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Everything posted by Wormerine
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After reloading a quicksave and engaging in combat ompanions portraits popped up.
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Ship to ship combat is way more robust than I anticipated. I wonder if it will stay fun, or become tedious after a while. I wish there was a more detailed attack system (aim for different system of the ship to demage crew members, cripple manuvers, delay enemy attack.) Right now I am not sure what is the gameplay elements beyond - move from one side to another and shoot, or rush your enemy and board. Wind seems to be a thing, which gives bonuses if you use it well. After getting murdered, I am now off to figure the system out.
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Overland MAP - Can we have a day\night cycle there?
Wormerine replied to Mazisky's topic in Backer Beta Discussion
Darn, you were first to bring the good news -
As my game crashed after trying to reload after getting killed in shipbattle:-D. I decided to post just a few bugs I encountered during my current playthrough: Psychic helmsman: Naked crewmembers 8-I
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It is today! Lets rejoice! And go to sleep. So I can find time and play new beta tomorrow.
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Thank you!
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@khango I do agree that the system should be presented in a more natural way. Personally I hope that talent sheet will show in the upper corner how much class resource you gain per lvl (faith, rage, guild etc.) and amount needed to reach next power lvl. As far as renaming - I really don’t mind. They seem fine, nothing that really struck me as odd. Counting “faith” in numbers makes just as much sense as a bond between ranger and their animal, or Ciphers psychic powers. I am more concerned about making mechanics transparent and reducing need to memorise the manual - when do you gain power level, how do power level and empowerment influence each of the skills etc. Tying conversation checks to class resources doesn’t really make much sense. This already exists to some extend as your class unlocks special interactions. All that would add is an additional lvl requirement to pass those checks (amount of resources you have is based on your lvl, so even when you multiclass it is always static and you have no influence over it). Other checks are based on resources you have influence on - attributes and skills. It could be an interesting mechanic if resources wouldn’t replenish between battles and you could spend them in battle or in conversations - alas it is not the case here.
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I find BG2 ambivalent in that regard. Cause Act 2 is a major part of the game (which, granted, varies depending on your style of play) which is very open. I find it the best part of the game. I rate "freedom" of my RPGs based on how much creativity and choice you have in completeing quests rather than how many quests it throws at you at the same time. While act 2 opens the world up, and gives you access to many quests to choose from, individual quest still have a fairly rigit structure. It certainly gives a feeling of overwhelming freedom, as you can abandon on thread and follow another, but quests themselves are fairly limited. Not a bad design per say: it allows for a feeling of influence, while keeping structured and easy to control enviroment. SR: Dragonfall used this very formula with a great success - bunch of linear sidequests with some choice involved within, which you can complete in any order you wish, with main story content between missions all leading toward final objective. Now, when I am thinking about it - I am trying to figure out what is different between 2nd Act of BG2 or Dragonfall and something like KOTOR or Dragon Age: O. The latter two examples never worked for me, and I found the "freedom" too easy to see through. BG2 and Dragonfall maintained the feeling of freedom, even though I am fully aware of the structure... huh.
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Yeah, a lot of reactions in BG2 were initiated by companions themselves, without input from the player. That way they felt like they talked to you and acted on their own volition. The later iterations on the system usualy waits for player to initate reactions - whenever it is conflict or romance and companions rarely go into impactful conflict with each other. Josh’s relationship system seems to aim to restore that feel of companion agency, while adding an element of, more or less conscious, player Imput. Hopefully we will end up with organic feel of BG2 with more varied outcomes depending on our choices and party compositions - pencil me in as “intrigued”.
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Fair enough. Still, with White March, Obsidian made sure you can play it without repeating main campaign. Load pre-sun in Shadow DLC and you can treat White March as seperate campaign accessible via world map:-). Luckily for me I purchased PoE between release of WM1 and 2, so I was able to enjoy the “complete” experience on my first go. I sent Josh a question via tumblr but no response. If they do a stream again, prodding them about it there might be the most effective way of squeezing something out.
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Thought the same about Jumanji remarked/sequel/reboot and its swimming in money. I just don’t know anymore.
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Yeah, it would be ideal for me either, though cosmetic DLC is something I am not against either. But as I was writing to Josh I realised we think of announced DLC in rather limited way - clearly expecting another White March. There are a lot of things they could do - two smaller dlc leading up to a bigger one. One small, to medium. One cosmetic, one companion expansion, one story pack. I would like the most to see 3part White March-like expansion, but at this point we just don’t know. Thanks for the tip about streams. I have skimmed through couple streams yesterday on fastforward mod while playing overwatch yesterday. That should make it easier to locate it.
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Nerdgasm: Movies and Shows for Geeks and Nerds
Wormerine replied to ktchong's topic in Way Off-Topic
So far each of the new SW films gave me exatly what I was looking for, that said they have some big flaws, which worry me in a long run. I feel like J. J. doomed the trilogy in Force Awakens - he set up a lot of things and delivered on nothing. It could be an alright thing to do - we all know it’s a trilogy, we all know there will be developments, connections, twists, so better get to building those up immediately. But it doesn’t seem he thought of trilogy as a whole, but rather set stuff up with no idea how to end them - which is stupid, like really really stupid. Now we had Rian Johnson come into the trilogy with task of continuing threads left dangling by J. J. He liked some of them and did a great job developing those. He seemed to continue some with little conviction or enthusiasm. And he through out some (or cut some in half hehehe) out of a window. We have a 2nd movie in trilogy, which is probably 1/3 longer than it needed to be, due to overload of characters and story arch, which doesn’t as much as subvert expectation, as said “**** you” to some of the previously set up reveals. And it’s coming from a guy who sees Last Jedi as 3rd best SW movie. Whatever merits/faults of the latest SW creation, as a trilogy it just doesn’t mesh. At least LJ neatly closed its arc’s giving J. J. a clean slate for the ep. 9. I am a bit worried, that if JJ won’t mess this up, he will be seen as the good guy in Disney trilogy, while in reality it is Johnson who tackled and solved many issues Force Awakens introduces (though sometimes with finesse of a bulldozer.) Looking forward to new Ant Man movie. The first one was the only Marvel flick I have enjoyed 100% way through. Might be some DNA left over by Edgar Wright though. There were some montages clearly in his style, whenever left over or emulating him, though not nearly as well done. Still, concept of Ant man seems more playful and interesting than the other dull superboyz. Trailer looks great. -
ugh... I wish. What if SoonTM was refering to release date announcement? What if there is nothing left for us until April 3th? Oh, Josh, why hath thou forsanken ussss?
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Choice in game (at least as far as story is concerned) is always an illusion - all possible choices are predetermened and predesigned by devs and there is a finite amount of them. As a result, the way Devs want to use them is to create maximum illusion of choice with minimum workhours required. Creating lenghty "alternative reality" choices like in Witcher2 or Tyranny in the end work poorly - sure the differences in outcomes are bigger, but don't create better illusion. The moments of making a choice which are the most rewarding are: moment of making the choice (setup) and seeing a consequence (payoff). The problem with Witcher2 and Tyranny is that while impressive, they still bring a satisfaction of a smaller branching decision, but require much more work from Devs. In addition both of those brought new issues - you need to replay Witcher 2 twice to really know the whole plot, and both storylines have some awkward moments with storypoints which work in one "reality" but dont make sense in the other. Tyranny on the other hand, is so preoccupied with responding to decision made in Act1, it doesn't have space to engage player with new choices making experience feel scripted and linear, therefore breaking the very illusion it is trying to sustain. Deadfire has much space to improve - some of big decisions lacked good setup or payoff. Joining faction was done quickly, before you could really get to know them, creating decisionmaking either unexistent - when you found yourself locked with a faction against your will - or weak, as you had to make a decision with having much to go on. Some big quests failed in delivering payoff - the court scene itself works well, but no matter if you argue for or against animancy the immediate game reaction is to erase your imput by Thaos' intervention. While game has short and long term reactivity - different behaviour of NPCs during riot and different end slide - it is not enough to make up for cancelling your trial midway through. Kind of reactivity I am hoping for can be found in White March - regular amount of choices, which game respects with predictible and unpreictible consequences, all with good setups and payoffs.
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Two things: 1) the game isn’t out yet. Why so interested in DLC for a game you don’t know you like and want more content for? Unless, you know you will like it and are interested in post release content, which means what it will be doesn’t really matter beyond curiosity. 2) they might have not decided yet what DLC will 100% look like. I imagine they have an idea, but is it set in stone? I don’t know. I expect majority of team is still focused on Deadfire. Maybe some team members (art, narrative) are laying groundwork and brainstorming for DLC. I doubt they have big enough team, for people to be done. Announcing something, and then taking it back is bad. Better to stay silent until you have something concrete to announce. That’s why I am curious about the “after main game” claim. I don’t recall it and I am curious when it was said, and how it was worded(might listen to all the streams later to see if I can find it). It seems like a very specific claim to make, while all I remember was “we haven’t even thought about DLC yet” attitude during streams. After all, “early bird DLC” addon was brought thanks to popular demand, not Obsidian’s initiative. As a side note - we assume a lot. We know there will be three pieces of DLC together worth $30. However, we don’t know anything about the nature or pricing of those. Will they be equal and same style of content (3x $10 story DLC)? Will they vary (meatier Expansion, portrait or item pack, Yidwim turned into full companion etc,)? I asked Josh on tumblr but I wouldn’t hold my breath for a reply.
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Tyranny was linear? Tyranny felt very constrained. Oddly the ambition to create multiple “realities” led to really constrained storytelling. All decision making was made in ACT1 and rest of the game was watching your choices play out. In act1 you made a decision which highly restrained path you want to follow and you follow it, with the only option being jumping to track 4 (chaos storyline). Tyranny is highly reactive but your decision making is happening for 1/4 of the game only, making it feel more “linear” than a more evenly spread experience.
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Yes, they said this during one of the Fig streams, which is why I got the DLC. Hopefully, they didn't change their plans... Hmm... I have skimmed through all the streams and the only thing I could find in reference to DLCs is Josh acknowledging a comment that White that Wends or Naasitaq would make for cool expansion locations. I have been using transcripts for search though, so I might have missed something.
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How about a new genre of isometric?
Wormerine replied to UmarSlobberknocker's topic in Obsidian General
Noir is a genre, not only style. Style of Noir is borrowed from german expressionism, set in contemporary real lications of US. Noir has reoccuring themes - city/nature, hero feeling like a fish in the water, vulnerable in country, femme fatale, borders, corruption of US, moral greys etc. A lot of Neo-noir abandoned visual trapping of classic noir (drenched in sun LA of "Chinatown") and done some twists to established themes and tropes. Injurai well observed that Ridley Scott's "Blade Runner" is very much a film noir at its core. However, I wouldn't use "Cyberpunk" as a representation of modern film noir - one of the key aspects and values of noir at the time of making was authenticy and relevance - current events, shot in real locations, with "real" characters, rejection of "fake holywood." Using SF setting goes agaist those ideals, even if many similarities can be observed. Genres are all abstract concepts. It's difficult to really argue for and againt without going into deep academic writing, and first defining what said genre is and what its essencial elements are, and then analyzing each movie for those elements. Still, whatever it us, I could use more of it in games. Nothing quite as sexy as old noir word play: