions would stay the same. - If your party is being wipped (this may have been fixed) you can abandon it and flee with the survivors, instead of a live all die all approach. Or it could be an option. - Its not because a dungeon switches place and aquire a diferent X,Y on a 2D map that the games is fundamentally changed. But keeping surprises high and repetitive stuff at minimal keeping the core of it intact is a move that i spell as improvement. If evolution wasn t part of it we would still be playing 2d games like Curse of the azure bonds, or Pool of radiance, which by the way were excelents, and i REALLY miss. Would be an instant buyer. FPS would still be 2d strategic games would still be merely symbols. Do not confound real advance with those who use modernization as an excuse to lower the quality bar. And there s alot, since by modernization they usually mean better FX at the expanse of interesting gameplay. I love the kind of game PoE is, i just think it could shake some dusty features off not essencially going to the makeup artist. Now if someone could muster the courage and leave the D&D and give a go to Rolemaster kind of combat and world... Shadow World would be a blast. Dirty, gritty, dusty evil, gods, avatars, sernants, walking as mere creatures/kith, but yet some hope.. Tyrrany is a good step toward this kind of setting but a bit still too festy in design, it lacks dirt, grits and exposed guts. But this require a hugue step. Giving community modding tools is not a modernisation but a creative decision. "What is our experience designed to be?" To create a modable engine you have to create an engine for that very purpose. In case of PoE that would mean completely changing how the game plays and looks - instead of handcrafted prerendered backgrounds you create 3D assets which can be easily used and reused. Games become modular. NWN is a good example. To some it was step forward, but to me it was a disaster. Campaign was dull and unengaging, gameplay a step backward from IE. But it allowed for multiplayer and custom campaign. I don't care much for user created background. Obsidian has many talented writiers, artists and designers on their team and I am more interested in their work than a fan fiction of some random bloke. POE is a bit vintage but that is what it is supposed to be. It's a successor to EI games. It values handcrafted locations, class based combat, well written prose. And they modernise it where they see the need. You continue with that idea that predrawn stuff is incompatible with a bit of randomness. Maybe you like things ever on the same place, easely predictable and redo ever the same stuff. Nothing agaisn t it. I prefer things a bit diferent if possible when i replay a game, so i actually don t ask myself after some time, why am i replaying this? i know exactly what will happen. As for campaign being good or not is highly subjective. The first time i ve run the game, after act 3 i was absolutely fed up of the game (bugs saves disapearing didn t help the mood), the story had gotten linearily dull, too black and white... i just forced forward, to know the end of the book, but ended up too early in lvl to win the final boss. And didn t look at it until this now, even byying the 2 expansions at cristmass sales i think. World (wilderness) presented in slides, too much fetching, lack of freedom, MMO feeling, can abandon fallen ones for the sake of the group. Maybe i ve been spoiled by games that gives the player freedom to do whatever they want the main quest or otherwise in no absolute order and i wish a bit of it replicated here. But still i like the kind of game, just wish it doesn t stay frozen in the past. I like classed character I like the handrawn, which doesn t mean much since most of the game are handrawn anyway by 3d artist I like the main quest that are epic But getting old: I like large diferenciation inside the same class so i really feeling i playing a fighter diferent than this other fighter i ve done before. I find that "mapped" wilderness win over "handdrawn" when it come to pure exploration I like the main quest being no so black and white, when the writter are able to implant incertainty, i am really on the right path? Should i kick ass or see the world take fire? PoE hadd some good moment for that but it lacked a bit in the end. (maybe there s a diferent end when you can ally to the bad guy or some cranky god, or destroy the gods and blacmail them so you have a place among them or whatever. I wonder if for example with some end the epilogue comes but with one choice there s some more missions.) And if possible i ve learning to like to be surprised ingame during a replay. I fond it fun to try to adapt to what writter or people hrow at you and not just replay the same like rereading a book.
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Wtf would be the point of that? All in all your perception of what is "forward" and "modern" is entirely subjective. You just list things that you'd like to have and claim that they are an indicator of progression. Not necessarily this is a "progress". But it would nice to have an option not to be lvl 0 for once in a RPG direct sequel.
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Partially wrong or right, whatever. Yes i ask for changes. More specifically modernization. Getting stale in the past just because a "path" must be followed. Path that was set due to old technical limitations ain t good. Things must be sorted out, what is tecnhical militation and what is core. Main tale with good story telling with possible moral choices that cast doubts and if possible interwined side quest with the main is core. Having an interesting way to create characters, which sometimes is the part i most like in games, is also core. - Now having ever the same non related sidequests was a limitation, and breaking this with a pool of side quests could show you even more diverses facts and atitude present in the world. - Would also allow to give a tool so comunity can share fan made missions, this is also quite mainstrean and was present in Neverwinternight, nothing new here. - Having slides instead of a "roling world" (or part of it) was a limitation, that is no more, it so true, they are adjusting. - Not start as a zero on the left, to rise as a god, is a mental limitation in RPG mindset that few have ever tried to break. (i would like to see a point system were you can buy level or skills habilities fame or LVLs, would be a trade off , let s say you could start up to LVL 5 instead of level 0, but doing, so you would lessen other kinds of benefits. Game would adjust some crucial places in accordance. Non relevant missions would stay the same. - If your party is being wipped (this may have been fixed) you can abandon it and flee with the survivors, instead of a live all die all approach. Or it could be an option. - Its not because a dungeon switches place and aquire a diferent X,Y on a 2D map that the games is fundamentally changed. But keeping surprises high and repetitive stuff at minimal keeping the core of it intact is a move that i spell as improvement. If evolution wasn t part of it we would still be playing 2d games like Curse of the azure bonds, or Pool of radiance, which by the way were excelents, and i REALLY miss. Would be an instant buyer. FPS would still be 2d strategic games would still be merely symbols. Do not confound real advance with those who use modernization as an excuse to lower the quality bar. And there s alot, since by modernization they usually mean better FX at the expanse of interesting gameplay. I love the kind of game PoE is, i just think it could shake some dusty features off not essencially going to the makeup artist. Now if someone could muster the courage and leave the D&D and give a go to Rolemaster kind of combat and world... Shadow World would be a blast. Dirty, gritty, dusty evil, gods, avatars, sernants, walking as mere creatures/kith, but yet some hope.. Tyrrany is a good step toward this kind of setting but a bit still too festy in design, it lacks dirt, grits and exposed guts. But this require a hugue step.
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Just chiming-in: I have personally lost exactly one save once. It was on v2.03 and on Windows 8.I stopped giving long names to saves after that, and never encountered same problem ever again. Also, RPGs have taught me to save often and make backups. Agree, i don thave pacience for long names. My saves are usually 5 to 10 letters long, when its not merely the engine giving the name place to the save. But in this case it s not merely one save ita all the saves that disapear. the whole bunch of all caraters. And if you create a new, save it, then move and save over the last save all the bunch of saves reappear. Thats clearly osidian problem.
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Random answer on D100 36. stop the bulltalk. This is a mere stalling solution never solved anything. At least not in my case and many others. Lucky you. Another random answer for the same matter at hand. 76: Obsidian could try to wonder why an absolute minority of games saves games where they ve set it.... there must be a reason why virtually noone set saves this place.
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I m glad to hear changes are on the work but they seem mince. The faction quest separation is old as RPG creation and was already there in PoE, not really an advancement, just more of the same incremented. But its already something, if they could do some of it for sidequests it would enhance the freshness during replays. I hope XP is not necessarily tied to factions, as it was in PoE1 so we can go the skyrim: "**** all factions faction" for example. I tried that on PoE1 but without expansions it was unfeasable XP wise. You ended too weak (lvl to confront last fight , at least i wasn t competent enought to do it, with the party i had. When i think in randomness i don t think at something bit as whole map part. but smaller increments would be sufficient. - bosses having randomic battle ressources and stats - Group of foes present random settings (group is not always the same, or at least doesn t always have same spells and habilities), monsters could present variation... when feasable, if doable. - Since we have a big map full of isles, some dungeons couls be shuffled amongs the isles so we don t know the exact location of dungeons and some spots and go straight for it on replay. On my ignorance it shouldn t be too hard to shuffle some X,Y coordinates on the map, main quest or more relevant stuff would remain static for lore sake, but i guees even indexation of name place could be done on "new game" click so we got a nice chunk of it shuffled. - Some "battle rewards" could be shuffled, so killing X doesn t necessarily mean you find weapon X or armor Z, same to merchants, but i think for merchants it was already there in PoE1. And yeah a tool for the comunity to create and insert content in the world missions being random would be the ice of the cake. In my case POE was so unplayable by my standarts, and by bugs, when realeased, that i basically replayed it only when expansion was realeased so i don t really recall how it was before the first expansion. By the way i was so pissed that i only bought the expansions on a sale this year, just for the sake of having them, and now i m replaying just because i stumbled accidentally on the E3 video of PoE2. As for sequels i wouldn t worry...as long as the cow have milk, odds are there will be one trilogy for Poe and one for Tyranny, nothing detrimental its just how business work. Sorry, i didn t bought Tyranny. All this fake evil doesn t interest me much. But i m happy to know they doing something similar, althought by the introduction they ve given, i find it difficult. But as example: Start 1) you re at CAD NUA and suffer full effect of Eothas awakening Start 2) You on the path of Eothas somewhere and suffer some, some more come after (if relevant) Start 3) you way off the place and Eothas path... All those would bind at some point but at least we would have more than 1 start to the game. Some start could even mean some extra mission (like returning to Cad Nua to see the damage, or going after Eothas straight on). But i suppose this won t hapen. As for the weapon matter: yes they are roughly the same size, at leat a staff, morning star and 2H Sword were but with the formers you could attack far away ennemies which you couldn t with the later. As i said small inconsistence. The new map system seem way more consistent and neat if well exploited, and could allow players inserted content if we have a toolset. thats good.
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Above All hire someone to fix the game save issues!!!!! (win10 here not some old stuff) I m playing PoE again and guess what? Saves disapear in a aleatory manner! To have access to them again i have to dance some voodoo dance of creating new games, save it in a sequence of ways, so the old games reapear....This is patetic. (only fix that works) And the worst ? Same **** on Tyranny!!! I didn t buy the game for this very issue, and people still complain about it!!! 2 games, half a dozen DLC dozens of patches, more than and 2 years and your not able to fix your freaking code for something so crucial as game save preservation? How shamefull, This reek incompetence. As for the rest i have only wishings: DLC that doesn t start in the middle of the tale....so you don t have to replay a long part of it just to make sense you getting to the DLC/expansion whaterver. More than one starts, so when we start again we don t have to suffer ever the exact same tale. It would be refreshing and maybe unique in the tale of RPG. those would all converge to the main tale some way, the same way you made multiple endings is refreshing. (don t need long introdutory tales) A bit more randomness in setting so if we play a second time, or more, we can have some surprises. Maybe pool of quests and a tool to fill it so users can create quests, and some variety of quest could be taken in a aleatory (for those who don t know it is sinonymous to random) way to fill the world. Maybe diverse spawn points so some ennemies aren t everytime at the exact same place, or with the same companions so we know exactly what will come and prepare for it, during second of more playtrought of the same dungeon. Those 2 would do wonders for replayability. Combat expanded, but i see you have already done it. I just hope there s less logical flaws int it. But it wasn t that bad. The worst thing was that you created a lot of rules for combat that in the end didn t made a diference. EX: switching weapons for kind of damage, although nice, this was overkilled by specialization. EX: The weapon separation by lifestyle for specialization didn t make much sense, it would have been preferable by family then sub family And so on, EX: pole weapon could reach beyond your pals to strike the ennemy but long sword couldn t...same size. (even if you put penalties.) But those are minor stuffs. That we are not restricted to some small backgrounds, and in someway we can feel a world and not a nice collection of drawings. The background size was quite disapointing compared to the wide space general map depicted. It needed more maps or bigger ones to maintain a sense of coesive world. I saw you made a map i hope we can travel to it and not just by sea to land and then have to clickpoint it and magically be at a dungeon place. That the party if lost (most of the characters died but you) could leave the place and be able to reform with hired people. some of these changes would be nice.
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@Fenix XP.. No they don t. Look at what Prestidigitator said. @KDubia... There are other way to challenge the player beyond inserting stupid rules... Like severely limiting the LvL of created characters for example. Would be more realistic and make more sense. This tule is if thought to work like that is Monthypitonesque..
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Ok can someone explain why we can t drop a character during combat ? And if its possible how... (and thank you for the tip in advance). An example of a situation: You enter in combat with too strongs oponent for your party (or your party is on the verge of loosing), you start to flee but someone is downed...the rest of your party run and is away. I can t camp cause i have no more camping material. (wood in a forest another ridiculous game decision) You can t leave the battle status You can t leave the map You can t drop the one(s) downed. You re stuck....(and if on Iron mode its game over) If this is a conscious game mecanics decision its really not in the smart side of stick, especially for those who are on Trial of IRON mode. this kill an entire game because of a single party member, which by the way not the protagonist (your character). If this is an overlook please fix it on the next patch....this is really dumb.