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Everything posted by sesobebo
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i'd consider lvl3 and lvl4 spells mid-levelish. or better said: for a mage, that has just learnd level # spells, those spells should be considered high level. (so i hope that's the case) and even low level spells shouldn't be as trivial for low level mages as they are for high leveled. oh, and great sword does 8d6+4xstr damage per magic missile q:
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Should encounters have aggro mechanics?
sesobebo replied to ledroc's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Yes, that is partly my point, you needed a mod to make those games better when that intelligence should have been built in Its also not just heading for the casters its being able to pull that attention away from the casters. Otherwise there is really no point to beefing up armor on a melee character You bring them along to soak up damage if that was Your point, You've presented it pretty poorly, because there's quite a few solutions to encounter AI - the MMOish aggro meter being one of the more lazy and unimaginative ones. also, You can't compare AI written for a 1998 game that officially supports 166 MHz pentuim generation, to an AI that could be run on today's machines (or machines at the time SCS was made); same goes for pathfinding - which i suspect has as much to do with Your ogre vs archer encounter as the incompetent AI. besides, isn't Adam Brennecke a schooled AI programmer? let him do some super special work! -
Paladins and Bards
sesobebo replied to AlphaShard's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Cadegund: confirmed paladin. -
A question regardin the MegaDungeonTM will the game keys, that can be obtained by upping the pledge by $25, $60, or even group pledges for $5000, count towards the dungeon's expansion? i'd hate to start pestering my friends to get themselves CC or paypal just for this, since one would think that the extra key options were added, so people can pledge in greater numbers.
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do extra game keys (1 for $25, 3 for $60 etc) count towards the megadungeon's size?
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Proposed Inventory System
sesobebo replied to Hypevosa's topic in Pillars of Eternity: Stories (Spoiler Warning!)
the only two things important to me are sepearte inventories for characters, and stackable minor thingies. -
$110 digital tier question
sesobebo replied to joshck94's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
there's just one beta. and that's the one you get. -
what? You mean like games, that actually have to be played?
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Mod Tools
sesobebo replied to goodknight's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
of course it didn't diminish it; but it didn't add to it either. single player games like this don't have the randomness of multiplayer to keep them fresh, so the modifications are the only 'refreshener' they can fall back to. - even PST, FO2 or Arcanum can only be played so many times, before they are completely uncovered. now - humor me with this complete speculation - imagine what we could have been playing today, if BG came with set of modding tools like NWNs did. and yes, any statement from any one on any forum is just an opinion. 'should go without saying (: -
Mod Tools
sesobebo replied to goodknight's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
modding tools are even more critical for single player games like this. -
Map Notes
sesobebo replied to cealicu_ca's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
every map should come with a box of crayons (or at least a pencil). i'd actuallt extend this plea to journal as a whole. and to make the notes not only writable but drawable. and don't populate the map with annotations automatically - make them apear only when we've learnd of the location throughconversation or a book or divination... You've forgotten to add the last part of your sentence: "......to me." i consciously add this to any statement of any person on any forum. helps with the perspective. -
[Merged] Combat Friendly Fire
sesobebo replied to vril's topic in Pillars of Eternity: Stories (Spoiler Warning!)
in all the games i've played, even if the fights were proving to be frustratingly hard, i've never turned the difficulty below the point of friendly fire. so, yes, FF PLZ. -
Finishing Moves
sesobebo replied to Boretti's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
my proposition: finishing moves / attacks / etc not being animated finishing moves / attacks / etc being verbosely described in combat log / console / etc - pnp style! -
i haven't. that's why i only speak for myself, think only about myself and of my wishes, and judge others through my views and experiences. i'm kind of egocentric like that. (: so if i were to speculate, why BGs Tie Fighters and Deus Exes are hard to get into today, i'd say that UI, OS compatibility and graphics are to blame, and not the fact that some things need to be read, berfore other things can make sense. that could be true. probably. maybe? BGs and NWN2s had no such optimizations. it workd just fine there. If the game takes into consideration that it can be soloed, content designer's job is done, as far as i'm concerned. but if there's an actual demand for multiplayer (not some publisher's research department's guesswork - which i don't mean to discredit), and obsidian decides to put multiplayer in, because the funding for making the whole unadulturated experience had already been gathered (see the name of this thread in which these speculations are being made), and they collect even more backing for this, what's the problem? all i wanted to hear (: i guess i'll have to take Your word for it, beacuse i don't see any links to data, and bugger me if i'm gonna be the one to search for them. kickstarter is not profit. it's covering the expenses of game making for the next 1,5-2 years. they're not self-publishing this and we're not tossing them charity. we are publishing the game that they have promised to make. obsidian will start making profit only when the game is made and in the stores. big games and big publishers are way ot of my field, but the bet is still on. q: games like eternity (and i guess assassins creed1 and bioshock1) come way to sparsely to make the money loaners "entirely rethink how they do business'. no context necessary. publishers are making [educated] guesses that multiplayers is a good gamble, You were making an [educated] guess that multiplayer is not a good gamble. i found it funny.
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agreed, 3-11 would be ideal. at least as far as skills/perks/feats are concerned. hit points can get a different treatment. what i'd really like is that every level gained would matter greatly. spreading them thin is one (good) way of giving them value. path to god-hood should be long - spawn of bhaal needed 3 games to get there. let's not be hasty, eh?
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IWDs and BGs had multiplayer. for me, some of the most fun playthroughs of these games were with a couple of friends over lan (some never playes d&d before). also: spectacularly speculating Yourself into patronizng a great heap of players there! JE mos certainly will not have been the one writing net code. also: i'm fairly sure unity comes with pre-built server-client mechanics to choose from. i don't see how 'publishers are forcing developers to add multiplayer to games' has any relevance. i thought that one of the prime perks of kicksarter is that no one can force anybody to do anything they don't wan to do. also: colour me peculiar, but i've acually bought me3 because of how fun the multiplayer thingie is. what Obsidian is trying to do here is a fun game. trying to make a game for any other reason (eg trying to make the game so it can be different! ) is plain stupid. and i'm willing to bet You that publishers will not 'entirely rethink how they do business'. they publish games where the logo on the box alone guarantees You several hundreds of thousands of sold copies. projects like eternity and wasteland will have had to return several times the money gathered by this kickstarter to make the profit comparable. cans and coulds are funny words personaly, i don't care that much for the multiplayer. i had heaps of fun co-oping through Icewind Dales, but i know i would have none playing multiplayer Planescape: Torment. localization for other prominent languages would most certainly be nice and a decent thing to provide. modding tools are a must!
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More importantly - static viewpoint eliminates free camera. You don't have to constantly bother with angeling the camera caorrectly when placing characters or aiming spells, and that only improves gameplay - the less you have to worry about the UI the better the game. NWN2 and DA:O would have been far more enjoyable with a locked camera.