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C2B

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Posts posted by C2B

  1. We have already changed the base inventory to 16 slots a few days ago on our end. We agree that it feels better.

     

    Also please don't report any bugs if you are going to use modded DLLs. Changing the DLL can introduce new bugs, which can cause confusion on our side and potentially slow us down.

    If you don't mind me asking. Why did you decide to try out 8 slots in the first place? Did 16 seem a bit too much previously?

  2.  

     

     

    I think a spiritual successor to the Baldur's Gate games would be a brilliant idea.

     

    :biggrin:

    I agree. I like PoE, but i would like their next game to not follow the same direction, to be designed in a per case way with little to no uniformity in the system and hard counters turned to eleven.

    If it was completely alien/original setting on top of that, i would donate way more than i did in PoE. (and Avellone as the lead designer)

    Avellone as the lead designer?

    Be careful what you wish for here.

    Also how would Avellone on top of a alien setting lead to BG3?

    PS:T = best RPG ever created

    KOTOR 2 = Second best game Obsidian ever made behind MotB as far as i'm concerned

    Alpha Protocol = the ideas in the game were terrific. The execution not so much but i was under the impresion that Chris came late on the project to salvage it, so to blame it on him would be like blaming NWN2 OC on Sawyer.

    FNV DLCs > Base FNV. Granted, they were made on top of Sawyer's system, but it's not as if i want Avellone to design the systems of the new game, just to decide the vision and the overal direction.

     

    And the only BG3 i want is the one Ziets described on formspring, which was prety original/alien. Hard counters galore and no uniformity in the system are the things i want, or to put it differently, BG2 design sensibilities instead of IWD2/Sawyer ones.

    Avellone isn't good at all at gameplay. (None of the games you mentioned didn't have big problems in that department) And I'm not sure at all he wouod go for BG design sensibilities or the things you seem to want.

     

    What makes you think that he would go exactly for it?

     

    Also AP is a bit of a different situation than NWN2, but ok.

     

    Edit: to clarify. I think Avellone has lots of cool ideas and approaches to gameplay, but his execution is.. lacking so far to say the least to the point where it can negativly influence the experience. And I say that with all love for Chris.

  3. They kind of where on the way to doing a rug aliens got canceled the game looked awesome to..Would've bought that in a heart beat if they got the chance to finish it..Don't remember the reason for cancel .

    Several things. However it came down to one of two alien related project getting cancelled.

     

    Guess which one they chose to survive?

     

    ...

     

    Hint: They didn't just choose poorly, they made an ungodly abomination of a bad decision that bit them in the ass in more ways than one.

  4.  

    I think a spiritual successor to the Baldur's Gate games would be a brilliant idea.

     

    :biggrin:

    I agree. I like PoE, but i would like their next game to not follow the same direction, to be designed in a per case way with little to no uniformity in the system and hard counters turned to eleven.

    If it was completely alien/original setting on top of that, i would donate way more than i did in PoE. (and Avellone as the lead designer)

    Avellone as the lead designer?

     

    Be careful what you wish for here.

     

    Also how would Avellone on top of a alien setting lead to BG3?

  5. This may be too soon, since the first game didn't come out yet, but are there any plans or any chance at all of making Pillars of Eternity 2? Or is diffrent game/title is more probable? And if yes - would it be more like continuation (possibility of importing saves from the first part - like BG1 and BG2) or rather new story with new characters? If Creators can't share this (?classified?) information - should the players at least keep their saves "just in case" - or would it be pointless?

     

    Keep up the outstanding work! ;)

    Pillars 2 is definitly planned. First there will be the expansion though.

     

    In general they want to make Eora (Pillar's setting) a whole franchise if possible. PoE II will most likely be financed through the sales of the first game. (Of course it has to be decently successfull for that)

  6. The idea that you can't access your employer's web forum from your home internet account is risible and I don't believe it.

     

    Edit - if his argument is "I don't post on work accounts off-duty" then fine, I respect that with a cherry on-top. But the excuse, as-is, sucks.

    I'm sure he can access the forum itself. I think he means he can't access his dev account.

     

    Which is certainly a possibility.

  7. I am fine with Josh not being on during the weekends, but this conversation should either happen on these forums or not at all IMHO.

    I don't think we govern Josh's private life just yet. ;)

     

    Ok, snarkiness aside I don't get the problem so feel free to ignore my post. Anyway, as fearrabit mentioned Josh doesn't have access from home to his work account here. Thats why he doesn't post here during times he isn't at the office.

     

    Generally I wouldn't expect a full answer on the problem till later last week. For the same reason that it was posted on friday and its the weekend.

  8. You don't get it guys, and I tire of explaining stuff to you. Lets keep it at that.

    That goes your way too. (Also get off that horse)

     

    In fact Chris Avellone himself would disagree with you. He actually complained about how a 3D environment and voice acting made things different. Showing things is not the same as reading them in descriptive text. It does not have the same effect on the player. Its not the same experience.

     

    The charachter Christine in Dead Money is based out of Chris frustration about it.

    • Like 3
  9.  

     

     

     

     

    I.... I don't get it.

    It's not always a question of finances. There's no theoretical super-rpg that would come with independence+money. Sometimes the design is just different.

    I would strongly argue Zahnfee's argument that a good game needs to have/or even wants to have a *free-world* for example.

     

    Finances heavily restrict which design options(not to mention how many at once) are available to you. It's always also a question of finances.

    The point is even if you have unlimited money and all options are open to you, fully voiced free-world isn't the best design direction, just one direction among many

    If you have unlimited money than that is the best design decision lol. You can fill that world with best stories, quests, reactivity, have NPCs all be voiced by talented voice or movie actors, everything that modern sandbox games like Skyrim don't have but fools still come on these boards and boast how they are better.

    You can hire an army of good developers and good team managers and have it done in reasonable time.

     

    You should not have said unlimited money lol. You also didn't say that the sales of such game should be more than the cost :D

    PS:T story couldn't be told as effectively in an open World game, it would screw the pacing too much. And sure as hell i wouldn't want all those walls of text( i love text) voiced, it would be tedious and i can read them way faster than the actor can voice them. And i can't imagine a voice actor voicing a novel's worth of text and managing to keep his voice fresh and passionate and not sound bored.

    Wall of text was because half of it was descriptions. With unlimited money you could pay for next gen graphics and those descriptions would play in front of your while the well paid professional actor would not falter in his job or would be replaced by another better one. You have unlimited money and don't care to scrap what first one did so far. Open world filled with PST level of story and conversations would be epic. Of course you would still have acces

     

    s to text and you could choose to read while in options you can turn on option to have voice sound off during conversations. It would not be a problem with unlimited money.

    Except those descriptions are a big part of what makes pst pst. Changing that stuff makes it have a different effect on the player.

     

    All of the arguments you bring up actually have a completly different effect. That isn't just 100% replacable like you seem to think. And how you tell the story, how you approach narrative design or design in general, that changes in an open world automatically.

    • Like 3
  10.  

     

    You can't have everything. Either you have an RPG with an enormous budget that allows for full VO and other such expensive extras, but which then necessitates the game be more streamlined and watered down to appeal to the biggest audience possible, or you have a niche RPG with a smaller budget which is highly detailed and has lots of content but lacks bells and whistles. If you want the former, Bioware will always be there, but I'm glad to see we're getting more of the latter.

     

    Hmm a good RPG is just Good.

    Some modern RPGs dont have a Free World - I dont Play them like what happened from Witcher 1 to Witcher 2 and Gothic 1-3 to Risen

    Some RPGs dont have Sound and exciting Gameplay - So.. same thing

     

    Good Games have Deep Gameplay, a Free World AND.. Good Gameplay. because of that they are Good ;)

     

    And I hoped that crowdfunding will do that, but err.... Not really what happened to it all.

     

    ....

     

    Just because it's through crowdfunding does not mean they can do whatever they want. There is still a budget.

     

    Sometimes I honestly wonder what the hell people think the financial goal means.

     

    I.... I don't get it.

     

    It's not always a question of finances. There's no theoretical super-rpg that would come with independence+money. Sometimes the design is just different.

     

    I would strongly argue Zahnfee's argument that a good game needs to have/or even wants to have a *free-world* for example.

    • Like 1
  11. Like they said, it doesn't share any of the mechanics with the previous games, just the setting & lore.

     

    Probably would have worked out better if it'd been called DUNGEON SIEGE: The 10th Legion Returns or something rather than Dungeon Siege III which just creates an expectation of a return to specific gameplay elements that DS3 could never deliver (being a different style of game).

     

    I enjoyed it as a game in its own right, but I can see why people wanting a return of the Dungeon Siege type gameplay would feel put out.

    As we know that was originally the plan

  12. I'm not saying he's a dictator. I'm saying that XP for combat was not up for discussion, ever.

     

    I have not posted on the issue since the 2012 thread, because I understand that it is simply not up for discussion ;)

     

    Certainly an interesting thing to ask in a interview/post-mortem on the game if combat xp was never really discussed.

     

    :biggrin:

     

    Edit: On the public side I agree by the way. Internally (at the beginning) eh, I doubt it.

     

    Doesn't matter anyway.

  13. I very much doubt there was a vote.

    Not a literal one. A discussion where everyone voiced their opinions on it and stood their case.

     

     

    But I really doubt Sawyer would have done it if a visible majority was set against it.

    I do.

     

    k

     

    I don't. For one because it was still very early in the development period where there wasn't any incentive to go forward, for the other because thats really not the impression I have of Josh. (At least not without making a strong case for the approach/convincing the others or adapting the system he wants for a solution that satisfies.)

     

    Similiar to here

     

    Josh: "Hey guys, I don't think we are giving enough to the community with this game."

     

    Rich and I: "Agreed, but what can we do now?"

     

    Josh: "I want to give them a functioning deity system. I want it to respect class, gender, and alignment, and I want it enforced. If your class or alignment changes, your deity will reject you and you will have to pick another."

     

    Josh then began to graph and chart his deity system on the dryboard, going into a LOT of detail. He clearly had done his homework on this.

     

    Me: "Josh, I think this all looks great, but the problem is that in NWN1, the only data and events that were setup were very limited and involved a SINGLE string that has no data verification on it. I'm under the gun and running late."

     

    Josh: "We gotta do this, we gotta give them something."

     

    Me: "Unless you can come up with a way to make this work with ONLY a single string variable that can be tossed back and forth over the client/server wall, I don't know. We also can't add anymore events at this point, so this is something we could ONLY check at certain predetermined points, like level up for example."

     

    Josh, without missing a beat: "I'll be back."

     

    30 Minutes later...

     

     

    Josh returned and spelled out his modified Deity System that very closely fit within the criteria I gave him. Sure I would have to make SOME changes, plus I would have to still implement the whole thing, but suddenly this became VERY doable.

     

    ...

     

    ...and that is just ONE example of how Josh is an amazing designer and project director. No, he's not perfect, but he gets soooo much and understands HOW to work within a system to get what he wants. I have seen many designers argue with me for HOURS about how it HAS TO BE THIS WAY NO MATTER THE COST when the reality is quite the opposite.

     

     

    Sawyer is probably the one Obsidian dev I have seen most ex-Obsidian devs praise. Annie, Tony, Kevin, George, Anthony said (who wrote the previous quote and is at Obsidian again after resolving personal stuff). Everyone more or less said something nice about him.

     

    I mean I can certainly buy *Has a clear direction and leads to it*. I just don't buy *Goes over peoples heads that disagree/Dictator*.

    • Like 3
  14.  

    Careful here. I very much doubt quest xp is in because Sawyer set himself over everyone. (Despite what Volourn thinks) Like everything else this was most likely discussed internally with the majority being for Quest/Objective XP in the end.

    I believe it is. There would no doubt have been others that agree with him, but it's something he's wanted to do for a while. Ask Roguey. He would probably be able to pull a quote for you about it.
    Yeah, I definitly don't need selective Roguey quoting (I have read enough posts from people who actually know/knew Sawyer to have an impression of him. )And I don't doubt Sawyer wanted to do it.

     

    What I'm arguing against is the picture of Sawyer as some dictactor that forced it in.

  15.  

    Careful here. I very much doubt quest xp is in because Sawyer set himself over everyone. (Despite what Volourn thinks) Like everything else this was most likely discussed internally with the majority being for Quest/Objective XP in the end.

     

     

    He is the project lead though.

    Final decision. Yes. (Of course any of the owners could overrule him) But I really doubt Sawyer would have done it if a visible majority was set against it.

  16.  

    Take the combat XP discussion, for instance.

    Not the best example because the Lead Designer was set on that from the beginning. Other members of the development team were not. The CEO of their own company prefers combat XP.You're continued attitude of "the developers are better than you" is tiresome.

    Careful here. I very much doubt quest xp is in because Sawyer set himself over everyone. (Despite what Volourn thinks) Like everything else this was most likely discussed internally with the majority being for Quest/Objective XP in the end.

    • Like 2
  17. As a software developer as well as a gamer, the backer beta and the flood of feedback really got me thinking. By involving the customer base, which is a potential fan base in case of the game, into the development process at this stage, Obsidian has on one hand gained a lot more feedback than it would have otherwise, so they can polish the game to the testers' specific liking in addition to fixing more bugs. On the other hand, the players now had a look at a truly unfinished product. In some cases, a very thorough look. The beta players have developed an eye for inconsistencies, rule flaws and bugs.

     

    I think the beta players will not be able to enjoy the game upon its release (or after the first one or two post-release patches ;) ) the way they would have otherwise. Instead of looking for and finding PoE's strengths, they will look for and find its weaknesses. All the other players will be profiting from the work the beta players put into the beta, but this part of the potential fan base will probably not turn into actual fans of the game.

     

    What do you think about that aspect? How do you work against such tendencies in your own attitude towards Pillars of Eternity? Or am I just over-analyzing things only related to my own point of view?

    The positives outweigh the negatives in my opinion. Even disgruntled beta players will find their way back eventually.

     

    I know the concern. It's the same with early access. But, here its restricted to backers that opted for beta participation. For most people the release version will decide their impression of the game.

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