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Cyn!c

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Posts posted by Cyn!c

  1. This is not always the kind of area population that the BG/IWD games had.

     

    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?

     

    It respawns creatures after rest, not on your way back to the campfire.

     

    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 different spells to what they have currently. So they make the decision to go back to the campsite, rest and memorize new spells
    • On the return journey back to the point in the cave they encounter a rare monster because it's now night time and when they entered the cave previously, it was day. It drops a rare piece of loot.
    • The player now feels thankful that they went back and rested, not only did they get new spells but they got a shiny treasure too.

    How in the world would that experience not be fun?

     

    I like the idea in general, but there are ways in which that experience could be unfun. Someone is not very good or is having a bad day combat-wise and needs to rest 2 or 3 times, or risk just not making headway; then it doesn't help that he uses half the spells he just regained fighting that newly spawned monster.

     

     

    The rare monsters would never be guaranteed. Most of the time it would just be a regular mob. Sometimes of course nothing would be there at all (monsters didn't regroup). You would of course, mix it up. You'd also be careful to try and conserve your spells to avoid going back again to the campsite. See, thought, conservation, tension. It just makes the game fun.

     

    If someone is not very good then they should reduce the difficulty level, which of course would directly affect these kinds of mechanics.

    • Like 2
  2. This is not always the kind of area population that the BG/IWD games had.

     

    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?

     

    It respawns creatures after rest, not on your way back to the campfire.

     

    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 different spells to what they have currently. So they make the decision to go back to the campsite, rest and memorize new spells
    • On the return journey back to the point in the cave they encounter a rare monster because it's now night time and when they entered the cave previously, it was day. It drops a rare piece of loot.
    • The player now feels thankful that they went back and rested, not only did they get new spells but they got a shiny treasure too.

    How in the world would that experience not be fun?

    and then I spend the rest of the game checking every corner of every dungeon at different times of day because I'm a crazy person haha

     

    Yes if you want to do that, then of course. It's fun to have stuff like this in games that are rare and random.

    • Like 2
  3.  

    This is not always the kind of area population that the BG/IWD games had.

     

    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?

     

    It respawns creatures after rest, not on your way back to the campfire.

     

    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 different spells to what they have currently. So they make the decision to go back to the campsite, rest and memorize new spells
    • On the return journey back to the point in the cave they encounter a rare monster because it's now night time and when they entered the cave previously, it was day. It drops a rare piece of loot.
    • The player now feels thankful that they went back and rested, not only did they get new spells but they got a shiny treasure too.

    How in the world would that experience not be fun?

    • Like 8
  4. Here is something I would like to hear opinions on. Take the following circumstance, which is not uncommon in the IE games and would be somewhat similar to the KotC "campsite" system in circumstances were you are not locked off from backtracking to a campsite.

     

    * You are in a location where resting is either prohibited or extraordinarily likely to result in an encounter. You do not know the location of the next campsite/safe resting area.

    * You have cast many of your spells and the ones that remain are not entirely appropriate for the encounters you are now facing.

    * Because you came from an area where you could rest and are not locked in the location, you have a cleared (by you) path back to the area where you can safely rest.

    * It will take you three minutes of real time to walk back to the camp, maybe thirty seconds to reconfigure spells, five seconds to rest, and another three minutes of real time to walk back to where you had left off.

    * Because you killed everything between you and the campsite, there are no threats between you and the campsite.

     

    In this circumstance, what is good about the experience of walking back to the campsite?

     

    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" please be aware that the entire concept of the bonfires in DS is based upon PnP concepts of resting at only safe locations so it is entirely valid. The only thing that changes is the level and encounter design when going from aRPG to cRPG. DS also uses a memorization system of magic so that makes it even more relevant.

     

    Let me just say now right off the bat, Dark Souls handled resting perfectly in my opinion. Let's take a close look at how it works:

    • Players can rest at bonfires, recharging their resources and memorizing new spells
       
    • Bonfires are placed strategically throughout levels to avoid abuse
       
    • Using bonfires comes at a cost - all the monsters in the area revive

    The third point here, is key. Turn resting into something that affects the game experience. For instance, time passes while resting and SOME monsters come back. Perhaps there are certain areas where super rare monsters only appear after resting at a campsite. You can mix this up with a day night cycle to really get some cool random stuff happening.

     

    DS also does something with magic that makes the player really think about when and how they are going to use spells. You get a certain number of uses of a particular magic. It's excellent as it encourages the player to really think about conserving certain spells for tough situations. Of course, you do not have to think about any kind of conservation when there are cool downs involved. You just wait and go onto the next encounter.

     

    The point is, that by focusing on the potentially boring experience of walking back to a campsite you are throwing a red herring into the discussion. Quite simply - you are focusing on the wrong thing. The innate gameplay benefits that having a system that encourages thought, strategic planning, and conservation while promoting real tension far outweigh the chance that walking back to a campsite is going to be slightly tedious. And, as I've already mentioned, if you think creatively you can even turn resting into a gameplay mechanic that provides new potential challenges/benefits to the player.

     

    edit: I accidentally a word

    • Like 22
  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.

    • Like 3
  6. Okay, so I've had this problem on and off with the game since I purchased it on release. I have actually finished the main campaign and am looking to pick up the expansion to tide me over until D3's release. Perfect timing right?

     

    But this is ruining my plans! It's a very odd problem which I have no explanation for. It seems now for some reason the problem has gotten worse. Let me explain what happens.

     

    So basically, when I run the game, everything runs beautifully. I'm maxing everything except for shadows which are on normal. Smooth, running at about 50-60 FPS the whole time all good. Resolution is 1920 x 1080 - full screen. Very happy indeed.

     

    But then suddenly, for NO apparent reason, my FPS drops, drastically. The game becomes unplayable. Sometimes, if I wait around for a while, the issue will resolve itself, but the problem will come back after a while. Previously, my gf and I would be able to play for a long time without this happening...SOME times. Now it seems impossible. I did a graphics card driver update recently and what is most frustrating is I feel the game does run smoother, when it runs well, but the problem seems to happen more frequently.

     

    Here are my system specs:

     

    Dell Studio XPS 1645

    Windows 7 Professional 64 bit

    Intel core i7 Q740

    8GB RAM

    AMD Radeon HD 5730

    Graphics card Driver version / date: 8.951.0.0 / 8-03-2012

     

    If I start the task manager during one of these drops, the CPU is running at only 29%. DungeonSiegeIII.exe is taking up about 330k K in memory.

     

    I want to also note, that while I am using the MotionInJoy DS3 tool to use PS3 controllers, the problem happens irrespective of this, even when using just mouse and keyboard.

     

    Could this be an overheating problem? Is the game able to run, but too taxing for my graphics card causing it to overheat? In comparison, I was running Dragon Age Origins at close to max and never had this issue. I also ran the D3 beta at all max except shadows and never had this issue.

     

    Any help would be really appreciated, I want to play the expansion!

  7. 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.

  8. New characters and story lines would be great.

     

    No new characters please, instead more detailed abilities and synergies, a lot of abilities are completely useless now by themselves and in terms of upgrading them(shield pummel, vanguard strike, earthquake, etc.)

     

    Shield pummel useless? Are you kidding me? It's totally OP'd. Lucas has an infinite combo with this in a one-on-one fight with good momentum. Works well against the Drakkenweyrs (who can basically kill you in 1 hit on hardcore). Start off with a shield pummel, then regular strikes 3 times, then combo another shield pummel. Lather, rinse, repeat. Always repeat.

  9. 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 performance heavy way. Other devs seem to do it. For both this and NWN2, the shadows were the most performance killing aspect of the engine. Maybe that's just due to the nature of dynamic lighting/shadows though, I don't know.

  10. *reads OP*

    *reads 1.5 pages of derailed thread*

    *reads something useful*

     

    Thanks Cyn!c, you're a life saver.

     

    Summary: Spend the first half of the fight trying to stay away from her. Spend the second half of the fight trying to stay right next to her.

     

    haha no worries. The next main boss you fight is pretty tough too! Boss fights in the game are done very well indeed, remind me of old Castlevania or Metroid boss fights in some ways.

  11. That'd work. I think the problem is that the reason for the tethering and the lack of persistent MP and other limitations is to stop people from just running ahead and doing everything themselves and stealing all the loot (i.e. the way MP usually works and why I don't like it). Getting rid of tethering will lead to exactly this (loot won't be problem cause of character limitations but other players might find that the guy will just run ahead and kill everyone before they get a chance to fight)- even with the zoning it'd still lead to this. I guess with all the complaints about how MP is currently being setup to allow for a more friendly/casual atmosphere it's difficult to determine what people really want. Everyone here and generally on the net could just be a vocal minority and the majority could be pissed at the shift towards a more competitive MP.

     

    If anything, the tethering on Online MP should at least be extended in length for better movement within the map, the Camera could be improved, and players should not be tethered to a fallen companion for obvious reasons.

     

    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 they enable persistent characters then PvP will also be possible which I think would be unreal in this game considering the combat system it has. Might be totally unbalanced but would still be fun for a bit.

  12. 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!

  13. Another bug we've noticed is that when the guest is logged in, restarting after death will sometimes cause bugs with their HP. Sometimes it's too low which can only be fixed by unequipping/reequipping a piece of gear. Also, they never start at max HP after death, which means we have to go back to save point and activate it to get us both back to full health. Small thing but kind of annoying.

  14. Okay I've been experiencing this one quite a bit. Most often it happens when coming in and out of menus. The character just won't move for a while and the only way to fix it is to wait and just jiggle around a bit. More frustratingly, we just went through the chapterhouse in stone bridge and after finding a REALLY awesome staff for Anjali, Lucas got stuck in the environment, couldn't move and died. He was also unable to move after being revived. We died and lost the staff. Played through the area 5 times gain, eventually got another good staff but not as special as the original.

  15. Just beat her on hardcore, I'm Lucas my gf is playing Anjali. The trick for the second part is to stay close to her as much as you can and never stand still for too long. When she shoots the fireballs, you can block them without taking much damage at all. I'm used the one handed stance mainly because you get your focus back quicker for the defensive abilities. This was a really fun fight, the game has really proven that Obsidian can do action very well. It's fun, challenging and requires skill. We've just gotten to the swamp, really don't want the game to end too fast! I'm hoping for an expansion or meaty DLCs for this game. New characters and story lines would be great.

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