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Everything posted by Hassat Hunter
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The "only talks about the plot" makes me think of Deus Ex and Deus Ex: Human Revolution. In DX you could have many conversations (even with VO) about things absolutely unrelated to the plot. Random bystanders would just talk about what interests them. Instead in DX:HR *everyone* talks about augmentations and the plot. No banter. No conversations about anything else. Nothing. And that couldn't be blamed on Voice Overs. So yeah, making not everything revolving around the plot is definitely a good way forward, away from the general trend of these days. 2 steps back, 1 step forward. But those 2 steps that were taking where in the wrong direction anyway
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Random Exploring Areas
Hassat Hunter replied to Tarrasque Cult's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Or we get awesome maps like Baldur's Gate 2 rather than the re-use of textures (and thus feeling repetitive and boring) modern RPG's plague. It's not that expansive to make a whole map for PE than it is for, say, Mass Effect 3. So, no, I don't think your sentiment is something we should be worried about. Of course story based interruptions (Ambush) or "random attacks" should be in, but that could be done on smaller maps, handcrafted. Reusing just a few times isn't that big a deal either in this case...- 13 replies
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- random areas
- hunting grounds
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(and 1 more)
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Curses!
Hassat Hunter replied to NerdBoner's topic in Pillars of Eternity: Stories (Spoiler Warning!)
I like curses. Probably the more "hidden" kind that only becomes apparent later than the BG method. Also agree it should be on the user once afflicted, not the item. Uh, I like this. Me too. Heck, it can even HAPPEN to the player. Defeating the legendary demon? The weapon it gets killed with gets cursed with it's soul (magic? Instant affliction to the user). Sucks if it's your precious item, having to de-curse it before use (hopefully with a good quest rather than just casting cure curse). That would be good too. Bad thing in the BG's was that it was either "unidentified" or "cursed". If you have not enough skill one could mis-identify it, and it would only become apparent later. A higher skill would show the cursed still though (making investiging properly in that skill for one member... useful)... -
I don't like that one can "cheese" out of the bad consequences still. If there are effects to doing X, the effects should be there. It shouldn't be "20% for sunshine, happiness and world peace"...
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Day/Night system
Hassat Hunter replied to Richie_SE's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Of course there will be day and night. Of course most people will sleep at night, and outdoors will be more dangerous. And of course there will be quests and events that require it to be night or day... -
Binding speed to difficulty? Bad idea. Not in the least due to PC development. What if in the future we all need to play easy not to fast-forward the game because a genious discontinued speed from the options itself? On the other hand, do you reaaaaaalllyyyy waaaaannnnntttt yyyyyoooouuuurrrr gaaaaammmmmeeee ttthiiiissss slllloooowww oooonnnn eeeaaassssy? Guess not. Keep it seperate.
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Identifying unknown items in PE
Hassat Hunter replied to rodolfo's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Equip right away? Yes Only identify using lore instead of magic or identification from a store (or it being very expensive). Fine by me. I think identification as spell was the issue in the IE-games, not the identifcation process. Also a lot of people here thinking using their new tinker-toy *right away* is a bad game mechanic. It isn't. It's just that you guys are impatient and needy, and can't stand having to carry around the unknown functional item for a few more hours before finding out what it does instead of using it's power right away in the dungeon you found it. As I am no fan of instant-gratification for all and massive ego-stroking modern RPG's plague, I don't agree with said sentiment... -
Same here. It just looks so... ugly. Who the heck wants a freaking phone interface on their PC with oversized boxes for everything. Pretty much everyone I know likes their desktop clean and with few icons as possible. The rest piles it up with as much icons as possible. This interface fits neither group. When I first saw W8's main screen (admittedly, about 2 weeks ago. I care *that* much) I though it was a joke. Sadly, nope...
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Boss Battles
Hassat Hunter replied to BasaltineBadger's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Not a big fan of "boss" based fights either. I love it. Only being able to talk your way out if you actually paid attention and did effort to get there (so not just simply loading till you get the right option/roll). Does work well with an end which is based on the actions you did throughout the game. Everything you did might actually not lead to the fight at all, even if you wanted it. While doing entirelly different things? Multiple people ready to try and kill you. Or if you really screwed up, you will die there... -
I probably think something akin to the Drakensang system would be best. However without the massive damage, just with crits. In that it can add a permanent injury, which can only be healed with the proper items afterwards (bandage, healing). Since injuries happen often in Drakensang those items where plenty available. Too much. They could be rarer in PE, and thus the effect might be harder to take/take up a much more precious and costly item in your inventory. So criticals would still be debilitating. Not just for that battle, but maybe more to come if you don't treat them. However nothing like cut off hands, just lowered skills, or another penalty if you acquire 2 or 3 (or more).
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Which is a big hit in gaming these days anyway. Pre-order for overpowered stuff. Not a US citizen? Screwed even if you pre-order. Yes, we don't give a damn about our clientele. You noticed? Aaaaaaaaaaanyway. As you may notice I greatly dislike pre-order DLC. Though I suppose this is not technically pre-order. I am rambling. Anyway, I assume it will indeed just be aesthetical. Or maybe earlier in the game. Or something like that. And yes, there will be pets besides the KS one...
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Enemy respawn
Hassat Hunter replied to kabaliero's topic in Pillars of Eternity: Stories (Spoiler Warning!)
No option is biased. Picked it anyway. Respawning should be done as little as possible. It wouldn't serve your need for XP anyway, monsters don't give XP. (yeah, yeah, I know what Feargus said...) -
Loot versus Artifacts
Hassat Hunter replied to transplanar's topic in Pillars of Eternity: Stories (Spoiler Warning!)
I get loot-fatique fast in Diablo-esque games. Original Borderlands started good, became progressively worse. The DLC just threw too much stuff at you to the point I was "stop... I don't want more loot!" I hear B2 drops more loot than B1, so I kinda fear playing it and get the same. So my obvious answer here would be; less, more important drops. Don't drown the player in stuff. -
Well, that's too darn hardcore. I have to reject!!! ... (j/k) Still, I do rather want it per seperate quests where completed quests stay rather than being nuked, never to be seen again. Checkmark? Immersion breaker. Cross out? Hard to read. I am fine with the first part, not with the proposed solutions though. Everyone I know hates it and tells me to avoid it like the plague. It's like reverse mouth-to-mouth advertising. Considering I have many games garnering my atttention, it's probably on my to do list for 2017. Or never. If you boot the game up after 2 months and are completely lost because you didn't remember 2 months I had to go east (I'm such an idiot see) and it's no longer an option to ask... it's the game being stupid.
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Volunteer Labor?
Hassat Hunter replied to PsychoBlonde's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Yup, forum discussion does help. From big things to small things like Sawyer saying "Hello World" instead of "Hello America" xD As much as I hate to admit it, Team Gizka was right here. Training people to help probably takes more time than it is worth to have their help with. In this case, OE's writers can use the time to check the "volunteers" work to, I don't know, write their own descriptions. With their bigger understanding of the lore (and writing skill) they are bound to produce better results too. Of course, then TG got superceded by us while they kept saying that... The help that took so long to train made a mod faster than they could. So surely there are people in the community who can help. But how to find them? Often with closed QA sessions over the web some that are 'so going to help' end up providing no feedback at all once the QA starts. I've had it. We had about 5 or 6 people to check for bugs. However 80% of the conversations was still me to the programmer and the actual QA person. The rest wasn't nearly as motivated (or didn't find as much issues). 2 of them never even submitted anything after the first 2 days, even with more builds released :/ Having said that... willing to help. All I have as resume is TSLRCM though... Yay for stupid school being a pain in the arse and that then ruining much of your chances for a future :/ -
class restricted encounters/areas
Hassat Hunter replied to Failion's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Like above poster, I do agree, some small areas to be class-dependant could be okay. But I think seperate quest-lines on the same map (like the city one mentioned before) would be much preferred. But no "you can see everything in 1 playthrough, join every fraction even if opposing etc." from the TES games. -
Currency Value
Hassat Hunter replied to Pipyui's topic in Pillars of Eternity: Stories (Spoiler Warning!)
I rather not want "gold sinks" for the sake of gold sinks. Gambling would definitely NOT work in PE's environment. If something for money is added to the game as 'gold sink' rather than 'some option we like, which just costs money' you've added the wrong thing to the game, and made it worse. Keeping income rare is definitely a good idea. Finding rampant magic items and selling them for 5000 gold? No-go. An incentive to not go hoard every single item for sale (why do gamers do that anyway, do you really want to carry those 50 1gp items just to sell?) is good. There are plenty of ways in RPGs that money could be spend without needing artificial gold sinks. Items for sale (consumables, weapons, etc.). Have some powerful unique ones in the store, and surely people want them. They wouldn't be the best. But the best are harder to find (and may need the strength of what you just bought to achieve). Paying NPC's (for identifying, travel, item creation, information etc.) A good night rest/food. Toll for passage. Thieves. House costumisation. Stronghold costumisation. House/Stronghold upgrades. Protection money for the local gang till you become powerful enough to kill them. Property with use. With just some imagination a lot can be thought off that's not just there to be a sink but fits, adjusts and expands upon the game. And for the love of god, no item repair/degradation. I don't mind having to upgrade fallen foes gear to usable state to deter massive loot hauling, but no "your weapon is now 10% strong, better fix it before it breaks permanently"... -
I rather have such differences hand-crafted than randomly created. So "leader troll" has higher regeneration than the "minion trolls", and not just all trolls are there and one just *happens* to have better regeneration for no reason, and is never displayed proper to the player. Of course foes should posses abilities and powers which the player cannot posses.
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I don't agree arbitary "capping" like Sawyer should be in. Most obvious example of this is KOTOR2, where I sometimes make sabers and wonder where my stat bonusses went to. Answer; They don't stack. So I have to use entirely different upgrades to make sure I don't use 2 of the same kind. However, no restrictions on just adding it on the second saber, and well, you still have your bonus. That should be avoided wherever possible. Items should stack. However they shouldn't individually become so powerful it becomes ridicilous in their combined power. If you have a 8-25 range, allowing 2 +1 rings shouldn't be too easy. Just adding +6 to your rings is stupid. "solving" using 2 giving the insane +12 by allowing non-stack is just adding a patch catch the blood instead of mending the bleeding in the first place...
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I think the DA/KOTOR way with interuptions would be best. Like Bastila/Kreia mind warping people if your skill wasn't good enough. It added character, and added "I didn't know that could happen" moments. Having all skill checks check all skills of the party does make things too easy I think. If that's used atleast make one person spokes person and have all the skill checks, instead of every one of them being an option. Also, yeah, I don't see how the interuption scheme would work with the Adventurer's Hall :/
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In that case it probably would be better to have the answer be a mechanical device with all letters of the alphabet, still than having it be typed. IMO. All in all, there are too much puzzle types to just say yes or no here. Think the Jehova puzzle of Indiana Jones III (where the J was a trap too). Actually stuff like that (The I/J) would be a major bummer for type in answer solutions . Yeah, that doesn't work so well. Let me cite KOTOR2's puzzle with the elevator on Peragus. A puzzle isn't much of a puzzle if the answer is plainly given if you have high INT as a character...
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Well, if you make the same choices each time, of course you're not going to see how it responds to that, and how you can do another run seeing just how another choice ends up another way... :/ IMO, the shortness helps replayability. Easier to start up another game for 20 hours than going through 100 hours Baldur's Gate all over again after all.