-
Posts
5580 -
Joined
-
Last visited
-
Days Won
34
Content Type
Profiles
Forums
Blogs
Everything posted by Wormerine
-
I like injuries the way they were implimented into PoE1 - penelty for being kocked out. This way being knocked out had consequences but still didn't make a big deal out of it. I thought that health/indurence system was the best fix to the problem Infinity Style games had for a while. In IE games being knocked out usually required a quickload (or resurect which was just annoying.) On they other hand games like KOTOR has no consequnces of being kocked out. PoE found a sweet middle ground for me. I would suggest better explaning the mechanics in the intro of PoE2 rather than changing the system too much (not a fan of injury system of Tyranny.)
-
If it was historical medieval RPG Josh is dreaming about than sure. I prefer my fantasy to be fantasy. What would you do if you would play in Italian and spoke to Vailian? Have it in chinese? )
- 21 replies
-
Yes, all single player story driven games, like any other stories end. That is the nature of things. You can return to them (in case of games even have slightly different experience!), but when all is said and done, yeah games end. I don't see how adding an arena would make anyone play PoE "again and again with the same zeal." Geez, I play Starcraft and Overwatch and I don't play those with the same zeal anymore. Things end, or get boring. The strength of PoE is writing, setting, stories. Those can't be generated. I don't believe adding multiplayer arena would expand life of the game. I doubt there would be enough people caring to show their "superiority" in a competitively unbalanced game to keep it going.
- 84 replies
-
- Duel
- multiplayer
-
(and 3 more)
Tagged with:
-
I love Witcher series to death... I just don't get comparison. PoE from definition is not mainstream. It is not a hipster thing, it is just trying to be a thing which will never sell THAT well. Why? Presentation. Let me first explain what I want from PoE and its continuation. Good story of course but most of all - reactivity. Being able to pick your race, background. Making choice and see consequences happen. When the budget comes I am not interested in shinier graphics or more voiceacting or moving to full 3D... those things can be nice, but I want the world and character I can interact in more meaningful ways. The problem with moving mainstream is that you have to look shiny. Have full voiceacting. More voiceacting means less dialogue choice, less reactivity. I would rather have plain text, than stilted animation and chopped dilivery of bioware games. You do spectacle or you do depth. Witcher is an odd RPG series as it allows you to play not only as one class but as one specific character. It is good in allowing you to roleplay Geralt, but it is limiting. My take on the situation is this: different games get better thanks to different things. Throwing more money into presentation won't make your RPG good. Isometric, text heavy structure does the job. The interactions make the game work. Does it HAVE to be isometric? No, as long as the game gets deeper not shallower. However, as bioware showed, putting more money into game creates the need to explain why things you do don't matter rather than showing why they do.
-
Arena mod can't hurt anybody. Moreover I would pay for it. All they have to do is character transition like in BG2 and some instance for 2+ players. There could be no pause system - in this case intelligent AI scripts could be handy (like in DA:O) Now here is the problem - why would you want to funds and manpower away from single player game to add a shallow multiplayer component? I really don't believe in tacked on modes - whenever it is throwout singleplayer campaign in multiplayer game, a broken net code mess added to singleplayer strategy (XCOM why why why), or just awkward "you can join your friend as coop partner in a single player designed game" thing. Now it wouldn't be bad if those things could just appear. Choice is always welcome, as long as I can't avoid it. But they take a lot of work and money. From what I understand writing a working mutiplayer component for a game takes a lot of time. And PoE engine has not been build for it. As for me - I like my games specialized. Do one thing and do it well. PoE is single player party based RPG and it is good at that. Divinity is great coop RPG. Both games are designed to be what they are. PoE wouldn't be better if someone played it with me, and Divinity doesn't work for me singleplayer.
- 84 replies
-
- 1
-
- Duel
- multiplayer
-
(and 3 more)
Tagged with:
-
Well, I didn't mean to suggest that languages should be a skill you can choose. Rather it could be tied to your background - so one language + commontongue per character. The idea is, that the language would come in play only in certain situations. In the example I gave in my first post: you aproach two Vailian merchants talking. You don't know language, so you don't understand them. They notice you, and you start conversation with you in commontongue. However, if you do know the language, you do pass the skill check, and can understand what they are talking about. Something you can reference when talking to them, or what might be helpful to you in some way (quest related, item related, just flavour text) etc. Naturally it would be silly, if longer conversations would be written in made up language with a translation in the tooltip.
- 21 replies
-
- 1
-
Sleep scumming.
Wormerine replied to kensu's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
I did like how PoE handled resting. I thought it made sense, was thematically appropriate, and well... worked. There is one good thing, which comes from rests - there is an element of resource management. I do remember sleep scumming when I played BG back in the day. With pillars I found balance quite well done. I never run out of supplies (even though I never played below hard/PotD), however limitation on rests allowed did force me to think more carefully about what I am doing. Not overcasting if I don't need to. I liked it. It wasn't an issue, but it did encourage thinking, befoe activating limited use abilities. More involved mechanic might be welcome, but not necessary needed in my humble opinion. -
Here is a crazy idea I wanted to share: I remember in one of the twitch-streams Josh mentioning that the annotaion system from Tyranny is being moved to PoE2: Deadfire. It will provide not only lore but also translation of foreign languages. Now I assume it is nothing big, just couple words, or phrases here and there. BUT WHAT IF: There are many factions from different regions. They speak different languages. WHAT IF you could only understand languages you know as a character - for example in PoE1 I played as an Orlan from Old Vailia. That would mean my character understands Vailian. The game would provide translation of Valian phrases but not Aedyrian or language of native Deadfire tribes. On the other hand, I might have Aloth in a party and he might act as a translatior for the Aedyrian. It might give your character and party a better sense of belonging and origin. Now, WHAT IF the foreign conversations weren't just small phrases. WHAT IF when walking up to a couple of Vailians talking you would be able to overhear a bit of their conversation. It would be a gibberish if you don't know the language, but you would learn something more, if you do. Some flavour text, get insight into their motivations, extra details about quest etc. Now if that would be implemented into quest design it could get interesting - Opening new ways, hints about possible ways to resolve situations, extra loot stashes. What is more, as a character you might get drawn to the faction which speaks your native language, as your interactions with them would be more... complete so to speak. I think it would be a nice and fluid way of connecting character with his background and the world around him/her. Naturally, the idea isn't simple at all, as it would require dedicated writing and quest design. But hey, just throwing it out there.
- 21 replies
-
- 4
-
Yeah, that is right, I am not a fan of cooldown based combat (Dragon Age, Tyranny.) Not that the cooldowns are bad themselves. Just the way they were implimented in DA and Tyranny was poor. It took a lot of choice out of the combat. Infinity Engine combat was based on choice - how to buff, how to debuff. It is not perfect and a more intuitive combat system would be appreciated. In Tyranny there is no choice. You have abilities which you spam whenever they are available. It is a mindless system and one which gets dull after a longer period of time. I like Tyranny and KOTOR as they were short RPGs and didn't have time to get bored with combat (and were very storydriven). DA:O on the other hand? oh gosh, most of the game was combat with an unengaging system. So yeah, some of the things they mention do worry me though I will wait with my judgement until the game is out. PoE combat can be improved, and I hope it is what they are doing.