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Cyn!c

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About Cyn!c

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  1. Is it not acceptable when camping in a clearing of a forest/cave/dungeon filled with <insert monster type here> that some of them may regroup? Again this is a red herring. Why do you focus on the return journey being slightly tedious? It doesn't matter as long as the player can potentially get something enriching out of that return journey. Consider the following scenario Party finds a campsite just outside the entrance to a dark cave Party camps and decides to explore the cave They get a ways through but run out of spells, while also thinking that maybe they could use some d
  2. Is it not acceptable when camping in a clearing of a forest/cave/dungeon filled with <insert monster type here> that some of them may regroup? Again this is a red herring. Why do you focus on the return journey being slightly tedious? It doesn't matter as long as the player can potentially get something enriching out of that return journey. Consider the following scenario Party finds a campsite just outside the entrance to a dark cave Party camps and decides to explore the cave They get a ways through but run out of spells, while also thinking that maybe they could use some d
  3. Is it not acceptable when camping in a clearing of a forest/cave/dungeon filled with <insert monster type here> that some of them may regroup? Again this is a red herring. Why do you focus on the return journey being slightly tedious? It doesn't matter as long as the player can potentially get something enriching out of that return journey. Consider the following scenario Party finds a campsite just outside the entrance to a dark cave Party camps and decides to explore the cave They get a ways through but run out of spells, while also thinking that maybe they could use some
  4. This is an interesting question but the basis of the "experience of walking back" being redundant assumes that the campsite and encounters are poorly placed via inept level design. The final point that everything is killed between you and the campsite lends me to believe you aren't thinking creatively about how to solve this at all, which is not encouraging. I'm going to use the example of quite simply the best old school feeling game that has been released in recent years, Dark Souls, as an example of how to do this right. Before you go on to say "this is an action game, not a cRPG" ple
  5. Use the Vancian system and restrict resting permissions via the difficulty levels - casuals can rest any time, any where. On any other difficulty resting is severely restricted. You should never be able to rest in a dungeon unless you find some kind of cave. Maybe even have a non combat ability, some kind of ranger like skill, that allows you to spot safe places to rest. There are so many ways to improve the way the Vancian system has been implemented in cRPGs. It's sad and lazy for Obsidian to just default to cool downs.
  6. To me this sounds D&D related, but that could be just wishful thinking. Meanwhile there is this to ponder... http://www.vg247.com/2011/04/05/rumour-square-enix-publishing-project-x-with-external-studio/
  7. Hmm Complete implies that this will be the only DLC for this title So enchanting is added to the main campaign as well?
  8. Awesome! Very happy about this, item crafting is an excellent addition. Sounds like a pretty meaty DLC too!
  9. Listened to the interview. I got a sad vibe from him, kind of like hearing some compliments was really refreshing. That's kind of sad, the game is good and they deserve more props for it honestly. Anyway, the most interesting thing he mentioned was that the key binding patch for the PC could be released as early as tomorrow. He sounded a bit hesitant when asked about DLC...which is a shame, really want some more stuff...would gladly pay for it. Let's hope it can happen.
  10. I have to say that while I like the game a lot and I think Onyx is a good engine, I also think it is not a great engine. Sure it looks great on the PC at max, but the camera limitations which were imposed would have been directly linked to maintaining performance. Even with the way the current engine is, frame rates on the consoles lag during big fights. For the engine to be useful outside of the DS3 context, I think they're going to have to give the camera way more freedom. This will definitely create further performance issues. I really think that Obsidian needs a way to do shadows in a less
  11. Does anyone know if the Onyx engine was developed specifically for DS3 or whether this was already something they were creating when Square Enix came along?
  12. Well how about this, enable persistent characters who keep their loot. When joining a game you get notified of the host's level and vice versa. If you're level 10 joining a level 20 game, the monsters will most likely destroy you, very fast. Likewise, if someone joining your team is too OP'd or weak, you'd just deny them. MP is about fun and cooperation so if someone isn't playing nice, just boot them. I'm not a big multiplayer gamer, but it seems to me that the MP has a large number of people upset and I think there are some simple things that could be done to change this. Ultimately if
  13. Zones anyone? Why not remove the shared camera and just limit movement in and out of zones. Seems like a pretty easy solution. The host has to move between zones, but other players can travel freely throughout the zone without being tethered. Similarly, only the host can initiate dialogue with important NPCs. There are zones already in place where lighting and scenery change, just limit the party to one zone at a time until the host has gathered their party to venture forth!
  14. I think the teleport has more invincibility frames though. You need to time it right, it's a little more laggy than the roll but can get her further I think.
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