
Wombat
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Food and resting.
Wombat replied to amarok's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Not sure about this. Somehow, ration management in this kind of game didn't work well for me. Even in PnP games, I felt it's just one of the excuses for GMs to keep the players hungry for money. Indeed, I don't play FONV without both hardcore and Sawyer mod but, with the fast travel, it doesn't seem to work well compared with something like S.T.A.L.K.E.R. (Despite of being open world setting, the zone made me feel trapped in a suffocating closed environment). The best place for them is, in my experience, Dead Money dlc and some heavily irradiated vaults. Even I chose to explore, instead of resorting to fast travel, in normal areas, it felt like a routine task rather than a life-threatening factor. Also, different from settings where the player characters are more humane, in IE games, they are "destined to" be "demigods". In such setting, I wonder if ration management works well. In less "fantastic" settings such as Darklands, it tends to work better but, IMO, the most impressive part of the management aspect of the game is its take on religions. So, all in all, I like management elements with "meaningful" contexts but I think they are not always successful in letting the players feel immersed in the worlds once they are accustomed to deal with them. That said, I'd like to see some GM-like context-sensitive narrations seen in older games, which would help the players immerse themselves into the given setting. -
Update #51: Prototype 2 Update
Wombat replied to Darren Monahan's topic in Pillars of Eternity: Announcements & News
It's already done in IWD series, so why not now? Even in PnP, some of us must have entertained our players by surprising their parties with classic ambushes and/or multiple waves of attacks such as, invisible stalkers, statues turning out to be gargoyles, and some monsters appear out of what's supposed to be mirrors et cetera. The point is, throwing screwballs to the players through various game-plays but, at the same time, in order not to make the players feel unfair, the settings must be convincing enough for them to expect certain creatures/enemies. So, if they are tied to the lore, they are even better, producing a synergy effect. I hope they will come up with a good camp system, which will allow the players to think about their tactics, preparing to handcrafted maps/challenges. PS I was not happy with the same monsters repeatedly appearing out of thin air in NWN2 OC. It didn't only feel unfair but also repetitive and even silly - honestly, I think it's a result of noob DMing.- 181 replies
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Update #51: Prototype 2 Update
Wombat replied to Darren Monahan's topic in Pillars of Eternity: Announcements & News
Now I think I hit the brick wall of my ignorance about game development. For I thought you had already "imported" the asset from Onyx to Unity and whether it is called "quest system" or "dialogue system," it sounded like a result of a labor of work having been piled through various games (whether they are canned or not). I don't know much of the system but it seemed to be the vital part of C&C. In any case, thank you for the update.- 181 replies
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Yeah, I'd really like to add this feature in. Maybe once I'm done with the backer portal for Eternity I can take a look at that. (Coming soon, seriously! ) Nice to hear. I have been requesting the feature almost at every opportunity, too. It's plain impossible to browse every single thread and, starting from the developers' profiles are not so convenient, either. Also, if possible, I'd like to see "likes" related options in the search function such as being able to sort by likes. The boards already have Most Liked Content but how useful is it when I'd like to check out newer posts which people find worth attention?
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Aside from being little busier, personally, I'm bit tired of "internet politics". I don't mind any opinion from any part of board or community and I don't like to be involved with political issues when simply talking of game functions. There must be better ways to use boards whether through voting system, search functions or any other ways to filter posts/topics. The net is just mass of info and we cannot find any usefulness if the data is not sorted according to our needs.
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Watch out, Tony Evans! Why should he do this while driving...? I needed to do other things after the counting-down for Avellone strech goal. Downloading the vision document. I'm quite surprised by their openness.
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AAA games are beyond control of old game fans, who are now just minor portion in the market and the designers have their professional loyalty to those who can assign resources to them. Rather, I'm yet to learn how to adjust my expectations for smaller, self/crowd-funded projects. Of course, I'd like to see the honeymoon stay as long as possible but...
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Now he is in. PS Guess the previous icon was not clear at all.
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3500000-67776=3432224>3431001 Guess we are driving Avellone to karoshi.
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Pretty sums up my feeling to Divinity Kicsterter. Guess I'd do the same to the project by Larian Studios.
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Update #47: Odds and Ends
Wombat replied to Darren Monahan's topic in Pillars of Eternity: Announcements & News
I hope that with regards to moving the party through confined spaces, it didn't capture the IE feeling too closely... Nope, we've got a solution for that. Bobby or Josh will go into that in a future update. Nice to hear that. Personally, I like "Choose Your Own Adventure"* style navigation in Darklands. Even if it interferes with IE feel, I understand. However, could you consider an option of letting the players fast-travel among important locations such as shops/already discovered camp sites even on local maps? For I think, one of the things we can do away with in IE games is that the forced routines of babysitting the party back and forth even in "safe" areas. Of course, random encounters are more than welcome, which would make the process more akin to Fallout rather than the Elder Scrolls. If I could switch between local maps and the world map with ease, it would be great, too. Please? *BTW, they are "developing" Lone Wolf series on iOS. Texts with 2D illustaration don't look bad.- 131 replies
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Kickstarter projects not yet released but available to pre-order
Wombat replied to Serrano's topic in Computer and Console
Now Dead State, too. If you are not sure whether it will be worth your money or not, then, you can still contribute by helping them greenlit here. -
Update #46: How (Proto-)Typical
Wombat replied to The Guildmaster's topic in Pillars of Eternity: Announcements & News
Not sure about that...remember some of cramped dungeon such as in BG? There was a trial and error period for RTwP and path-finding format of Infinity Engine gameplay. Of course, it's nice if the team go after some elements which have been lost in the transition as long as they don't conflict with the given gameplay. BTW, art-wise, I'd like the team to actually look into the architectures of medieval buildings. I'm not an expert for this but the difference between American and European game-worlds is telling.- 98 replies
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Update #46: How (Proto-)Typical
Wombat replied to The Guildmaster's topic in Pillars of Eternity: Announcements & News
Thanks for the explanation. From the update, it was not clear to me if you are doing it for yourselves or us backers in a way of "the dog and pony show". I guess it's not so demanding if they let us take a look at some "slices" once they check out things need for visualizing their goals. Again, thanks for letting us learn about the development process. According to this recent article of Weisman, too, the communication, indeed, seems to be a key to crowd-funding.- 98 replies
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Ziets and now Mitsoda...now it feels like gradually building a dream team.
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Just in case someone interested, here is an interview on Ravel to Chris Avellone.
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Update #46: How (Proto-)Typical
Wombat replied to The Guildmaster's topic in Pillars of Eternity: Announcements & News
Feel bit sad about the news that update will get less frequent but, hopefully, most of the backers can behave better than some publishers and do away with "the dog and pony show" (cf. An interview to Adam Brennecke). I think the official wiki is a good starting place to check out things if you haven't followed the news for a while. In this case, follow the links at developers section. They are just basic, though.- 98 replies
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Just spotted this during my routine browsing at Formspring.
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I found the pitch good, too. They are getting good at crowd-funding, I guess. As for the name, I think It's like FO3. As long as we don't expect it to have to fill the shoes, it should be O.K. Well, except that I have never toutched FO3.
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The dirty trick was originally done by inXile: Avellone was a stretch goal for Wasteland 2, too. In fact, reading this update makes me think how wasting it is to make Avellone play Arcanum instead of writing even a few lines for Tides of Numenera. Judging from what I read at Formspring(Colin McComb, Kevin D Saunders), the project itself sounds quite promising as long as I can forget about Torment name. Rather, I'm happy that it is not even intended to be a sequel since the story of the original is complete. I'll be most likely to pledge amount appropriate for my moderate expectation. After all, there are not so many RPGs being made for those who like reading.
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I think you are right about the purpose of the ability but it seems like the damage is a factor which decides if the victim is knocked back. So, even in a limited way, the damage seems to be important to disengage successfully. Then again, despite following the same rule as other melee attacks, it's not about offense at all as you pointed out.
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From SA forum So, GS sounds like it is bit "ouchi"er than touch-type attacks.
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Update #41: D&D: Dwarves and Doors
Wombat replied to The Guildmaster's topic in Pillars of Eternity: Announcements & News
Just a crazy idea popped up on my similary crazy mind. Now thinking of imaginary creatures, they are just combination of existing species in our world. So, is that possible to share these "skeletons" and parts with various creatures? Relatively simple example is a minotaur, using human skeleton and body with the head of an ox. As a less simpler example, centaurs, lamias and scorpion men also use human skeletons and parts. Another simple example is just enlarging cats into big cats, which can be applied to giant something such as giant rats and scorpions. Gryphons, manticores, sphinxes, and chimeras tend to be copy & paste of different parts. Complex examples would be lernaean hydras, scyllas and, maybe, medusas. Also, some Cthulhu creatures use lot of molluscs. Of course, this is a crazy thought from a person without any experience in programming and even if these thing are possible, they could make things complicated beyond necessity or make programmers and artists step on each others' toes.- 143 replies
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Update #41: D&D: Dwarves and Doors
Wombat replied to The Guildmaster's topic in Pillars of Eternity: Announcements & News
Nice...I guess I can safely presume that non-playable creatures, too, share basic templates such as big cat, manticore and sphinx. Even for convincing setting, some learned in the world may categorize them under these formats, too. About doors, do you have a solution/solutions in mind to non-hostile NPCs blocking doorways? Some elements such as this sound pretty silly to be discussed seriously but they often end up frustration when we are actually playing. Another possible issue would be how hostiles react behind doors, which may be related with stealth gameplay. Also, in combat, could you make sure the players can see/click on every single interactive element including "unit" in combat (as long as they are not meant to be seen due to fog of war, etc)? As for path-finding, at times, AI doesn't seem to be responding or forget my order. I don't know why this happens and ideally, there shouldn't be such occasions. However, if this happens, could you let the players aware when any controllable "unit" is "idle"? I guess that's all I can remember about nuisances related with path-finding/visual limitation of the players for the time being... Maybe, I should play some of classic games when I have time...- 143 replies
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