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Everything posted by Hassat Hunter
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Mega Dungeon
Hassat Hunter replied to Malkaven's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
A guide would be best I think. Then standing at the entrance to let you back in to a level of choice too. So you don't need to do the backtracking reverse. Considering 15 levels of constant dungeoneering would become boring I definitely would prefer to just do a level or 2 and then back to the main game... -
Was a lot more "for" when I went to sleep, now it leveld. Is this an Euro vs. American thing? Where as usualy I generally agree with the Euro crowd? PRO all the way. A LOT of people here haven't played Bloodlines (DO IT NOW), and it shows. Many more go "objective based" and "quest based" and totally lock up on that. Again, play bloodlines. A few examples of people who take 'objective based' completely the wrong way; "But I wont get XP for completing dungeon level if goal is on other level" - You most likely get many XP points for progressing through a dungeon level, even if the goal is "get through dungeon". To use Bloodlines (play it!) as example, the infinite sewers (which sucked). However you didn't need to fight anything. Killing all or just running/sneaking through? They all gained the same XP when you reached the objective where you were travelling towards. The way it's supposed to be. "I kill [Dragon, Boss] and it's worthless due to no XP" - Killing bosses or giant monsters are objectives too, granting XP. Each bossfight in Bloodlines granted XP for completing them. However, you wouldn't get XP for any spawns killed in the meantime (which would be the case in an XP-based system). So you don't have to worry here. It just means your generic combatant wont give XP. "Exploring sucks without combat XP" - Yeah, cause there are no quests in the new area? Items? Possible dungeons? Don't think of it as BG exploring where it was find map, clear map, find map, clear map. Such kind of sucky development of exploration will be gone without combat XP. NO-ONE profits from an area that's just worth exploring to kill everything, nothing more. I seriously hope you're kidding if you wanted that. "Why not just set to 0XP for killing after done [else]" - Cause there are more than 1XP types besides combat and sneaking. While your solution may provide a good solution for such a 2-way, it doesn't for a 3-way, or 4-way. And is probably more coding work. With the solution chosen there is just 1 reward. It's either given or not. Even if there are 4-ways to gain that XP and you do them all 4 it's given once. Without having to code specific situations to make the others solutions not viable or worthless. 1 system that works wherever in the game, instead of a system that requires to code you a lot of if's and end's PER XP situation. What do you think gives the developers an easier time? Systems like XP per enemy lead to stupid stuff. KOTOR2 was very evident of this, and I noticed no clear way to fix this working on it for TSLRCM. Making a game from the start with balance in mind would be the best thing to solve them, and OE is doing that. I can only apploud them. Scorchy's walkthrough also touched several points where otherwise good solutions where ruined by combat XP; * On Telos you could disable turrets. In a non-combat XP way this would be best, no combat, just passing through. The reward is less combat. However in KOTOR2 you got 175XP per turret. So why would you disable them instead of bashing them? * Solving the refugee's issues on Nar Shaddaa achieved about 2000XP. Quite good you say. Until you notice the alternative is killing 40 or so mooks for 350XP each. Suddenly it's not that good anymore. In PE's system it doesn't matter if peaceful or violent, if the refugees issues are resolved, your reward is always the same. A great way to balance quests and content, so you can balance a dungeon's reward just by one XP value, instead of XP-combat values, quest values, bonusses from spells and items and tasks. In a PE system if a developer wants a dungeon to give a bit more XP for the effort, they crank up the XP. In the other system it becomes A LOT harder. Raise XP for monsters? But they might exist outside the dungeon too, so then you would raise it there too, while you only want the dungeon better. More mines to give mine dismantling XP? You only make it harder for those without unmantling skills, getting killed harder than the dungeon master intended. More crates to unlock? Might unfavorable raise the loot amount to unwanted levels, etc. etc. So, on to 'side-stuff based XP' like picking locks, disarming mines, crits. As I stated elsewhere (and quoted here) crit would still allow combat based XP. Bad idea. The others? I rather get rid of them too. BG1/KOTOR1 no trap XP was given. The reward was not getting blown up/poisoned. Why need there be XP too (BG2/KOTOR2). And it adds more bad stuff like the "leave area, re-enter area" infinite XP glitch of KOTOR2. Same with locks. In KOTOR1 the reward was the content. In KOTOR2 the reward was content without damaging an item. Why did it need XP added too? I don't know. In both mines and locks case it just double-hits characters without those skills. Blown up and less XP, damaged items and less XP. Yes, other builds should have penalties, but I don't see adding double-penalties and giving less XP just because you build your character for a different purpose. *Remove spell* *Relearn spell* *Remove spell* *Relearn spell* One of the greatest examples of exploitable XP right here. And you think that's a good idea. I wouldn't mind some XP for good persuasion, but that can backfire too. The very first conversation in the original Drakensang gave a few XP for a "persuasion" line. Again and again and again and again. You could easily get level 3 right there in the first conversation. So yeah, small XP rewards for those extra tasks might give far more troubles than it's worth it having in the game... Cause Diablo and Torchlight only give quest XP. Nothing at all for killing foes, right? Give me a single action XP who doesn't thrive on the XP for killing foes principle... thought so. Objective XP was in for ME2 and ME3. It's one of the things those ME's did better than ME1. While ME2 just gives it after a quest, ME3 is much more the way PE will be, so definitely check that out. XP for surving is in, killing bosses is in, some enemies who are only temporary onscreen give XP if killed fast enough. If Bloodlines wasn't a better game I might suggest people it to see a bit how it works instead. Looks like 33% yes to me. So, where's the major difference. Oh, you mean the things that start with "Yes" but in the end curtail to limiting XP to say, bosses only, and those other variations which aren't XP for every kill and entice "For" in the current poll? Great show on showing unable to impretate poll results, and trying to bend the results in your favor, horribly failing as a result I might add. Maybe they want you at BioWare though, I am sure they can use your skills with interpretation of player feedback to make DA3 even worse than DA2, where they did a same horrible job as you're doing here now with data analysis. You do realise "quest XP" isn't taken literateral? See my giant wall of text above the quotes. Hopefully you and others will see that you're thinking about it too narrow, and not at all like it will be in the game. I am wondering how many are "against" just because they can't see what quest XP is and they literally think it's that you only get XP for finishing quests in this game. Also, GO PLAY BLOODLINES. Now! Evil = Murdering everyone. Killing all questgivers. I seriously hope the OE crew doesn't think so about evil as you do. Less petty DS and more actual mastermind evil please. So no, I don't think adding combat XP just to favor an obsolete, outdated and very bad interpretation of evil would be good. Making proper evil would be much MUCH better. I fail to see why no combat XP prevents rest interruptions, travel interruptions and anything of that kind. Do you think people start mugging just because they are "worthless" to kill? that would be funny :D. But yeah, interrupted when sleeping would be less "yay, XP" and more "damn it, I am interuppted in my sleep to fight. Dammit" like it's supposed to be. Again, "quest XP" doesn't mean "you can't gain XP unless it's a quest. Come on, why are so many people unable to grasp that. I am autistic (so take stuff literally) AND get that. So a "normal" person should find it no problem. This thread proves me wrong though :/. EDIT: Damn, this post turned out to be way longer than I assumed. Also, congrats to troller for being the second on my ignore list, next to volourn. I wasn't actually expecting anyone to be so annoying as to expand my list ever, but apparently that was too positive a prospect... EDIT2: And... Captain Shrek too. Getting busy there. Above post made me do, reinforcing that he is infact 1) idiot, 2) troll...
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Countdown to Eternity.
Hassat Hunter replied to Loranc's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Probably a little over the 1% yes. Which also says to me it would be pretty stupid to add even more goals. Use the resources towards giving what we are promised already in prestine condition without adding more food to your plate. -
Certainly. But it also means a lot of RPG players seem to have deep pockets, considering a relative small amount of backers made this possible. Which kinda make me think RPG's are preferened under the smart, with the big jobs, and high pays. Compared to shooters which are generally for moneyless teens or people with menial jobs. Which makes me kinda happy and hope I get a nice job after all in the future. [/steorytyping proven right]
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HELL NO. Anyways, I do think most people think too much about the castle, and it's just the place in the picture where the final "endless dungeon" level count will be (enough free space there to add numbers and words) so they can use that small picture to give in one glance the amount of money and dungeon levels.
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I agree. Also; useless boring filler countrysides. They sucked. I can agree it can be a problem. I fear it mostly for the mega-dungeon idea, now that it's getting double-digit levels. Cities can be varied with countrysides, story progression, many sidequests. But how varied can a dungeon, being it's own sidestory) going on and on and on go? I kinda fear it's gotten too big. But well, just my fear.
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Post KS Stretch Goals
Hassat Hunter replied to cealicu_ca's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I think the castle thingie may hold the final "endless dungeon" count when the pics last updated at the end with the final amounts of money and levels. I personally agree that enough's enough. I rather have the additional money put in QA and general content rather than spread it. Adding goals *after* the KS is even worse. Just use Paypal's money to make the game better, not allow content creep that never ends. Which would be a bad thing... -
New stretch goal?
Hassat Hunter replied to chisled2bone's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
11-12 isn't enough yet? It's not Diablo or Torchlight. Enoughs enough... (More outdoor!!!) -
Out of the blood of many Obsidianites a new city has arisen. Dark and beautiful, it's dark long towers looming over gameplay land, threatening all other RPG's in existance of this timezone to humble down before it's master. It's dark lord, which has returned to rule once more. To challenge heroes, to leave they who enter not without scars before they venture forth. It's inhabitants, happy to have been given life through the sacrifice of so many. Happy to have corrupted so many to give so much of themselves life itself has been created. However, no good can come of this, for this newly, in evil created empire, this city of sacrifice, is destined to be filled with despair, with the turmoil of many, with dangers around every corner, sewers filled with dread. A powerful party needs to be summoned forth to clash with the evils at bay here, the corruption which dwells even now. To purify the city, or condemn it upons it's unholy faith. A party, destined to bring great grief and great joy to the inhabitants of this city. A party willing to look through it's dark skin and find the heart within. All beware, a new city has been founded. A new second great empire forged. All was not in vain. But most of all... Beware All Ye Who Enter Here... once you're suckered in, you may never get out again. (Yeah, little early, but less than 50K for 22+ hours, so no way it wont be collected. However I really need to sleep now (4.30am) and I rather want this to be relevant instead of super-outdated when I wake up. Hope to hear more excellent news when I do though!)
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Paypal Questions
Hassat Hunter replied to markness05's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
All in one pledge would be easiest for the obsidian crew. As for the Obsidian Order, add it to the pledge aswell... -
I don't have 500 dollar either. I do hope OE would include it out of the goodness of their heart, since it's such a poetic thing to do for a lost hard fan. I certainly hope it gets in, since it's so beautiful a memorial. We can always hope (or try making OE aware, not sure how though). As for myself. I probably use my forum name, and hope people would recognise it by now (would be dissapointed if not). Here lies Hassat Hunter. Slayer of giant insecticide. Bit hit last bug, and resides now in the dust.
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Secondary Weapon Functions
Hassat Hunter replied to Tsuga C's topic in Pillars of Eternity: Stories (Spoiler Warning!)
I rather have passive functionality (on hit: x, +2 to all, +4 to demons) than any active functionality. Choose your gear carefully...- 17 replies
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How should the UI look?
Hassat Hunter replied to Rostere's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
It's a little unfair to thrash an UI just cause it doesn't scale to 1920x1080 when the game's max was 1024x768. Like for example Deus Ex. Great UI, doesn't really work with modern resolutions. Does that make it a bad UI? No it doesn't. Let's see how good DA remains if used on a 4x as big as intended resolution. I am going to assume you're using the same "bad scaling" then. So yeah, let's keep future or past resolutions out of the discussion and just base what we like on the merits of the UI. Not how well it passed time, giving 5 years old way more leeway than 12 year in an unfair way. *clicks link* OH MY GOD. That looks SO horrible. God no. No. No. NO. I honestly have to tell that's the worst RPG UI I have seen so far in my life. I agree. IWD2's interface was a big step back from the IE interfaces of BG/BG2/IWD1. A big step. Character harder to keep an eye on? Check. Less intuitive way to go to submenus like inventories? Check. Heck, check Adam's play of IWD2 and how many times he opened up the wrong menu. How often did that happen to you playing Baldur's Gate 2? I rest my case. Worse position of combat log (and not being able to resize it, it seems). Check! Overall, I didn't like it a bit. -
One backer's thoughts
Hassat Hunter replied to Review or Die's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
(near) infinite inventories with lists are the worst kind of inventories IMO. KOTORs? Horrible. FN:V? Horrible. I much *much* rather see what I have at glance rather than having to view a big ass spreadsheet for my gear. Which was also why in, say, KOTOR I generally just collected everything and only glanced at what I actually had once per planet, cause it's just too boring otherwise. Unlike the BGs where new good gear was instantly assigned. -
Agree with Pyro. While the idea sounds good, I see it making the journal kinda, you know, not doing it's intended function. I rather have (as I mentioned before); Auto-scribe updates. Sorted in story and individual quests (there is also a tab to review the entire conversation with the questgiver). New "unread" quests could be marked with an icon (star, cross, take your pick), just not words. Would be a massive immersion increasement with just a small tweak.
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Examples? Can't recall such places myself. Then again I heard many people having issues with the layout of Hengshai in DX:HR too, which I could navigate easily too. Maybe I'm just easier in mapping in my head than others (which would make me a very poor judge on wheter an area would be too confusing or not )