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Night Stalker

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Everything posted by Night Stalker

  1. Divinity: OS is a fully 3d game -- PE has 2d bitmapped backgrounds. While 2d backgrounds look better (generally speaking) than fully 3d worlds, it makes modding much, much, more difficult. And Divinity: OS was also mostly done when they launched their Kickstarter. They were "only" doing it to get more money for production to add polish. Look at their Kickstarter videos and you will see that they had an incredible amount of stuff up and running. They are also using an in-house engine and toolset, so there are fewer outside restrictions with sharing their stuff.
  2. Pillars of Eternity: No Sleep for the Watcher
  3. In a game, a computer game, a computer roleplaying game, a computer roleplaying game with combat... But then what is the point about bringing in ignorance and incorrect conclusions about natural phenomena? To laugh at the stupid intolerant NPCs? What is there to win by introducing this if verisimilitude, drama and serious moral questions are to be outright ignored by the developers? And while drama and moral questions are usually good, even in CRPGs about combat, I am afraid this one is going to open a can of worms. So no thanks.
  4. Personally I think you are reaching here. I cannot speak for anyone else, but I am personally delighted that non-spellcasters will have other things to do than auto attacking. Since most of the abilities are limited by encounter/day, and so will have to be rationed - so no I think it will devolve to "ability spam".
  5. I think that the last I heard was that there was going to be one beta, and it was going to be a separate area that was not part of the main story. In other words the beta was mainly going to be a test of the core game and mechanics, instead of the actual story.
  6. In the context of PoE souls exist, and there is in fact a field of study called Animancy dedicated to studing it, also see here for more information about it.
  7. It is not very likely that the game will be ported to any console, as the developers have explicitly said that this was supposed to be old-school PC RPG in the vein of the IE games. For more details and arguments both for and against, please see the following threads: http://forums.obsidian.net/topic/64758-playstation-4-version/, http://forums.obsidian.net/topic/64800-steam-box-nvidia-shield-steam-os-etc-not-supporting-controllers-in-2014-released-game-is-not-forward-thinking/, http://forums.obsidian.net/topic/64542-ui-for-controllers/, http://forums.obsidian.net/topic/64916-oh-please-god-do-not-make-a-console-port/, http://forums.obsidian.net/topic/64542-ui-for-controllers/
  8. For the first play-through I will be using Obsidian's companions. I think they will give the game (and the world) more flavor compared to party members created in the Adventurer's Hall.
  9. I disagree. You might accept with a halfhearted/not very good implementation of your controller(s) of choice, but I think many wouldn't, and would be angry or disappointed of being mislead that the game claims to support controllers. I would also think that a halfhearted controller implementation would be brought up as a sore point in the reviews, giving PoE a lower score, hurting sales. IMO PoE should implement a good system for controllers, or none at all, and leave it to unofficial solutions to get any support for controllers. Since I funded this game under the impression that it would be a spiritual successor to the IE games, and the game would make no compromises in order to be more console friendly (which for input means controller friendly), I personally don't want Obsidian to spend any significant time or resources to implement controller support.
  10. The Mega-Dungeon is more or less finished, and I personally found the wilderness areas to be the weakest part of the IE games, so for me that rules out suggestion #1. For suggestion #2: Are you saying that if Obsidian made the wilderness more interesting, then we wouldn't miss more areas, or are you saying they should scrap the areas, and make it more like random encounters? While I am looking forward to delve into the Mega-Dungeon, I don't think it should be mandatory. And while I have only played the first one, weren't Diablo, Torchlight and Legend of Grimrock all three different takes on the Dungeon Crawl genre? While the IE games did include Dungeons Crawl components, they were much more than that. So I would say that suggestion #4 is out as well. Suggestion #3 would seem like the most likely scenario if you would like more wilderness areas - so if you want more wilderness areas, you will have to dig into your wallet, and hope that it won't impact the schedule too adversely.
  11. a) Eternity is not turn based. Pillars of Eternity is Real Time with Pause (RTwP). You may be thinking of Torment: Tides of Numenera which indeed is Turn-Based, or Wasteland 2 (which is also Turn-Based), both of which are being made by inXile entertainment.
  12. I also seem to be missing my K.
  13. Here is the full quote from GameBanshee: So there shouldn't be a problem.
  14. Since Pillars of Eternity will not have any multiplayer component, this is irrelevant to this particular discussion.
  15. Will this mean that we will have to supply 2 pictures if we want custom portraits for our PC/adventure hall characters?
  16. I wouldn't mind prerendered cinematics if they were used sparingly and didn't take up too much of the budget, but due to the smallish budget Obsidian is working with, I would prefer narrated slideshows.
  17. While it would be nice to see workers going to-and-fro, hammering the same board and lifting stone blocks into stoneblocks, I would rather see the resources going into new assets and polish.
  18. Normal difficulty, expert mode (unless it just add mindless busywork), and for other gameplay options I will wait and see what they will do before I turn them on.
  19. Personally I wouldn't mind. Things crop up in software development that means you must some times scale back, or end up with a with a half-baked feature, wasting time and money that could improve other areas. They would have to be careful about communicating it to the backers, to minimize the backlash. I could see a second round of funding, for a project on this scale, souring a good deal of the original backers (and more so if they approached a publisher), therefore I would rather avoid that option, but I could of course be misjudging the community.
  20. I don't think you can easily bolt something like this onto the game post release. It is not just a question of networking code, since there are quite a few fundamental gameplay mechanics that have to be changed to accommodate a second player.
  21. I wouldn't mind a slowdown mechanic, but I would rather not have any kind of stumble mechanic due to the natural environment. When out of combat and just navigating such an environment, it would just be a chore seeing your party members stumble, fall over, get up, walk a few steps and then begin the cycle anew. In combat I dislike it even more, since I envision that it easily could turn combat into slapstick, or something akin to the old Miss/Miss/Miss/Critical hit kind of Combat BG had. Just my personal preference of course.
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