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Wormerine

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Everything posted by Wormerine

  1. 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.
  2. Wait... not Tom Hardy?
  3. 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
  4. Posting it in Grounded subforum, might be more productive.
  5. According to RPS it's not complete ****. I am not 100% how it stands on scale of TV-shot tie in vs. actual game
  6. 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.
  7. I need to play New Vegas again... I only played it once all the way through, in my pre-PoE Obsidian backlog playthrough. My Kingmaker playthrough hit 100h mark, and it seems I am about halfway through... when will this thing end!
  8. That's a good point. Yen (<3) was mentioned in W2, but overall, they were absent until Witcher3.
  9. 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.
  10. In my 3 playthroughs I never had a problem with that quest. The captain indeed should be on ground floor of the Hole, sitting by one of the tables, if I remember well.
  11. 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.
  12. 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.
  13. 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?
  14. Yeah, I will be curious if, like with Deadfire, most people who are interested in it backed it already and post launch sales will be poor, or if it will match/outsell Kingmaker.
  15. 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.
  16. Wouldn't Kingmaker be right up their alley?
  17. Overall all sounds sound except the bit above. Wouldn’t that encourage brute forcing your way through enemies? (Killing in multiple attempts) also wouldnt it be fair if enemies respawed right after you killed them and had a go at revenge? I imagine that the biggest challenge could be having to track individual bugs and their health status. Health is something that possibly gets “forgot” as enemy goes out of certain range.
  18. You see, I don’t buy it. Sequels tend to sell better, not worse. The idea that games sells worse because it has a number attached to it, just doesn’t hold water. PoE2 problem wasn’t that it scared of new audience - its that majority of existing audience didn’t want more PoE. And it wasn’t just IP. Tyranny didn’t do so hot either. PoE2 wouldn’t sell better if it had a different title.
  19. I read the books in highschool so can't relate. Still that's first time I heard that. I thought Witcher3 did a good job giving an idea of the relationship those characters had together even if I didn't remember them from books (like Keira). Edit: It's doesn't really apply to PoE though. To understand PoE1 you need to read books as well. Getting into PoE3 shouldn't be that much harder then getting into PoE1.
  20. Well, most of those (aside from Greedfall) I would call straight up action games. Progression is so widespread as a mechanic I don't think it qualifies as an RPG mechanic anymore, especially if it doens't really allow for customisation. From what I understand recent ACs have some RPG mechanics, though they seem to be used to create mostly artificial grind, rather then having a gameplay justification. Didn't play any of them, but that's what seems to be mentioned most of the time. [Didn't play any of those actually, so my opinion is informed only by what I have seen in reviews and might be inaccurate]
  21. Then don't integrate your GOG? On a side note official integration seems to be slightly weaker then community one. It doesn't seem to record when I played the game last. I for one find it super useful to manage a library spread around on 6 launchers through one. For that very reason GOG became my main platform through which I manage everything else. It's very much in GOG's brand. "Hey, everyone annoys players by forcing them to juggle games on various platforms? Come to GOG and see all your games in one place. And while you are here, buy our games"
  22. I agree here. Micr business revolves around many things. Sure, they want system sellers to push XBOX but they also have Game Pass. Adding more niche games to it's library is something they might be interested in. Did people who played Morrowind/Oblivion/Skyrim or Witcher3 played all previous games? Nah, also fallout might have weight, but not to audience Fallout3 was targeted at. Did a game ever not sell because people got scared of a number?
  23. So, back before PoE1 was released I thought an idea of scripted interactions was brilliant. Obsidian often tried to to more then engine properly supported (like sensing with force in KOTOR2) and SI seemed like a good way of implimenting those ideas without being awkward. With that in mind I found PoE1 interactions to be greatly disappointed - it mostly focused on very mundane interactions. Then White March came out, and I thought it was done really well - burning house, mine card ride, puzzles and others were all brilliant. Then again, I was excited to see a more robust scripted interaction interface for PoE2... So what did you guys thing of Scripted Interactions in PoE2? I don't recall any standouts. I felt most of the time they were money saving feature, then enabler of interesting moments - like it would be nicer to have actual enterance to a dungeon, or interaction with NPCs on a map, but we will do it via scripted interactions cause it's cheaper. In other words Scripted Interactions rarely did something that couldn't be done via existing systems. Some things pop up to my mind - like storm, but honestly I didn't find it particularly memorable.There was also some fun stuff in the DLCs (like trial of a boar from SSS), though I don't think any of it was as good as White March (but what is!)
  24. In a way. I see it as a brand identity. I don't think it has to be a "game wouldn't sell as well if it had Pillars in the title" but a case of what Obsidian wants "the Pillars of Eternity" brand to represent and what they want Avowed to be. I don't think pitting "PoE" in Avowed title would hurt it, but why would you do it? It won't boost Avowed's profile and and you will only annoy PoE fans. If Obsidian doesn't completely erase a possibility of making PoE3 at some point in the distand future, it's good to leave the brand untouched. All they will have to do is announce that they are working on PoE3 and everyone will understand. At the same time they are free to do whatever they want with Avowed and not face a backlash from people invested in the IP.
  25. I personally thought Fenstermaker/Sawyer made a good combo. All PoE1 needed was more polish, revision, iteration, and it could have been one of the greats.
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