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martix

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Everything posted by martix

  1. Obsidian games do have a bit of a reputation for being buggy at launch but that usually gets fixed with patches and community fixes later. If you join the beta you get the distinguished title of being a "beta tester". Which means you test things. Sometimes causing them break. It was in the "job description". You are after all part of the development process. I like however that they took the time to leave out major spoilers. And I am very excited we are finally on the home stretch! The one suggestion I might add is: Make everything, every little itty bitty action key-bindable. It helps a game immensely. P.S. Bryy, please stop trolling people. Now, I realize you may not be aware you are doing it, given the contents of your signature, but you do come off as rather brusque.
  2. It's shaping up to be really cool. Same... hehe. Given modding I'd probably jump at the chance to make em the standard stats. Or not.... we'll see how 1-to-1 they are.
  3. Totally. If you can get the funding, go for it! I mean, look at what SC is doing. No reason it wouldn't work for you guys. Content is king, therefore cram as much in there as possible. P.S. Congrats on the name. I have a feeling the old PE is gonna stick around however. P.P.S. Shame on you if you don't know what SC means. Go back them up.
  4. Yea, second quarter seems kinda soon for that kind of project. I say better a delayed game than a bad game. So TAKE YOUR TIME.
  5. Yes. I like this update. Long live the master race of PC gamers Also, thanks for the cool artist lineup. And please make the UI adaptable so it can work in any crazy resolution the future might bring(which is what happened to IE games). Also maybe both vertical/horizontal UI?
  6. A lack of console is like a dm with a stick up his ass. And I guess strongholds are becoming sort of an Obsidian staple. One I've always found fun. Also - try to design it like a character in the narrative, not just a boring pile of digital stone.
  7. UI - Please think ahead. 1. Allow it to be customizeable. 2. Hotkeys for everything. 3. Make sure it works in more aspect ratios - god knows what people will be using later. I don't think anyone making IE anyone thought about when 16:9 would be big, or even just that they will still be played when it got big. Technologically, please look at making it multi-threaded. By the time of release I don't think there will be anything with less than 4 (logical) cores, let alone 1(broadwell will probably be mainstream at that time).
  8. This may just be WIP, but we're still all BWUUH o.O... While it may not look like much(specially to those of us who live in the past with the IE games), this approach that they're doing, it turns out nobody has done sh...(my nemesis, forum filters strike again) like that for more than 10 yrs.
  9. Wooohooo That dungeon is gonna be DOOZIE! Wonder how future progress updates are gonna go. I think it'd be interesting if you can offer us an insight into developing such a huge game
  10. This is all well and good, but realistically... no way we're hitting 3.5 in the amount of time remaining. But yea... paypal is an option after kickstarter ends. It is just a kickstarter after all, just to get things rolling. Nothing says it can't keep going after it takes off. And 3.5 is a NICE goal. Ah... one can dream.
  11. Oh, er... Btw, I specifically avoided the word "Taunt" which seems equally silly to me as well. There's probably a solution to that(there always is one), I just haven't thought of it yet.
  12. I fancy idea of classes having certain unique hooks. Wizards are obviously the ones that can cast spells and only they will be able to. Clerics should be reserved to the heal and buff role. An idea could be reserving critical hits for fighters, allowing them to benefit from their supreme training as to be able to manage those feats. A rogue then can rely on subterfuge and deception then, being able to perform special actions in combat like drawing attention, misleading opponents, generally guiding the flow of battle. That seems like a unique role, nobody has yet. You know, besides being the obvious skilled go-to guy out of combat. </end of rant>
  13. Well, looks like most good ideas were already voiced. Still, my 2cents: In the basic sense, a crit should: 1. Simply do more damage. 2. Leave more open for the next round. After that there should be more available modifiers with item properties or additional specialized training(i.e. feats or whatchamacallit). Things like advanced training allowing you to recover from crit misses. Conditioning allowing you to withstand enemies crippling strikes and following effects. Effects like shattering armor/weapons and all sorts of grievous bodily harm coming from landing the perfect blow on a weak spot.
  14. You know the old [Diplomacy]/[bluff] and [success]/[Failure] and the like mechanics. Expert mode could disable those. There is something to note though - without an engaging story and EXTRA EXPRESSIVE characters(you know, body language, the look in their eye, tone of voice, etc), this would not work, because that textual info basically takes over the role of the sensory cues you'd otherwise have. So yea, it's a nice idea, but you need to have something that provides the information that you take out to players in a different way. Otherwise - YAY!
  15. I'm curious about some decisions devs made. 1. Whats with the equal BAB progression? I mean - why really? It doesn't make sense any way you view it. With it fighter classes are so hopelessly bad, they're not even worth considering. And all others are simple overpowered. 2. Whats the difference between LS/DS prestige classes other than the names and a few similar feats? Or from the normal classes for that matter... And where can I find a feat chart or something similar? 3. There's this issue that gets carried over all the way from KotOR 1 and certain items called Vertex Buffer Objects. Why it still persists, I have no idea, considering how simple it is to fix. Disabling them gives a (noticeable) performance hit. However when loading a level the game isn't doing its job well and it bogs down to unplayable levels. Thing is - these are enabled when you load a level, all you have to do is alter a graphics option to force the engine to reinitialize or something and lo and behold - it starts working. So I ask - is there some way to avoid this annoying and repetitive procedure without the performance hit of disabling them?
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