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C2B

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Posts posted by C2B

  1. The landscapes are beautiful but, judging from game-play clips, I got an impression that NPCs are built from 2D portraits without animated 3D figures in mind: They would look great in 2D but it's shame that the 3D face expressions feel stuck somewhere in the uncanny valley especially compared with some recent titles.

     

    I think that has more to do with Obsidians animation department lacking in general a bit.

  2. I know what you're saying there, and it would be nice - but that comes down to the point that there is more to co-op/MP than just making it available, it's also a part of how you design character customisation/progression, level design, additional features, etc, etc. My best guess is that Obsidian said to themselves, our main goal is going to be to create a game that, from start to finish, is built for buddy co-op and does it really well, and we're going to design everything to make that really good, because lots of games are designed for online MP or singleplayer then throw in co-op and the market would benefit from a dedicated co-op game. This is backed upb y the way the devs've have been describing DS3 throughout.

     

    In other words, even if they, say, took a couple more months and threw in an online MP mode a la Diablo 2, I doubt it would be very good compared to, well, Diablo 3, Torchlight 2, etc. They've decided that instead of trying to do everything OK they would concentrate on making a very fun buddy co-op experience - and my point is if they succeed in that (we shall see on release), then DS3's decisions are very defensible.

     

    Quite separate from all this is whether savefiles should be kept on all players, and on that I agree it's strange that only the host can keep them, and suspect there's a technical limitation here. Hoping there will be simple workarounds.

     

    Pretty much this.

     

    From how Skills work/Charachter System/Leveling etc. its geared towards the type of co-op it provides. Abilites and the charachter system itself is focused towards balance and story rather than variety. Online would be boring as hell with time and not stand a chance against Torchlight 2/Diablo 3. Distancing themselves in this case is good.

  3. Then they should have made this a single player game and forget the whole "co-op" thing. Because it seems that's the game they really wanted to make.

     

    Bottom line, there is no game in this generation that works this way. None. Even games that were designed to be co-op do not work this way. Resident Evil 5 was designed to be a story centric co-op game, but each player gets to and keep their own levels and weapons. Demon's Forge is about to come out and that is a co-op game, and I'll bet it won't work this way, it will allow both players to save their own progress.

    Halo allowed both players to save their own progress, and if they made a Dark Alliance game today it would allow individuals to save their progress.

     

    There is no way to get around how poor a decision this is.

     

    1. Doesn't apply. Its stil has strong and unusal buddy co-op elements in and was designed for the co-op it provides. Its just not the one your used to.

     

    2. Just because there is no game that works that way doesn't mean that there can't be a game that works that way nor that this automatically makes it a poor design choice. In fact the main reason I like Obsidian is BECAUSE they do unusual things and experiment. If it works out in the end or not.

     

    Emphasis on "buddy" here. You won't get a strong or lasting online-community out of this game.

  4. You control a character in the host's game, and that XP/progress is saved with the host's. So you do gain XP, but you don't take it back into your local game.

     

    If you continue to play with the host, however, you will always have your progress/loot/etc.

    IMO this is the absolute worst decision you could EVER make in a online arpg.

     

    Well then its a good point that it isn't an online focused ARPG, isn't it? It has co-op with friends and thats it. Your whole argument is based on a assumption that just isn't fact.

     

    And yes, thats why its also a design decision. And thats also why not WE are the fools but YOU are. :shifty:

    Don't you mean co-op with FRIEND? The host? OK i'll play along. So if it's co-op focused who thought i'd be a good idea to FORCE players to play with one host the ENTIRE campaign and have him keep OUR characters and not allow us to play CO-OP with ANY friend at ANYTIME with custom built characters?

     

    I'd love to have heard that board meeting. (hey guys today we want to talk about core gameplay features and what we want in our co-op experience. Any ideas? Yes, we want to play the entire campaign with friends....ok ofcourse. (guy in the back)..we want to build awesome characters we can play cooperatively with all our friends. And jump in their games and help when they need it, and keep items and xp when we leave yeah!! (answer).....ummmm noooooo...i don't think we want that in our game, we want drop in drop out co-op but we think it's best if the host keeps all saves and characters......lmao REALLY!! You actually think they thought this? And all agreed it was a good idea? No way.

     

     

    Again its just not focused this way. This is not a pure diablo clone or anything else you imagine. Its just not designed or focused this way. For example theres reason and a focus behind the predefined charachters. Thats why it doesn't bother people like Tigranes or me all that much. Deal with it.

  5. You control a character in the host's game, and that XP/progress is saved with the host's. So you do gain XP, but you don't take it back into your local game.

     

    If you continue to play with the host, however, you will always have your progress/loot/etc.

    IMO this is the absolute worst decision you could EVER make in a online arpg.

     

    Well then its a good point that it isn't an online focused ARPG, isn't it? It has co-op with friends and thats it. Your whole argument is based on a assumption that just isn't fact.

     

    And yes, thats why its also a design decision. And thats also why not WE are the fools but YOU are. :shifty:

  6. But you can't play on if he's the host and all the progress is saved on his console.

     

    I can have a group of 4 dedicated players, and the host either loses interest in the game or maybe or HD crashes, or his internet is out.

     

    Now none of us can continue the game.

     

    This is seriously retarded, and the sad thing is they could have gotten around this problem if they just gave it a little more effort. But it seems Obsidian is more about stubbornly making their game rather than a game for players to enjoy.

     

    This game has gone from day one purchase to maybe I'll pick up from the bargain bin, which I have no doubt it will end up in fairly quickly.

     

    How often does your friends lose HDs, also easily avoided by doing back-up save (on PC atleast) in case you are really that worried... Do they live in a rural area where Internet is down all the time? The game can be finished in 15 to 25 hours according to reviews, doesn't take a huge commitment if you ask me. Unless you play with some really casual players. But then again why would you choose someone like that as the host if you know how the multiplayer works.

     

    Maybe Nathan or someone could tell if it's possible for the host to send the save file to someone else in case the host decides to quit playing.

     

    You're missing the point, which is that for whatever reason the hosts stops playing, I only mentioned some possibilities but there could be many more, maybe he just went on vacation for a few weeks, maybe he has a busy project at work and won't be able to play for a few weeks, whatever the reason, everyone who was the part of that game who may have put 15-20 hours into the game are held hostage and have to start over.

     

    This is a terrible system. There is no justifiable defense for it, and with a little bit of effort and creativity they could have avoided such a flawed system, they were either too stubborn or too lazy to do it, and neither speaks well of them.

     

    Nobody stops them for hosting their own games nor playing single player. Also that situation is easily avoidable too by communication.

     

    And this has nothing to do with layziness or creativity.

  7. The German 360LiVE Magazine (it's not an official magazine): 8.5. Just for comparison, other ratings in the same issue are: L.A. Noire 8.8, Red Faction Armageddon 8.1, Brink 7.3.

     

     

    General Pro & Cons:

     

    - no optical difference when you equip your hero with a new armor

     

    You must be kidding me. I can

  8. Maybe some of you have the same problem. You would like to play the co-op just for fun, but nobody from your friends list is interested in the game or is not buying it at release.

    I thought it wouldn't be a bad idea to create a Steam group, so that we can find some co-op partners more easily. It is always more fun to play with people you know in one way or another. :p

     

    Right know, the group is not public, but of course I will accept all invitation requests and appoint more moderators later. If you all would prefer a public group, so let me know and I will change that immediately. :)

     

    Here is the link:

    http://steamcommunity.com/groups/OuDS

     

    Of course former and present Obsidian employees are welcome, too. :p

     

    Great Idea! I'll join. :)

  9. Very good post :)

     

    Apart from that though its designed with very different goals in mind from the typical diablo dungeon crawler experience. Multiplayer only seems to cater to buddy co-op with friends. Theres also no PVP anyway.

     

    Also as far as I understand you can still do the skill allocation yourself when you enter someone elses game and since there are predefined charachters its still pretty much your "own" charachter. Apart from loot though which is really a shame.

  10. Core combat in the expansion should be a little easier overall, especially at the beginning, because people are being thrown in with epic level characters. There were battles in NWN2 that a lot of people found challenging. Take Tholapsyx, for instance. Constant Gaw tuned that battle for a long time. A lot of players and testers had a hard time with that fight. I beat her in two rounds. It's pretty hard to tune high level fights so they are fun for both the hardcore player and nubz.

     

    The expansion does start out pretty mellow in the combat department, but it ramps up quickly after that. We put a good amount of effort into revising the combat scenarios so they felt tactically challenging. We tried to find ways to differentiate enemy types from area to area and within each area. Tactical difficulty is usually more interesting than numeric difficulty, if that makes sense.

     

    I think that weathered veterans will at least find the combat engaging. Total nubs (e.g. Adam Brennecke) will probably be wiped out at a few spots. But hey, you're playing an epic-level D&D game, so suck it up and get promoted out of the Nubtorian Guard. I certainly believe that the majority of players moving from NWN2 to MotB will find the latter more interesting and challenging overall.

     

    I'm curious what caused this radical shift in combat design from May to September (going from "easier than NWN2" to "more challenging than NWN2"

    Was it a change in philosophy (assume the typical player is interested in the combat system and provide a challenge vs. assume the typical player isn't very interested in learning the combat system)? I'm very glad this happened, but I'd like to know how it came about!

     

    I don't really think there was a change at all. Maybe communicated a little different. Epic Level games are always a little special in how they are viewed.

  11. Nobody forced obsidian to get into the business of making sequels,

     

    1. The market? Making sequels are the best option if you are private and if you got the chance to do a big one you take it. Launching Original IPs isn't easy at all anymore.

     

    2. I'm not even getting into your case of entitlment here (Your not a voice of some "general opinion" like you call it). Just know. Hard-Locks of the PC with NWN1... happened. Also happened with Infinity games including Icewind Dale and Planescape. F3 crashing for no reason? Happened too. That said NWN1 and Kotor1 were way less buggy than their successors. Yes, I admit that. Then again, as buggy as they are its a fact that Bioware makes the least buggy RPGs.... On their own engine.

  12. Hints by Patrick Mills (For example many of romes levels were mashed with old material)

    Lead Designer Change

    Looooong development time.

    Comments by Thortons Voice Actor

    Project was reconstructed near completly multiple times (This has been confirmed!)

    Sorry for asking, but can you give some sources about those? I'm really curious.

     

    Multiple. Your best off reading this thread

     

    http://forums.somethingawful.com/showthrea...er=252#lastpost

     

    Especially Comtes (Patrick Mills) posts

     

    http://forums.somethingawful.com/showthrea...mp;userid=19836

  13. not only that but i have the problem of i was planning on playing with different groups of friends online. now its just like meh whatever, i mean even a mess of a game like the newest dnd game on the 360 arcade did the mp right design wise. guess ima be waiting for d3 still siiiigh.

     

    You realize a diablo-style multiplayer framework simply doesn't work for a mainly story-driven game, right? It sort of breaks any sense of immersion or balance to have a level 30 friend bring his character into the early stages of your game.

    I've never understood this argument. Maybe someone wants to break the balance early in his game. So what? Maybe some people like power-levelling their tiny friends. So what?

     

    Is it really worth breaking a system to try to stop people from playing the game the way they want? I just don't get it.

     

    Because both are design choices and maybe they are both just as valid. Regarding DSIII it was clearly not designed to integrate Diablo-Style Multiplayer. So yeah, I think it would have suffered from it.

     

    Edit: Its still a little sad and in my opinion could have been handled/designed better.

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