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Everything posted by Wormerine
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If Avengers life service coop thingy wasn’t suspicious enough, it will also not allow you to play as Spider-Man unles you play on PlayStation.
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Baldur's Gate 3 early access won't come out in August.
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I defenitely favour 3rd person for melee combat. Not that aiming is a problem, but space awareness. FPS is good at pointing at things (therefore shootign and casting), and I don't remember hitting things being difficult in Skyrim (that combat is bad in the first place though), but when enemy is in your face lack of peripheral vision is problematic I think. A FPCombat game I enjoyed a lot was Arcane's Messiah of Might and Magic - it was quite satisfying regardless of FP perspective. Dishonored melee combat is satisfying as well, though it's not a game that focuses on that. So I guess Arcane knows how to do melee combat. And people seemed to like Chivarly FP combat quite a lot. Still, I am surprised that for one camera medieval combat game, Obsidian went for FP. Unless, they just don't want to be compared to Dark Souls, which I think would be a quality expectation if they went for Third person only action RPG.
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I have been wondering about it to. Theoretically, it could be really cool (maybe enable new sneaking options for orlans and dwarfs, give aumaua a chance to overpower enemy etc), but also very janky if they would do that at all. Also, if we are tied to Aedyr or Woedica, we might be limited to races that would make sense (like human or elf).
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I don't quite understand your argument, as the video OP mentioned, focuses purely on the speech checks. DE uses "speech checks" like mechanics for everything, but that doesn't mean that a game with more gameplay systems, couldn't learn something when implimenting its skill checks (and skill checks only, as DE, as you say don't have many other systems). I have only discussed DE in context of how it did conversations (and so did Josh - both examples he showed were speech checks). Though to be precise, what we really talk is reputation system influencing our chances to succeed in speech checks - and that can be tied to other branches of gameplay - killing someone, stealing from someone, even a global reputation system - they all could be used as triggers: -1 handed stone tablet to Huana, -1 killed X, +2 completed quest forZ, +1 you expressed support for faction Y, +1 have reputation of honest. I think biggest problem with reputation system in PoEs is that it tracks all kind of choices - both public and private. It's also a bit too easy to max it out I think. What if public reputation would only be tracked for big global choices, and smaller ones could be manually responded to via DE like system in smaller communities. EDIT. Yes, I am a threshhold guy as well. I think one needs a very specific structure to support Dice Rolls (or make failing entertaining like in DE). Kingmaker is one big savescum fest and so was wasteland 2. But again, my interest in the system which allows previous choices to influence skill checks, not how skill checks themselves are done. Aka, F:NV end problem is not that there is a flat 100 speech check, but that it would be far more satisfying if extra steps were needed. While those can be manually scripted (aka. Fallout1) Disco uses a simple abstracted system through which it achieves just that.
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But Disco does all of those, and does them elegantly and efficently. The problem with giving character their own personality is that we would most likely run into Deadfire problem - things will work unnaturally. CK2 works well, because it has no written dialogues, nor hand crafter characters. DE takes that idea and impliments it well in an RPG with a lot of text and handcrafted characters. Adding modifiers to skill checks based on 1) things we know 2) previous interactions with the character is a simple, transparent and intuitive system that designers should be able to take a great advantage of. What ManyTrueNerd talks about at the end (with Crusade Kings2) is mixing reputations systems with a skill check to bring other actions into it. DE system is great because it's very specific, very effective and according to DE dev easy to implement, without a need for devs to create handcrafted reactivity for each interactions. It's also not "global" as reputation system in PoEs, which makes it feel more natural. I think it could work with flat number check as well - final speech check in Fallout New: Vegas could infact be only possible with high speech skill and some extra positive modifiers (but both positive and negative modifiers being able to be aquired throughout the game). Alternatively, max speech could be really difficult to aquire (require a very dedicated investment), but on a flipside one could boost chances by other actions. I think PoEs did speech checks quite well, but with that system it could be even better. Josh talked about it in: I agree with you on XP via objectives. Slogging my way through Pathfinder, and the way game encourages to munchkin through the game, instead of roleplaying.
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Wait... not Tom Hardy?
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Could be, or could be one of any of the other projects Obsidian is currently working on. Perhaps Grounded is getting expanded team after successful launch
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According to RPS it's not complete ****. I am not 100% how it stands on scale of TV-shot tie in vs. actual game
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I watched today morning. Good video. In the comments I mentioned my surprise that he didn't mention PoEs and Disco Elysium - PoE2 Relationship system is somewhat similar to what he suggest when mentioning number driven CK2 system, and oh boy it didn't work well. On the other hand, Disco Elysium has stuff that should be shamelessly copied - they way it allows previous interactions to modify difficulty of skill checks is quite brilliant. I know Josh liked it, I hope whoever is working on Avowed liked it as well. I think he sometimes mixes player reputation systems with skill checks - not that having those two interact isn't a great thing to have.
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Well, I wouldn't say that - PoE1 was made when the company was in danger of closing doors, and then PoE2 budget far exceeded crowdfunding money. Also half of fig money were investments, which I believe need to be paid back as game sells. At the same time, they were also working on Outer Worlds, which was a bigger project then Deadfire.
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Avowed - Reveal Trailer
Wormerine replied to Shyla's topic in Avowed: General Discussion (NO SPOILERS)
I was trying to find info about that, as I remember it happening. If there was no official announcement, it might be why I couldn't find anything. -
Avowed - Reveal Trailer
Wormerine replied to Shyla's topic in Avowed: General Discussion (NO SPOILERS)
Avowed is stated to be released for XBox X and PC. XBox1, I believe, Xb1 is to be supported for at least a year after XBoxX release, but Avowed is unlikely to release that soon. -
Character Progression/Class System
Wormerine replied to Ormag's topic in Avowed: General Discussion (NO SPOILERS)
I would bet on a classless system - meaning even if we pick our "class" at character creation it determine our starting point rather then define entire playthrough ala. Skyrim, Dark souls or D:OS2. The problem with translating PoE classsystem into FPRPG would be that we would get to play with only one class per playthrough - I feel that class system is best fit for team based games (be it party RPG or multiplayer game) - a bit like kits work in Overwatch and such. Of course, theoretically a class system could lead to better replay value, but I just don’t think it would be a smart investment of resources. hat would be a benefit multiple playthroughs only, which would appeal to only the most hardcore of the hardcore fans, while making initial playthrough possibly less interesting (as major character development decision will be done when starting the game, not throughout it). And making each class fun enough and flexible enough in itself to fill entire playthrough by itself would be quite a feat. EDIT. Rewritten the post a bit. Typing via phone is hard. EDIT2. Fixed some further typos. I think those three glasses of wine might have debuffed my spelling skills? -
Honestly, DLCs in both games are my favourite PoE content. They kinda make me upset that so many companies halfass DLCs so badly. That's what I imagined DLCs will look like when I heard first about it. My first encounter with it was in Dragon Age, and I thought "hey, imagine BG2 but with more awesome sidemissions added after launch"... and we got, what we got. I SSS has some supert interactions. I remember the one when you have to roll the stone uphill to enter the arena, and you can just sing dragon to life to carry it for you. As far as unique contet per class is brilliantly done in Deadfire.