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Everything posted by Wormerine
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That's a fair assumption, as that's what generally importing a character does. There were couple complaints that one can't simply import their old character. As there are mechanical and graphical changes between PoE1 and PoE2 Obs explained that: 1) They are not able to properly import created characters - assets changed, so automatically creating characters player wanted to play in PoE1 would be tricky - players would have to customise their character anyway 2) mechanics change, so someone might not want to continue playing as the same character. Either way, enjoy PoE2. Also, lovely portrait.
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Is Obsidian interested in Game Ideas?
Wormerine replied to GameNerdVeggie's topic in Obsidian General
I find it difficult to believe, that a vague post, with a vague idea could be a basis for a lawsuit, but what do I know. Certainly not much about laws and such. But in case they do want to use an idea I threw around about space sim RPG, I would be happy to sign a waver form -
Great game, too short
Wormerine replied to BionicKitten's topic in The Outer Worlds: General Discussion (NO SPOILERS)
That's what the description says. As well as thirst, hunger meeter and limited ability to save. -
Is Obsidian interested in Game Ideas?
Wormerine replied to GameNerdVeggie's topic in Obsidian General
Unless, someones sits on an enormous pile of money to bankroll development of the game they want to make, it is unlikely they will work on what they want to do - you go to publisher, they will consult their charts and try to chase the most profitable trends. you go to funs for crowdfunding, and they will consult their nostalgia and want you to make exactly the same game they enjoyed in the past. Sure, you will not be the market leader, by being a market follower and bla bla bla, but it is easier said then done. -
I was about to try to write something witty, but that takes the cake. I will just tip my imaginary hat. There is a very likely possibility that it simply won't by much fun - either due to overwhelming ambition, technical difficulties or lack of polish. Luckily, there is no "purchase or not to purchase" dilema. In the worse case, I will write a disappointed but supportive post on snapshot's forum, and hope it will be better when I redeed my gog key in a years time. Opening cinematic + tactical tutorial. Minor spoilers? Also, launch trailer:
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Those games have so little incommon, that I wouldn't even know when to start. They use vastly different systems, with different objectives (singleplayer vs. multiplayer, RtwP vs Turn based), though there is one thing that D:OS does very right: it's mechanics are very visual. A lot of gameplay revolves around enviroment, buffs and debuffs and combos are intuitive (stacking/cancelling of status effects) and generally things work as one would expect. Overall, there is no need to dig into numerical mechanics behind D:OS as "themes" express what is happening and what will most likely happen in an accessible way. I don't think it is necessarly simple vs. complex, but raw mechanics vs. intuitive theme. Of course, creating a nuanced, complex system, and presenting it via a strong and consistant theme is another layer of difficulty on top of creating said systems. However, watch any game's forum and people are more likely to discuss "realism" when things don't feel right, rather then actual mechanics - it is the layer that is the most easy to engage with. When D:OS does fall back to gamey mechanics (like skill/spell slots) those are very basic, so one can understand how it works on a glance.
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Great game, too short
Wormerine replied to BionicKitten's topic in The Outer Worlds: General Discussion (NO SPOILERS)
Game is too short! -
Having no fun whatsoever
Wormerine replied to Bye's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Sure, but you don't need to master them to do fine in the game. Until you try to tackle Adra Dragon, you can pretty much stumble through the game, even on higher difficulty settings. -
That's how you announce delays: Oh, yeah, also Stanley Parable: Ultra Delux Edition has been delayed to 2020. Also: There is Stanley Parable: Ultra Delux Edition in development.
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I think I might have liked PoE in this regard more - limited about of individual skills meant not abusing them. In Deadfire it is a bit too tempting to have one or two combo and use it against most enemies. Though, I used more skills in Deadfire overall. Because of their limited nature, I tended to save abilities for when I mean it (applies both for per encounter, and per rest), rarely using them. I think that is why classes with replenishable sources (Ciphers, Monks, Chanters) were my favourite, as I wasn't holding back.
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By the point I played PoE1 for the first time maiming and injuries were already in. Perhaps, that helped me to avoid some frustrations @thelee talks about. I did indeed encounter situations when I would allow a character to get knocked out, before his health runs low, or decide not to revive someone.
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Uh, I think this is “let’s agree to disagree” situation, as I found Tyranny injury system to be awful, unenjoyable and intuitive. Giving you health-pool and then punishing when you utilise it, was just annoying. Endurance, on the other hand, have damage through multiple encounters some meaning (not deep meaning, but similar to per-rest casting - in PotD I found I run out of spells about at the same time my tanks were running low on health), and it elegantly made it impossibly to infinitely heal my tanks during tricky encounters. Never run into issues you mentioned, though it might be due to me comprehending the idea quite quickly - I found it to be a clever middle ground between BG2 and respawning-after-knockout KOTOR. Deadfire injuries are just kinda pointless. It’s rare to gain one (unless one runs into a trap) and removing them is just a matter of a button press. Though that’s a problem those game struggle with. Yhh, now thanks to @Boeroer I will dream of PoE/DarkSoul hybrid.
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Josh Sawyer on why modern Obsidian plays it safe
Wormerine replied to Infinitron's topic in Obsidian General
Sure. Though working hard to shake off Obsidian's notorious tag of releasing broken games is a sensible one. I enjoyed playing NV years after release, and with community patch, but I hear it wasn't all smooth sailing. I wouldn't discount such areas as PoEs dungeons though - Fort Deadlight, Roderick's Keep etc. Though, those are areas which are reactive to what wants to do, rather then our character builds, which is slightly less impressive. It might be that Robert Space Industries is sucking dry all the yearly quota of design irresponsibility. -
https://www.rockpapershotgun.com/2019/11/25/no-cyberpunk-2077-hasnt-confirmed-microtransactions-in-multiplayer/
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Meh, so far I feel about Multiplayer for C77, same way I feel about Gwent. Not a good news, but I wonder what that means about nature of C77 multiplayer. If it will be like GTA5 multiplayer (aka, addition to single player experience) that I do take issue with it. If they release it as a stand alone, Free to play thing - then sure, whatever. Do we know what the multiplayer is? PvP? Cooperative campaign of single player?
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That's Cyperpunk Multiplayer though, right? Not Cyperpunk2077 single player? I am not following the C77 news closely, but mutliplayer was supposed to be released sometime later, no? Still, not a happy news.
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I like having a home, or a HUB. Neketaka, or Athkatla are a brilliant thing to have. Think you return to, shop, hand in, and get new quests. A busy, living metropoly. Cities in PoE1 were pretty bad overall - to make a big city work one needs to have a lot of things going on there, and a reason to return there. Perhaps we simply prefer our games differently. I thought a lot of PoE1 locations were problematic. Guilded Vale, for example, had little to no content. It was for the most part an empty map, which we would leave behind with no reason to return to. On a side note, Roderick's Caste is not a city - it's a dungeon. Dyrford Village was probably my favourite in PoE1 - with a nice vilalge feel (everyone knows about everything), and at least couple loops through the village (initial visit, trip and likely return from ruins, and loop, when searching for the missing daughter of the noble). I loved coming in and out of Neketaka, and finding something new to do with every visit. I never tried to "clear it" though. Get enough quests to warrant a trip out, do that stuff, return, explore more, do some stuff in the city and venture out again. I saw many people complaining that they are stuck in Neketaka, but I think it is misunderstanding how this game is to be played. I don't think Cities have to be big though. My favourite HUB in PoEs is still Stalwart, which is small and detailed. I love the feel of it, and how interconnected everything is. Being able to see it develop in WM2 was pretty great as well - that's something many games aspire to, but usually don't reach. A small scale of Stalwart was probably a good thing in that respect. EDIT: A good city is what Outer Worlds is missing for me. The Groundbreaker is nice, but again, it's a nice single trip and afterwards it's a static, dead place. Fine for a dungeon, but not for a place where people live. Byzantium was just empty.
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Do you though? Perhaps, we disagree on what those difficulty settings means to us, personally. Here are my expectations: STORY MODE - I don't want to learn combat, I want to maw my way through encounters with little to no coherent imput from me EASY - I want to engage with combat, but don't want to be punished too hard for my mistake. Make me feel when I am playing wrong, but don't stop my progress NORMAL - I will have to learn how to play the game to succeed. There will be encounters which will be a challenge, and I will have to learn how the game works to proceed. Building a well optimised party is encourage but not required. VETERAN - I am experience player in this genre and in this series. I know the mechanics. I build competent parties, and characters with decend synergy. I know how to customise my equipment. In this setting a well build party will be put to the challenge. PATH OF THE DAMNED - I know very well how this game works. I beat and analysed the systems, I know how to exploit systems and like doing it. I know enemies I will be facing. I want to build the most OP builds I can think of, and I want those builds to be challenged. EDIT: None of those, of course, assume playing solo, or controlling only one character. As this is a party based game, I assume them to be tuned with a party of 5 in mind, with levels NORMAL-PotD assuming I do pay attention to what my characters are doing - either by micromanaging it, or setting up detailed AI systems.
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Josh Sawyer on why modern Obsidian plays it safe
Wormerine replied to Infinitron's topic in Obsidian General
Does Obsidian play it safe, though, outside perhaps Outer Worlds? I wouldn’t call PoEs safe.