-
Posts
365 -
Joined
-
Last visited
Content Type
Profiles
Forums
Blogs
Everything posted by Sabotin
-
Attribute theory
Sabotin replied to Sensuki's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Btw, how much do you expect base stats to matter even? Small bonus, defining bonus, flat, scaling, linear, diminishing, increasing, etc?- 483 replies
-
- attributes
- stats
-
(and 1 more)
Tagged with:
-
I don't think there's much that can be done in the looks department anymore (maybe strategically misplaced body parts can still be juggled around a bit). I'd like to see more development of other aspects, like behavior. We have standard haunted crypts or night-time predators and there's been some undead societies and the like. They could try going somewhere different along those lines.
-
Please, no more Cromwell's forges
Sabotin replied to Cultist's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Well, by what was shown so far, they're going with (too) wide paths, so it will hopefully lessen the issue. -
Attribute theory
Sabotin replied to Sensuki's topic in Pillars of Eternity: Stories (Spoiler Warning!)
There's nothing wrong with a full damage build. That's kind of the point of Sawyer's design, right, to make a wider selection of characters viable? We won't be able to determine efficiency of it though, until we get our hands on the finished game... Btw, I also like the "ferocity" label, it sounds more offensive for an offensive stat.- 483 replies
-
- attributes
- stats
-
(and 1 more)
Tagged with:
-
Attribute theory
Sabotin replied to Sensuki's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Another idea would be to just drop the base stats entirely and be able to invest directly into the derived ones. They're translating at a 1:2 ratio at best and a couple of those could be switched to being talents anyway.- 483 replies
-
- 1
-
-
- attributes
- stats
-
(and 1 more)
Tagged with:
-
Attribute theory
Sabotin replied to Sensuki's topic in Pillars of Eternity: Stories (Spoiler Warning!)
How about leaving the stats as they are, but have the weapons derive bonuses from an appropriate stat? Intellect increases damage/healing always, but if you have a greatsword then Strength also contributes or Dexterity with a bow or fencing weapons and maybe Perception or Resolve for implements.- 483 replies
-
- 2
-
-
- attributes
- stats
-
(and 1 more)
Tagged with:
-
Companion AI
Sabotin replied to Aoyagi's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I know it's a lot of requoting, but I don't have access to the SA forums: clicky I apologize, but that is the way that the game is likely to play. Part of the IE (specifically, BG and IWD) combat experience involved higher micromanagement of spellcasters and we believe it's something the majority of our backers enjoy. We want to put in automated controls for things like auto-pausing and similar high-level functions, but we don't want to transform tactical (i.e., in the moment) decision-making into strategic (i.e. pre-conditioned) routines. That said, our lower levels of difficulty will not require as much micromanagement overall, and we have included the slow combat mode if you'd like more time to think without constant pausing/unpausing. source -
Attribute theory
Sabotin replied to Sensuki's topic in Pillars of Eternity: Stories (Spoiler Warning!)
We've no idea how much of an influence the base stats are though. I trust they're all viable, since that seems to be the point .- 483 replies
-
- attributes
- stats
-
(and 1 more)
Tagged with:
-
Attribute theory
Sabotin replied to Sensuki's topic in Pillars of Eternity: Stories (Spoiler Warning!)
I'm looking forward to all the illiterate superstrength barbarians that are wondering why their huge axes are tickling people :D . Actually what I meant to say was, aren't you concerned that instead of people being confused by counter intuitive formulas they'll be confused by counter intuitive stats? Or is this feeling just cause I'm used to certain stats doing certain stuff?- 483 replies
-
- attributes
- stats
-
(and 1 more)
Tagged with:
-
Have you played a sorcerer? It's like that, except the lower spell levels refresh every encounter instead of every rest. Wizards have a caveat though, they can only pick from the limited number of spells they have in their grimoire (It's a soft limit, you can have multiple books with different spell setups, but there's a cooldown to changing them in combat).
-
I believe the best type of energy source depends entirely on where said source is needed. I hate when people globally diss some or other types of power plants, just because they have "lower stats" in some aspect. The problem with wind turbines is that their energy production efficiency goes up with their size, but that presents a whole slew of other problems. They require lots of building materials and large areas and have expensive maintenance (both machinery and wind blades). They are too expensive (as you read the investment would return in 15-20 years in that particular case). They are unreliable: they only operate x days of the year depending on weather conditions. Yet still, they are apparently the perfect source for certain regions in Europe. And that's great. Maybe I'm just speaking for my county (or EU), but renewable energy sources are only viable now because of subsidies to their construction and the energy they produce. The belief is that with larger proliferation of renewable sources the energy prices would drop enough to be competitive with conventional ones. Companies invest in building them because they get a pretty penny from the country they are in, the ecological/charitable aspects are minimal. Then you have the political aspects where both sides have their own push and interests. There just isn't any fit-all solution. Then there's some ridiculous stuff going on. For example in my country the main source of power is a big coal plant and a nuclear plant. We have a coal mine nearby the plant, but use coal from Indonesia because it's cheaper and because the local one doesn't fit ecological standards. We have a closed Uranium mine. They're planning on building another block of the coal plant and close the nuclear plant. Meh...
-
The dungeon increases in level faster than the player clearing it, so that it's preferable to do it in small portions rather than all at once. I'm not sure what you mean by "go leveling". If you go into the dungeon early, the fights will be hard and the loot awesome. If you go late the fights will be easy but you had probably already found better loot elsewhere. At least that's how I understood things from the various interviews.
- 50 replies
-
- dungeon
- progression
-
(and 2 more)
Tagged with:
-
Fear: UIv2
Sabotin replied to Sensuki's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I'd normally prefer minimal UIs, but for PE I have to go with a large and in charge one. There's just so much mousework (referencing IE and dnd games in general) that a consolidated and detailed UI seems like a better option, as opposed to having pieces of UI all over the place or menus 5 levels deep. Rather than cutting the functionality or adding artwork, maybe just have parts of the UI not show when they are absolutely not needed (for example icons in BG2 are different when you have multiple party members selected). It really comes down to personal preference I guess, but as long as the UI isn't annoying to use we'll probably forget about it in 5 min.- 184 replies
-
- UI
- skeuomorphic
-
(and 1 more)
Tagged with:
-
Fear: UIv2
Sabotin replied to Sensuki's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
All you young whippersnappers with your wide-eye monitors! What about square ratios, I've always though the artsy buffer areas were there more or less so they can use the same UI for a multitude of resolutions.- 184 replies
-
- UI
- skeuomorphic
-
(and 1 more)
Tagged with:
-
Doesn't every game that connects to the internet send some info like that? Anyway, I don't really mind collecting such statistics, but the interpretation of them is another thing entirely. Just like forums might not be representative of the player base, so can statistics paint a wrong picture. Besides, sometimes things that people consider bad can add something to the whole. To illustrate my point: I hate cinnamon on anything, but an apple strudel is just not as tasty without it.
- 27 replies
-
So what's the release date now?
Sabotin replied to Halsy's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
The year both starts and ends in winter though. I'm suspecting they're aiming at nov/dec next year, I mean what games do you know that were released ahead of schedule (on the KS campaign the release date was Apr 2014 I think?). -
Barring cosmetic stuff and general enhancements, I'd save content additions for expansion and such. I mean you have the game all planned and set in stone, wouldn't throwing more stuff at it derail the thing? I know a lot of people point at Star Citizen, but I think that's a bit different kind of game, where the expansiveness and complexity is what it's all about.
- 593 replies
-
- 1
-
-
- Stretch Goals
- Pillars of Eternity
-
(and 3 more)
Tagged with:
-
Update #69: Pillars of Eternity
Sabotin replied to BAdler's topic in Pillars of Eternity: Announcements & News
I was skeptic about the environments, but they do look gorgeous up close. That video hit me right in the feels, I just won't say anything bad about it :D .- 488 replies
-
- Pillars of Eternity
- Project Eternity
- (and 8 more)
-
Stamina Regeneration POLL (Merge?)
Sabotin replied to Osvir's topic in Pillars of Eternity: Stories (Spoiler Warning!)
I'd assume KO'd characters are instakilled by a direct attack (think coup-de-grace from D&D), but enemies will most likely ignore downed members. You can certainly lose more than 25% health per encounter though, counting various forms of stamina healing and regeneration. So optimally you want to take the least damage possible, regardless of healing capabilities. I wounder if this will affect gameplay, prompting players to take less risky actions or something. A part that I find unintuitive is also that the health damage is mirrored at a certain ratio as opposed to be a part of the damage dealt. So if you take a 20 point hit you take 20 stamina damage + 5 health damage, which would total 25. Maybe it's easier to manage changes like this, like the barbarian taking damage at 6:1 ratio is a definite bonus instead of a double edged sword. -
Stamina Regeneration POLL (Merge?)
Sabotin replied to Osvir's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Considering stamina is supposed to be the short term resource (as far as I understand it) I'd make it instantly recoverable after an encounter. For long term management we've got health. For a more hardcore experience I'd make it regen after fights really slowly at first but faster as time passes, but that might result in just waiting around. As would in my opinion any kind of positive regen other than instant. Going negative would be interesting as long as it's somewhat balanced with how much stamina you need/lose per encounter under various circumstances and with healing abilities. -
Stamina Regeneration
Sabotin replied to Osvir's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Stamina works like health in IE games. Health works as a longer term resource. They didn't mention anything about stamina being used for other purposes, but it would be interesting to have some high risk/high reward abilities that use it. -
I agree that it's not really fair to judge an unfinished work, but on the other hand I think that's exactly the right time where critical input is valuable - when you can still change or try different things. What the developers are saying/showing is not always what we players are understanding or expecting, so it's better to question than to assume. For example, I've followed pretty closely the development of DA2 at the time. If you've played DA:O, you know that 2h weapons have really slow animations at base attack speed and the damage is applied at the end of the animation (not at mid swing), which could at higher levels lead to weird "lag" of mechanics behind animations, where things like taking extra swings at should-already-be-dead enemies would happen. So they said that they've sped up a little the animations and made the damage apply more in front rather than the back to solve this. So I was expecting a kind of bug fix/tweak and was content. Well, we know how that turned out, don't we? Technically they've said the truth, but yeah... Anyway, on a more positive note, we may see more stuff as they try to impress us more ;D .
- 240 replies
-
- Art
- Environment Art
-
(and 4 more)
Tagged with:
-
I'm sorry, but while the concept art looks lovely, the areas do not. The props (bones, camp, altar) look like they were placed on the grass mere minutes before and some of the foliage looks weird: the path is used enough that the grass doesn't grow on it, yet there's bushes on it, right over the wheel impressions. The campsite has a bush sticking out the middle, I wouldn't start a fire there. In the 2nd picture there's 3 of the exact same trees right next to each other in the lower left. Call me picky, but, look at the areas I get the "something's wrong, but not sure what" feel. Edit: Ok, no art pass yet, so maybe these are non-issues. Would it be possible to have a picture of some small area fully and completely done though? It's really starting to gnaw at me. The waterfall screenshot is old and has been changed quite a bit (for the negative if I remember right), so it'd be really nice to have some ballpark for our expectations. Dunno about other people, but the paintover is the main appeal of having 2d for me.
- 240 replies
-
- 7
-
-
- Art
- Environment Art
-
(and 4 more)
Tagged with:
-
Josh Sawyer GDC Next 10 Talk
Sabotin replied to Sensuki's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I think the information you "magically" acquire is something the character you are playing should know (in-character common knowledge about the world) and it is presented as small doses for the player's convenience - to not flood him with information, just provide what is immediately relevant. At least that's what I believe the intention is, even though this system often messes up with the pacing. It's also there as a reference, most likely so that players can orient themselves without the need to study the world or have awkward exposition dumps from NPCs. Some though though I think could be transferred to the journal. I'd like to have information regarding a particular quest to be easily accessible from there. In these games you always find a ton of notes (usually just labeled "Note") and letters that are either piling up your inventory because you don't know if you'll need them or not or piling up your codex so you have to search for the right one. It would be really neat if you could just have them under quest entrie sor something. It wouldn't be too much of a stretch to think of an adventurer's journal as looking something like THIS .