Everything posted by Wormerine
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Invisible Goldpack Palladin
Once Goldpack Palladin's shiny effect wears off, the Palladin't becomes cloaked:
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SAWYERISM BETRAYED - Might turns back into Strength, Resolve will affect spell damage
Wormerine replied to Infinitron's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)The problem is: in majority of RPGs (especially story driven RPGs) weight limit doesn't add depth but rather is a time waster and that is precisely why it was removed. As Josh explained there is nothing stopping you from carrying absolutely everything from Dungeons and stashing it/selling it, so removing stash or restricting carry limit only adds more wasted time between looting&selling rather than adding any depth. Some depth of choice could be added if items would disappear once you leave the level, but it creates an issue with game design - unique weapons can be easily permanently lost. If that was the case, people might feel even more obliged to carry what they can, then run back to keep and stash their goods before moving on. So yes, carry limit adds a bit of "immersion", but lately it really did become and annoyance rather than a boon (Elder Scrolls/Witcher3) as it takes your time&attention from doing fun things rather than adding any depth. Perhaps there should be? Perhaps items you leave on the ground should disappear during area transitions? I mean, it would make sense that all sorts of scavengers would pick the bandit camp clean of everything even remotely valuable after the player party has removed the dangerous bandits from the picture. No, it "shouldn't" be but it "could" be. It is not that it is a bad idea, but does mesh with the "unique" and "pre designed" item philosophy. The way items are dropped and designed would have to be redesigned. But as PoE and IE games main focus is story and worldbuilding, I imagine devs saw unique handcrafted items as a more important feature than inventory management. Sometime two equally good ideas go against with each other and you have to let one go.
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SUGGESTION: Stat Changes
Wormerine replied to Lokys's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Have been playing with the system a bit (not much mind you), and while I still support the change my initial impression is that many classes don't benefit enough from both strengh and resolve. I find myself quite restricted regarding perks I can get depending if I have a high strenght or resolve build. I have been playing so far purely with single class characters. It might be better if we go multiclass and have a wider choice of skills to choose from.
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SAWYERISM BETRAYED - Might turns back into Strength, Resolve will affect spell damage
Wormerine replied to Infinitron's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)The problem is: in majority of RPGs (especially story driven RPGs) weight limit doesn't add depth but rather is a time waster and that is precisely why it was removed. As Josh explained there is nothing stopping you from carrying absolutely everything from Dungeons and stashing it/selling it, so removing stash or restricting carry limit only adds more wasted time between looting&selling rather than adding any depth. Some depth of choice could be added if items would disappear once you leave the level, but it creates an issue with game design - unique weapons can be easily permanently lost. If that was the case, people might feel even more obliged to carry what they can, then run back to keep and stash their goods before moving on. So yes, carry limit adds a bit of "immersion", but lately it really did become and annoyance rather than a boon (Elder Scrolls/Witcher3) as it takes your time&attention from doing fun things rather than adding any depth.
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Affliction changes from PoE 1 to 2, and spell rebalance
Yeah, I am super confused by afflictions right now. I am playing buffing/debuffing cipher right now, and spells don’t seem to do, what I expect them to do. Need to do some digging into mechanics.
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Please reduce the amount of loot
Wormerine replied to Celsius's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)The flaw of BG2 system was that whatever cool item you didn’t carry with you, you left it in your keep (aka. Stash). When my friend modded Witcher3 to unrestricted carrying limit I frowned upon his casualness. However, what I ended up doing is running back and forth between points of interest on a map and a merchant carrying and selling everything I could. Essentially I did the same thing my friend did but he saved butload of time. There is a virtue in inventory management, but in BG2 you also always have access to unlimited stash. You just need to walk for a bit to get to it (or get a hold on holding bag, which is a clunky stash). The game would need to be redesigned to support inventory management (aka, Darkest Dungeon - what do you take, how much you can carry, what to do you leave behind) or admit that the whole system is a smokescreen and cut the fat out of the experience. PoE went for the second approach.
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SAWYERISM BETRAYED - Might turns back into Strength, Resolve will affect spell damage
Wormerine replied to Infinitron's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Yeah, I would like to see firearms become stable damage dealers, maybe not the most efficient weapon for someone with massive strength, but a good option for someone with mediocre strength. Or at least I would like to see different weapon “schools” being influenced by different attributes. But I don’t think that is what attributes were designed to accommodate.
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Only five party members?
Wormerine replied to Dr. Hieronymous Alloy's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)To me it doesn't have much to do with complexity or difficulty but with engagement. If there isn't much decision making in combat and little variety in enemies than encounters start blending with each other. In tyranny you have limited amount of skills, which are on cooldowns. Even if your attacks target undesirable defences, there is no reason not to sit on them, so you cast all the skills, all the time on all enemies. It is more of a clicker than a tactical game. And so combat becomes boring, and everytime encounter stats you just click until its over.
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Saving/reloading in the world map breaks UI.
I have saved in the world map and reloaded resulting in UIs from the worldmap and exploration overlapping: In addition, the main character's portrait is a wrong one, even those in the options it is still recognizing the previous one. FIxed itself once I entered a location:
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Only five party members?
Wormerine replied to Dr. Hieronymous Alloy's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)I didn’t enjoy Tyranny combat but it wasn’t purely tied to the limit of 4 characters. More because of it being a decision devoided spammfest.
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Dialogue in Obsidian Games
Wormerine replied to captainfish's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)That’s great, I am doing bunch of passion/favour gigs as well. But asking people to do work for free, whenever it is voice acting, music or programming is just unprofessional and inconsiderate. I don’t know anything about Obsidians music being recorded for free - I am pretty sure they hired an orchestra for some of the pieces. Are you referring to music recorded for the Kickstarter trailer? Quality of that wasn’t great. Considering how rare it is to see a competent musician or actor - no, I wouldn’t say that there are so many of them. Also in all that discussion we omit the cost of casting. More characters = longer casting&search. Whatever, trying to discuss cost of something we don’t know much about. Obsidian will do what they will do.
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Please Revert the Might Changes
Sure, but I am interested more in spells which make use of strength. If strength based mage wont use spells much, that will be disappointing. In PoE1 I mostly used Cipher as weapon DPS/crowd control character, so for that build resolve is not,helpful anyway. There is now choices to be made between weapon and spell damage but in my opinion it’s a boon not a problem (at least in theory).
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Please Revert the Might Changes
I don’t know how “might” was pitched originally as I wasn’t following development of PoE1, but “might” has never been tied to soul power within the game. It is clearly described as a stat describing physical strength and spellcasting capabilities + scripted interactions clearly tied this stat to physical strength. Looking forward to creating: 1) cipher 2) high strenght and low resolve mage and seeing if those characters are as useless as some people suggest.
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Dialogue in Obsidian Games
Wormerine replied to captainfish's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Not all the writers, just the guy who wrote Durance and Grieving Mother And yet those are the most interesting and best written characters IMO. ...to be in a book *interactive book.
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The Obsidian Community all-time top 106 games (poll) - CLOSED! See new thread for results
It might very much depend on what you like in your RPG and what you value more. I found world, characters, quest design and overall structure more engaging in NV than Fallout3, which after initial “WoW!” moment quickly bored me to death. It is still the only Bethesda title that I managed to play for quite a few hours, but it was more due to the nostalgia than enjoyment of the game. I started to really dislike it recently as it kept me from trying NV for many years, and it turned out to be one of the most satisfying RPGs I played in years. I didn’t touch fallout4. It seems to be filled with many of systems, which could make for a fun game (weapon customization, city building) but I doubt they are fleshed out and polished enough to carry the game. Dialogue system looks laughable for a fallout game and I heard from a trusted source that story is embarrassingly bad. Still, they could make a really good fallout shooter and I would probably still dislike it for wearing a corpse of something I love.
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Dialogue in Obsidian Games
Wormerine replied to captainfish's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Not all the writers, just the guy who wrote Durance and Grieving Mother And yet those are the most interesting and best written characters IMO.
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Only five party members?
Wormerine replied to Dr. Hieronymous Alloy's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)If I didn’t know that there are less people in my party I probably wouldn’t notice while playing the beta.
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Badge for Investors?
Wormerine replied to warhaven's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Can Obsidian give rewards to investors? I know they said they couldn’t give the game to investors, which they thought it was unfortunate but would cause problems as the game would need to be taken into account as part of financial return.
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The Obsidian Community all-time top 106 games (poll) - CLOSED! See new thread for results
UFO: Enemy Unknown (1994) - 10 points Mythos Games/MicroProse Thief: The Dark Project (1998) - 10 points Looking Glass Studios Deus Ex (2000) - 10 points Ion Storm Freespace 2 (1999) - 10 points Volition System Shock 2 (1999) - 10 points Irrational Games/Looking Glass Studios Witcher 3: Wild Hunt (2015) - 6 points CD Project RED Bastion (2011) - 6 points Supergiant Games Planescape Torment (1999) - 6 points Black Isle Studios Fallout 2 (1998) - 6 points Black Isle Studios Invisible Inc. (2015) - 6 points Klei Entertainment Baldur’s Gate II: Shadows of Amn (2000) - 5 points Bioware Portal (2007) - 5 points Valve Corporation Gothic II (2002) - 5 points Piranha Bytes Super Meat Boy (2010) - 5 points Team Meat Prince of Persia: Sands of Time (2003) - 5 points Ubisoft Montreal Starcraft: Brood War (1998) - 3 points Saffire Corporation/Blizzard Entertainment Sid Meier’s Pirates! (1987) - 3 points MicroProse Star Wars Jedi Knight II: Jedi Outcast (2002) - 3 points Raven Software Spelunky (2012) - 3 points Mossmouth, LLC Ancient Domains of Mystery (1994) - 3 points Thomas Biskup Heroes of Might and Magic III: The Restoration of Erathia (1999) - 1 Point New World Computing Hitman: Blood Money (2006) - 1 point IO Interactive Mafia (2002) - 1 Point Illusion Softworks Fez (2012) - 1 Point Polytron Corporation Brothers: A Tale of Two Sons (2013) - 1 Point Starbreeze Studios
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Dialogue in Obsidian Games
Wormerine replied to captainfish's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Being a musician I mostly guess that VO is expensive due to my personal experience in music. First you need a place to record - studios and concert halls are expensive. For a musician a recording session is expected to be better paid than a live concert, because your work will be reused by someone without you profiting. Sure there are a lot of musicians but they spent many years training, often deal with large student loans and purchased instruments worth $10,000-$100,000. Playing below union wage is not in their best interest. In the recording you have musicians and a team of director and audio engineers who will help in making sure recorded material is high quality and later edit it. Recording of 30min-1hour long, high quality demo reel in US usually costed me between $500-$1000 and that was the cost of a small studio with one audio engineer and a very basic ensemble (just a single violinist - therefore not much equipment in use, no balancing to do) and it covered couple hours of recording session, and cleaning up/editing audio (naturally I didn’t pay myself for performing). I would also want to point out that as it was proof of my abilities recording, there was no time consuming editing like putting different takes together, adjusting intonation etc. Sure, I usually recorded for around $120 but the difference in quality was drastically noticeable. while I can’t possibly predict how much a recording of VO or soundtrack for a game costs I expect it to not be a cheap process.
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Dialogue in Obsidian Games
Wormerine replied to captainfish's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Well, having quality recording and someone who can speak isn’t enough for an engaging performance. It’s like saying that for a good performance in a film you need a good camera and someone who looks fine. Most youtubers would make for terrible voice actors and their setup probably isn’t good enough. Some games used voices recorded by you tubers on their own setups and it’s is very hearable. In addition, You need someone who can quickly craft a character, potentially change accent, deliver lines in a way that they convey something about a character, and they need to do it efficiently. I imagine there are also other people involved like a director. From what I understand actors in gaming industry tend to be under appreciated if anything.
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Let's Make a Stat Overhaul!
I will cheat, and say that I wouldn’t change stats that much, but go classless. As class heavily defines your character it doesn’t really seem to work well with second defining mechanic of your character aka. attributes. Personally I would like to see attributes be more impactful and visible; Character with high strength and con plays substantially different than a character with high perception and intelligence. As it is now, I really don’t care what stats add what bonuses. I leave it in Obs heads to balance those out.
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Suggestion: A new Cipher subclass 'Conduit'
Wormerine replied to Ninjamestari's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)It’s not that passive regeneration is a bad idea (changers use it) but it’s a drastic change to how ciphers work. To make it work entire cipher skill tree would need to be rebalanced in order to work with changed “mana” mechanic.
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SUGGESTION: Stat Changes
Wormerine replied to Lokys's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)I think that would be an ideal situation, and something Obs would probably very much like to do. But it kinda goes against an idea of class based system and makes things much more complicated. Essentially, to really live up to “all builds are valid” promise, Obs would need to design classes within classes with all of them fulfilling at least 4 tank-DPS-Support-healer roles. It might be an interesting approach for something like Dragon Age with 3 available classes, but I am not sure it is realistic in PoE. Maybe if system remained the same through several games and each installement would add skills to every class to expend their usefulness...
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Campaign Difficulty Progression
Wormerine replied to tedmann12's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)That doesn’t really make sense. Someone wanting a game to have a difficulty curve that takes into account players lvl, and making specific challenges by not playing the game correct way are not the same.