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WorstUsernameEver

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Posts posted by WorstUsernameEver

  1. I have a bad feeling about this. Being forced to choose buff at each rest is rather repetitive and does not bring gameplay i like. It is boring.

     

    Imho there should be easier solution, like: Survival - increase potion, food duration AND gives bonus to healing effects on us.

    If that is not enought:

    +Give some small elemental resistance.

     

    I simply would prefer passive buff, which leaves more time for real play.

    I mean, the buffs are saved every time you rest and you only have to change them if you aren't satisfied with how they're working out or want to optimize for a particular situation. Otherwise, you just leave them as they are and confirm rest with another click. Doesn't seem like a huge hassle to me.

    • Like 1
  2. A constant complaint with Pillars of Eternity was that they kept the setting too safe so going for something slightly more exotic (to the usual target audience of this kind of game anyway, exotic and foreign is in the eye of the beholder after all) makes sense. It's hard for me to read that as "they're copying Baldur's Gate II".

  3. I think when people ask for a BG1 to BG2 sequel they're generally asking for a sequel that uses the framework of the original to do bigger, better and more interesting things, not for a title that literally mimics BGII's plot, gameplay and artistic beats.

     

    Unless you're hoping for Pillars of Eternity II to be a title with large mechanical departures/experiments, I don't see what's wrong about hoping for that (although it's easier said than done.. even the folks at BioWare don't quite seem to know how to replicate that kind of environment and development cycle).

  4. I hated how you could mow down ghouls for hours and then at one point you meet an NPC and you are like "what the hell are ghouls? Tell me about it!"

    To be fair, you could be mowing down weird things without knowing what they are. But there's definitely a lot of sequence breaking involved for stuff like that, depending on how you pace your own exploration. Then again, you can also choose *not* to ask what ghouls/super mutants/etc. are.

  5. It's weird that they changed the amount of days the campaign is going to run mid-way, but I figured they realized it wasn't going to end on a good moment and delayed it a little bit. With Fig they have that kind of wiggle room. Also, Psychonauts 2 is exactly the kind of project Fig needs to establish itself as a Kickstarter competitor. So far they had a project from a largely unknown team and a really ineffective pitch from a team that wasn't really willing to run a good crowdfunding campaign.

  6.  

    I generally agree with Infinitron if the purpose is to make Interrupt more valuable on a mechanical level, but in terms of usability, adding even more inputs to the formula would just discourage your average player from using the mechanic even more.

    The mechanic isn't "used" now. Just like a critical hit, an interrupt is the result of circumstance.

     

    I got that the first time, thank you very much. What I mean is that players can specifically go for abilities/spells/weapons with high interrupts and build a character that can get Interrupts more often. But if that's only good for very specific actions that have to be recognized by the player, the mechanics get mudded even further, discouraging all but the nerdiest minmaxers from trying to exploit Interrupts fully by skewing the circumstances.

  7. This is why we need an Obsidian Fallout again.

    Hines openly admits Bethesda don't give a turd about lore consistency, on top of showing he's a dumbass that doesn't know the difference between realism and consistency.

    He's the VP of PR and Marketing for Bethesda. If anything, I'm surprised he answers to stuff like that on Twitter.

    • Like 1
  8. I just want a developer to understand that "turn-based isometric" is not synonymous with "party-based".

    Well, both Underrail and Age of Decadence are single-character turn-based isometric (or pseudo-isometric, whatever) titles. But the problem is that controlling a single character offers a limited amount of tactical options in a turn-based, grid-based environment.

  9. It wasn't a counterargument because Andrea didn't make much of an argument in the first place, just an assumption, one that I contrasted with what little data I have. I agree that it's not conclusive and that you shouldn't take what I say at face value.

     

    I'm not sure where you got the 1m+ copies number on D:OS, though. I skimmed through the press releases and saw no announcement about breaking that barrier. It's a pretty important PR milestone, and it seems unlikely that they'd just forget to brag about it.

     

    I'm also not sure what you mean by "12 RPGs that are ranked above" The Witcher 3. Clearly you aren't talking about the "Popular Releases" tab on GOG, because The Witcher 3 has been on the top for a while.

  10. Finished Fallout 4's main quest. It was certainly an improvement over Fallout 3 and Skyrim's main quests and it shows that, in spite of what some people think, Bethesda *is* listening and genuinely trying to make an improvement on their storytelling. However, it's also full of strange holes, flat characters, and structurally it's profoundly unsound.

     

    I feel like that's also a good summary of the Fallout 4 experience. I'd say it's a much, much more fun game than the last few Bethesda has published, but it also seemingly lacks a clear design direction. Very, very strange, after Skyrim and Fallout 3 seemed so sure of what they wanted to be, if nothing else.

  11. Is crafting and building necessary?  I like some of the ideas, but I'm started to get exhausted looking for fans and other junk in every nook and cranny.

    The settlement stuff is completely optional except for a single main quest. Technically you get modded weapons by simply killing enemies and exploring, but the labeling system is terrible. Some names are so long that they get cut out, and it's difficult to have an idea of how useful a weapon will be before picking it up (which runs counter to the fact that now quick looting is the primary form of looting).

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