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Everything posted by Wormerine
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As to actual math - it's been mentioned on Snapshot forums that bullets are distributed using curve bell - meaning they are less likely to hit bullzeye, or spread at the edges. If I understand it well, aiming straight at the things you want to hit, isn't necessarly the most efficient way of doing things.
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I am pretty sure it was said somewhere, that majority of backer names were male. It's odd that they didn't tag them with appropriate genders. So far I enjoyed it quite a lot, though it is quite janky. Unless one is really interested in the project, I would probably recommend to wait till steam/gog release and see how it develops.
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Or Deadfire was too big of a production, due to unexpected success of PoE1. Blade Runner 2049 was really excellent. But it is not a kind of movie, nor IP, which would make a return on $150-185m budget. A lot of cash was invested into Deadfire - a full year of a full team development, then crowdfunding campaign, which gather more money then PoE1, and whatever money on top was thrown to finish it, uncluding full VO and such. All in hope to expand on what was expected to be returning players. Not all of the "improvements" made for a better game, but crucially audience didn't return - maybe they didn't like PoE1, maybe they didn't like changes to PoE2, maybe they just moved on. A question which might be interesting to ponder: should PoE3 be small budget project and cater to the few who staying with PoE3. or should PoE3 aim to change, and attract wider audience?
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As if soundtrack? I doubt it had an effect on sales but I would agree. Considering the change of the setting, I expected the OST to change more. The world map and character creation music grates on my for some reason. Perhaps the melodic line sticks out too much? I find video game soundtrack to work best when they are vague mood pieces, without much direction. Give it a memorable melodic line on a loop and it can become irritating, even if the music is nice. I was hoping music will incorporate a bit more of the setting into it - there are traces of it, but very subtle. Then again, trying to write something in the vein of Polynesian folk music, without time for in-depth study might be a very poor idea. My favourite tracks are still from PoE1: main theme, sun in shadow, tavern song from White March. PoE2 has some nice stuff, too. District specific Neketaka stuff, In-Between music are all good.
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Is Obsidian interested in Game Ideas?
Wormerine replied to GameNerdVeggie's topic in Obsidian General
That's fair. Which reminds me there was an actually a succesful lawsuit between some pop "artists", which as a musician I found absurd. I am still happy to sign the waiver. -
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.