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Hassat Hunter

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Everything posted by Hassat Hunter

  1. Does nobody here actually read my posts? Good thing argumenting against stuff I never even said... (and I actually agree with) Nope, only ONE of the 2 vendors was patched in. The other does not exist with the official patches, wheter you have ToB or not. Go ahead, try it out for yourself (FYI that's the one in the Coronet (sp?) Inn, the one patched in was in the Magic Bazaar what's it called again). I agree there's no modern in inventory item nonsense in BG2... THAT'S EXACTLY WHAT I SAID. E.g. "Baldur's Gate did DLC items right, unlike modern games"... Read people! And my point was (as you could read in my previous post) that BG2 did stores RIGHT. Unlike modern games like KOTOR2 where stores are indeed just to pile off loot and there's nothing of any use to sell. BG2 sold unique, powerful itemry in shops that you wanted to get gold for to buy. That's what I want to see in PoE, not a wattered down all stuff in stores is junk. "Better" isn't necessarily the right worth... just different. Verisimilitude. Buying just an upgrade from +2 to +3 in a store is boring. Getting something that adds to your options of resolutions however, is great. So let's not go 'who cares about the gold, just *fix* it by having vendor's sell just crap"... since that's just murdering one system because one can be bothered fixing the other, and brings the entire game down in the long run. And just for conversations sake, the item that made you impervius to Beholders was insanely useful/powerful... Am I clear NOW?
  2. BG2... SE vendors. They added one later on with a patch for all to use, but the second is only unlocked using the community patch (which isn't hauled with lawsuits as it probably would be nowadays with how DLC is dealt with).
  3. 2 vendors, yes. And item in inventory is the common current way to add DLC itemry (sad example: DA:O. I think FN:V is also guilty)
  4. I have to disagree. The best store-items in BG where the DLC ones (before DLC items were ruined by being OP and put in your inventory at start), which were expensive (a good use of gold), generally other vendors had less useful stuff. Another good example is KOTOR1, where many endgame items are in the Korriban shop, and the Yavin Station. All good uses of your gained credits/gold, and thus beneficial to the game. Now look at KOTOR2, which has what you have. You don't need to SELL anything since credits are worthless. Standard gear is dropped, consumables are in heavy supply anyway. And the moderate/rare items suck more than the drops. Result; Shops are utterly and entirely fluff and useless. I rather have more of the first mentioned than the second mentioned. But do feel free to find all people who think the KOTOR2 vendor system is "fine"...
  5. If the exact same "customisation" is done in 12 levels where others would use 4x the levels (usually 50), I don't see what's lost in doing so. Just that each level is 4x more important and powerful, which is... kind of neat after getting used to meaningless leveling.
  6. In the end, the backgrounds are handdrawn... there's nothing an engine change can change about that, and if it's easier to add 3D elements to a painted background in Unity all the more power to them I say...
  7. @ Stun; So basically make stores useless... and gold just good for the stronghold and ONLY the stronghold? Nooo, that doesn't sound good to me either. Getting gold and then a good piece of gear amongst the found one in the wild shouldn't be easy, no... but also not impossible or non-existant. Cause then you might aswell get rid of stores all-together. So, *another* sollution which is worse than the problem... keep it going... I'm sure hoarding 5000 items to a vendor just to update the required stronghold and nothing else is a gamemechanic that's much more fun than keeping gold balanced and actually have an ingame use (that's not a force-fed sink)... [NOT]
  8. Choices are permanent... Odd you say you never see this in modern RPG's while it's one of the stapples of modern rpg's; the ability to just not live with consequences... since apparently that's too hard to cope with. I say, welcome back permanent choices!
  9. So really you don't want to Beta-test and assist, just play the game sooner. Noted...
  10. Have to agree with the people saying this is a great ingame area-track, but definitely lacks remembrance as main theme. Just those chills, hearing Unreal Tournament, or Deus Ex, or any of those games with a legendary theme as you first open them is just... lacking here. And for people wanting rest during character creation, there's no reason why it can't be a different (more ambient) music there.
  11. Mostly just a feel (or probably should I say, hope?)... I'm still going to use the first L-shaped UI someone mods in...
  12. I hope so. Oh how we all hate the forced 2 minutes of unskippable intro's on most modern AAA-games. It's one of the first 'fixes' one looks for.
  13. I rather have a limit on gold on vendors than having to gather every little arrow or plant or whatever and then sell them off per piece to scrape enough gold to buy an item. Call me insane. Yes, there are several ways to 'solve' the issue, but just lowering prices is the worst option IMO. Also see the TES example mentioned before. Just lowering prices also shifts the price you need to pay for items unless you add 2 pricings to items ingame, say buy 3000 sell 50 or something similarly insane. And I'm pretty sure people will complain loads about that too, if not more. Adjusting the loot seems a good option. That was the BG way. As I stated many times. But since PoE went with INFINITE STASH, and also the STR-limit to carry capacity gone, *and* with "what they wear is what drops" obviously we need to think of other sollutions here. I just *strongly* prefer gold vendor limit than making everything 1GP and then you have to go to vendors to sell the 5000 items you picked up, shift-selling each stack of meaningless rubbish you picked up for 10 minutes just to gather your gold in the game. Is this so hard to understand? Because more properties than just the goldsink (stronghold) cost cash? If you just design the cashflow on the stronghold, and then suddenly find out Armors of Invernability +10 are easily within reach as result, would that be good. Or maybe they need to make them as expensive as the entire stronghold? But then you must choose between the two and the stronghold part, which is intended to be invested in, get's avoided. That problem... which just adding a sink doesn't adress. It usually is a patch to a bleeding wound (economy not designed properly). Better to fix that wound instead, no?
  14. I would best prefer something like Grotesque posted... of course it will look better if actually made than that mockup (we need vertical portraits, not those blocks). Just like the current HUD pops up stuff above, here it can just pop to the right (or left if you use the bar right). Bonus points for sliding out with a proper looking background
  15. Got another Broken Sword 1+2 here...
  16. I wish more devs thought that way rather than just plunking *more* levels since obviously 250 is better than 150 (eeeeeh...), and then leveling becomes so meaningless.
  17. Ehm, you said the game is far less memory-intensive now... Do you think this might be part of the reason? You can't say "it worked fine last build" AND "The game is using up a lot less memory now" :/ Obsidian/LucasArts released those. And while the music is awesome, the movies really are a waste of disc-space...
  18. Was on sale some time ago, clicked it since it looked cute... then saw it was actually a fishing game and... nope. Anyone else annoyed that bundles like HumbleBundle are no longer one-click unlock but manually copy and pasting the unlock code to Steam for every game. I can see this becoming annoying very rapidly, and it actually already limited me to only stuff I really want on Indiegala. :/
  19. I've seen a lot of moneysinks in games, and pretty much all of them are petty, meaningless or more annoying than the moneygathering clutch. As much as I want to believe that the Stronghold is the sollution to everything, I moreso suspect; 1) You get way too much money so upgrading everything isn't a problem anyhow. 2) Artifically extreme high prices making the 'sell 5000 armors' a necessity you need to keep doing on and on and on since they expect you to raise so much money from that. EDIT: A giant moneysink isn't the sollution to gathering too much loot and gaining too much gold. In the end you usually just end up with 2 annoying systems.
  20. The BG ones where movies though, not loading screens. As much as I would like a loading screens to be 'skippable'... that kind of defeats the purpose of a loading screen...
  21. I really hope that's not the final version... Sure, it beats the floaty stuff, but not by a whole lot :/
  22. I did too... interest doesn't seem high anyway... we're giving free games here people! :/
  23. Agreed. But, on the other hand, the very concept of improvement should not be the enemy of a "spiritual successor." Not all changes need be fixes for broken things. Again, though, I'm just putting that out there in tandem. This is not a "and therefore, the opposite of the rest of your post is true and good, u_u" implication. To put it simply, I don't think the sheer idea of maybe doing it differently from the IE games is bad. Just, if you can't find a good way to do it differently, definitely do it the same. And some things are broken to some, while others are perfectly fine with it. See: The Combat XP discussion. Some are just fiiiiiine with diplomacy giving 500XP while murdering a village gives 50.000XP, and that apparently is *not a problem*. I disagree. Also in the IE-games your loot was limited by weight AND limited slots, preventing you from picking up all 10GP armors unless you're massochistic. Considering there's no weight NOR limited slot system in PoE, the comparrison already has been turned into moot, since it's already apples and eggs. A system isn't seperate that just tweaking one thing doesn't affect others, and things working in IE may or may not work on PoE dependant on other systems changed. Hence, the limiting factor in IE was weight and space. Not having those anymore a replacement in PoE could be limited gold from vendors. You don't even NEED to worry about your weight or slots as you do in an action RPG or Divinity:Original Sin. So just holding onto stuff till the next vendor is no problem at ALL whatsoever. I personally see an issue with that already, but maybe that's just me. Just letting it go rampant, looting everything and selling off 5000 items each time you visit a vendor just seems like overkill to me, and will definitely function to bring the game down more than vendor gold ever could IMO. You need *some* reigns to keep an infinite loot system working, or we just end up with what KOTOR2 had. A gigantic list of items you carry, gold/credits being worthless amongst easily getting lots of it. And that's with just 0-1 drop per enemy, here they intend to make everything one wears drop...
  24. This is the first time I see someone complain loading takes too long xD (Well, okay there was this one game where the tutorial loading screens with button information went fast and automatically started while useless infoless loading on the actual game required input to continue, but less said about that horrible made game the better)
  25. Yup... Woke up to read moddb has rejected my newsposting to be featured on the front page... and then when I visited it, it's nr.1, THE most popular moddb mod at the moment...
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