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Weapon mechanics
Karranthain replied to Karranthain's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Yeah, ideally the blocking stance would only work in a frontal cone - allowing flanking maneuvers to be made against the shield wearers. -
I don't like the non-combat and combat skills seperation - should herbalism be as good as taking magic missle, by all means, force us to make that choice. The proposed solution has me wondering if perhaps they're assuming that the non-combat skills will be less useful, i.e. the player wouldn't pick them over a combat skill, given a choice. I think it's best when the player is presented with a choice of either becoming a specialist (of combat or non-combat variety) or a jack of all trades. But we know too little about the system at the moment, so it could be a good choice; hard to tell right now (it's always all about proper implementation). That said, I especially loved this : And I thought that Bloodlines handled the experience rewards for completing the quests just about perfect (you only receive them for completing the objectives - it's up to you how you actually achieve them).
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That's quite right, pre-rendered backgrounds also require certain compromises. Let me clarify - I enjoyed Witcher 2 graphics a great deal, they looked fantastic. But at the same time, I love the "painting" look - it may look static and sometimes unnatural, but it can be quite atmospheric. Not a good choice for every type of the game, but I think it can work marvelously if used right. Obviously not everyone will agree
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Weapon mechanics
Karranthain replied to Karranthain's topic in Pillars of Eternity: Stories (Spoiler Warning!)
That reminds me, some weapon or attacks could be used to disable or downright destroy the shields, like you suggested. -
That's really quite simple, with real-time rendering you have to make compromises, as it, understandably, requires a lot more computing power. At a certain point, you get something which is just too complex to render in real-time. So, no, you cannot always achieve the same effect in real-time as you would in pre-rendering. As for the details - pre-rendered backgrounds are made to look the best at a particular angle and distance, so understandably more time can be spent on ironing every little nook and cranny, so it'd just look perfect. And there's also the matter of that picteresque look, something I haven't seen replicated in any 3D game (I could be wrong about that though).
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Weapon mechanics
Karranthain replied to Karranthain's topic in Pillars of Eternity: Stories (Spoiler Warning!)
On the topic of Shields : IE games didn't have elaborate shield mechanics : they simply improved the Armour Class of the wearer. And that's usually the case in most games. A few ideas on how shields could be treated mechanically in PE (as usual, most of this will be pretty obvious) : 1) Shields as weapons Shield users should be able to use them offensively (e.g. bashing, pushing back) 2) Penalties Carrying a shield can be tiring and it also limits the wearer's maneuverability. Having penalties for using a shield would also encourage using only a 1-handed weapon, with the second hand free. It could end up being a genuine playstyle option. There could be some exception to that rule, like bucklers - the mali would be reduced, but so would be the boni (so it would probably end up as a sort of compromise). 3) Blocking And perhaps the most important part. I've mentioned that shields usually just raise the armour value, which is an abstract representation of blocking, but ultimately if feels very unsatisfying. Other solutions : a) There's a block rating (e.g. 25% chance to block any incoming attacks or any variations of that system) Personally, I reckon it's a bit "gamey". It also doesn't, obviously, involve any input from the player. b) Blocking stance. The player can assume a defensive stance and block incoming attacks (either on a timer, or just a certain amount of attack made against the player get blocked). This options offers some tactical possibilities, so it has that as a big advantage. Additionaly, shields could also be used to block incoming spells. -
And that's exactly what I wanted to stress. It ultimately boils down to this. I think that the 2D backgrounds can be in a high resolution as well. Well, that's very debatable, and the screens you provided actually prove otherwise. Same with the 2D backgrounds - e.g. Stasis and Icewind Dale look very much different. No argument here, obviously. And that bring us back to the original point - an artistic choice. Obsidian could just as well make a full 3D game (the technology, after all, is readily available), but they chose not to. Technological superiority means very little on its own.
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Aye, but those countries were quite clearly influenced by the Eastern culture (those garments on the last picture certainly are). Let's not derail the topic too much though
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Project: Eternity and Characterization
Karranthain commented on Chris Avellone's blog entry in Chris Avellone's Blog
"Exploring a character’s personality should be as much fun as exploring a dungeon." Indeed, that's what made Dak'kon such an interesting character. -
Just to be clear, though - I'm not advocating absolute realism. Historical examples are a good starting point, an excellent inspiration, but PE isn't going to be a historical game To me, a well designed weapon or armour treads a fine line between practicality and a fantasy feel/ornamentation. I feel this enhances the world design, makes it more believable, and ultimately, more appealing visually.
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Nice examples, Stiler! This one in particular looks amazing : http://www.flickr.co...amp/5059944507/ And again, just goes to prove that realistic doesn't have to equal boring and unappealing visually. That said, of course that level of detail would be unattainable in PE, but that wasn't the aim in the first place