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sesobebo

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Everything posted by sesobebo

  1. the scouting thief situation is just an illustration. leading a plated fighter with boots of avoidance through the ankheg farm, or petrification protected ranger through basilisk hills would be another two examples of exploration-meets-tactical-positioning. and the OP said the idea is from Shadowrun returns, a proper isometric party controlling game. don't know where You've taken the over-the shoulder from. besides, if it's useful, it doesn't matter where it came from.
  2. i think that the "follow in your steps" phrase, that Karranthian used, is more a figure of speech, than an actual feature request.
  3. so that the horde doesn't trample over the trap he hasn't yet spoted and/or disarmed. traffic congestions and other pathing issues can still occur. it's a convenience feature, as the topic's tag says, but i'd certainly find use for it (i'm replaying BG, and exploring wilderness goes pretty much like this: select tank [2], move tank [LMB], select party [drag LMB], move party [drag RMB]; scroll view; repeat;).
  4. +1 it's not the same. in IE games the party members would assemble like arrowhead at the destination, but the order in which they would get there was left to the individual speeds (characters with haste/boos of speed/monks/barbarians would get there first, regardless of their position in formation). properly following characters should never get in front of the leading one (which would make scouting with a thief, or leading with a tank far les micro-intensive).
  5. as the PC will be th one doing most of the conversing, i find it unnecessary to have the other party member's portraits displayed all of the time. if they were to contribute something to the dialogue, their picture could replace the PC's for that line. (in essence - i'd have just two portraits in the dialogue UI: one speaker on the left and the other bloke on the right). the sell and buy UI, i suspect, will be (and should be) a completely seperate UI screen. also, i very much appreciate the more plastic and tactile look they are striving for (although i'd personally rather see some use of ink and parchment, than the chalk and board theme).
  6. i imagine it's hard to live under the oppressive regime, but videogame's forum is hardly the place to discuss it, let alone change it. have You tried writing to Your parliament and/or appropriate ministry?
  7. 'Fraid not, Bruce. Everything I've said is based on fact and can be verified. If you don't believe that, play PST(1), read the definition of subjective(2), and read the interview with Sawyer where no romances was confirmed(3). he might have been talking about christ's titties.
  8. nope, Sawyer's no god. no god has ever bothered to actually explain, stand up, and logically defend his work, rules, or ideas.
  9. more generally speaking, i'd say that any uninterruptable animation, that takes the control away from the player for a relatively long time and has no other purpose than "looking awesome", can quite rapidly become anoying; mounting and dismounting ladders, pulling levers, turning valves, opening chests or doors or drawers, etc. the newer games do it all the time. granted, that's more of a problem in more 'personally controlled' first person or over the shoulder games, but the rule of thumb can be applied everywhere: animations should complement the gameplay, not get in th way of it. or, in short: responsiveness is key. luckily, and i believe Mr. Sawyer is well avare of that.
  10. again, not providing the tools is not the same as not supporting the mods. being modable is not the same (far from it) as being mod-friendly. the amount of (guess)work someone has to put into it is precisely the divide between the two.
  11. From all current evidence... nope that is not the case at all. Apparently they will not be supporting mods in any form. Will it be possible to mod the game? Yes. But you can already mod any game if you have the tools. In this case it looks like anyone who wants to mod it is going to need a Unity License..... good luck buying one of those. wrong and wrong. - not providing the tools is not the same as not supporting the mods. so far all that i've seen, that has been said by obsidian folks about modding, has been along the lines "we will try to support modding" and "it will not be mod un-friendly". - unity is free, as long as You don't try to make a profit of it.
  12. pretty much this. i don't think it's sensible to hope/want for complete all-in-one mod tools like NWNs had (and, more relevant, had been made with), because i think there is no such tool. going by the updates they're using tools like maya, photoshop, zbrush, as well as their in-house made tools for quests and conversations and such, and it all gets tied together in unity. the best obsidian can do is detail any formats they use to cut out the guesswork, and leave some doors open to plug the custom content into the game. the best we can do is start learning the tools; blender, gimp and unity are all free.
  13. somewhat detailed documentation is paramount and would be nice to have. anything else is just gravy.
  14. can/will we get some more detailed information/documentation on those 5 maps please (: ? (e.g. seperate difuse map, i presume, is used for dinamic light colour tinting, and those black-green bands on the 'depth' map - are they z-planes, height planes, something else?)
  15. things that can be debated over with some degree of objectivity can be left to polls. e.g. TToN's combat system. things as subjectively perceived as romances shouldn't be; because debating something so particular would involve either spoiling the whole plot/sub-plot, or debating nothing at all. and without debate there can't be an informed decision, i.e. pointless poll.
  16. given that i haven't seen a romance in game - that wasn't absolutely integral to the plot - that didn't make me cringe, i very much welcome this.
  17. wat. here's a game, if Your only motivation for playing games is the length of Your xp number.
  18. i don't like systems that try to hide important numbers from me. as the quest's xp reward number is neither tactically nor strategically important, i don't care if it's omited or not. and, again - as with all the other on/off things - making it optional would be the best way to go.
  19. an order of wilderness areas for me, please! 8 well written companions is plenty enough for me; fewer-than-BG2 wilds on the other hand...
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