Jump to content

Wormerine

Members
  • Posts

    5842
  • Joined

  • Last visited

  • Days Won

    38

Everything posted by Wormerine

  1. 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).
  2. I personally, don't so that could be it as well. I didn't like Bloodlines either, even though it's, objectively, a great RPG.
  3. 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.
  4. I actually like Heart of Stone far far more. B&W was solid, but I thought it was much weaker with choices leading up to the ending being rather forced and artificial (really? A random ribbon is key to a god ending?)
  5. 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.
  6. Wait... not Tom Hardy?
  7. 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
  8. Posting it in Grounded subforum, might be more productive.
  9. According to RPS it's not complete ****. I am not 100% how it stands on scale of TV-shot tie in vs. actual game
  10. 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.
  11. 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!
  12. That's a good point. Yen (<3) was mentioned in W2, but overall, they were absent until Witcher3.
  13. 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.
  14. 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.
  15. 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.
  16. 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.
  17. 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?
  18. 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.
  19. 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.
  20. Wouldn't Kingmaker be right up their alley?
  21. 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.
  22. 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.
  23. 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.
  24. 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]
  25. 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"
×
×
  • Create New...