
Jozape
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I liked the idea behind it in KotOR 2, but I would prefer it to be much more forgiving. I had one conversation with Visas and couldn't talk to the Last Handmaiden anymore. Good news. This is a staple in Black Isle/Obsidian games. There's a very good chance you will see them in PE.
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Considering the 2D backgrounds and minimal voice acting, I doubt we will get anything other than an isometric camera.
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Death
Jozape replied to Monte Carlo's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I agree, but they could build in in-game reasons for those people not getting revived, like having no friends/insurance that would go to that length to revive them, or even allowing them to be revived if the player does not cover every possibility.- 81 replies
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So, realtime with pause...
Jozape replied to catmorbid's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Queues like in NWN and KotOR would be a big plus. That and the synchronized animations, those looked great. Queues first though. I appreciate the default flexibility of RTwP as well. Turn-based can get pretty close to that standard with additional options for the player though. -
Gameplay lenght
Jozape replied to Hellion's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
It's at least 100 hours for me. It felt like I played that game for an eternity when I played it. And I only played it once and never finished the expansion. -
Modders Stretch goal?
Jozape replied to HarTstaRx's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
They may be debating or reserving modding tools for a higher stretch goal like 3 or 4 million. I can't imagine it will come free if they don't already have their engine setup to allow ease of modding.- 26 replies
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So, realtime with pause...
Jozape replied to catmorbid's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Well, if it is difficult to know what is going going on, then there are issues. What should be challenging is to manage everything that is going on. It can also be tedious to play turn-based combat, which can play just as slowly. If things are happening slowly in a turn-based game and you're not thanking God that's the case, its because the game isn't challenging you. In my experience it means that encounter design has its issues. I don't necessarily agree. All that matters is that it's a well designed encounter. A well designed encounter does not mean that it is challenging, because not all that you encounter in the world will be a challenge to your character(s). That said, I am not against slow, managed combat. Don't quote me out of context. -
The dialog is 'gameplay' for a large portion of us. Role-playing alone is the entire reason why many of us play role-playing games. And what the characters say, how they react is important to their development and the story. And lore doesn't just have to be books. It can be expressed through dialog and songs that NPCs sing.
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Gameplay lenght
Jozape replied to Hellion's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I thought the poll was in terms of hours to go through all the content. A 'main story' that does not have an urgent plot that only takes 20 hours is perfectly fine and dandy with me if there is sufficient optional content. -
So, realtime with pause...
Jozape replied to catmorbid's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I know, it's funny because that's what everyone easily thinks, and it sounds like that's how it is, but the reality is that a good turn-based game has a completely different feel to it. I play turn-based games, and I know how they play. Don't be condescending. If you want the strategical and tactical fights in turn-based combat, everything has to be 'paused' and managed constantly, just like in RTwP. Also, you cut out the part where I talked about how Ultima 6 catered to both those who want a non-management heavy combat and vice versa. Of course. You can reduce the amount of stuff happening in a RTwP game too though, and RTwP does reduce reaction time to an absolute minimum. And with a combat log, you can keep up with it just as well as a turn-based game that goes through every animation slowly so that you can see it happen. There's no reason why a combat mechanic can't be deadly in real-time. It's simply a matter of expectation. It can also be tedious to play turn-based combat, which can play just as slowly. -
Gameplay lenght
Jozape replied to Hellion's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I agree, but games that don't have a lot of content tend to be shorter than others. The shortest RPGs that I've played that didn't feel rushed or incomplete were 30 hours or so. I've found 50-60 hours(average) of content if you do everything to be satisfying, as a much more fleshed out world allows for more character development and replayability. -
Agreed. This one really is a no brainer imo. The more lore(that is logically consistent with itself) there is in-game that's unrelated to the 'main plot', the more credible the setting is, not just to the player, but the character that the player is role-playing.
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You could have the advantages of a BG/PS:T/NWN style inventory while keeping clutter down a number of ways. Most obviously, you could reduce the number of items to loot. You can reduce the weight and volume of what the characters can carry. You can reduce the value of of each item. You can offer more effective ways of generating money to make the inventory tetris not seem worthwhile. You can have penalties for carrying more items. You can make it clear to the player/character what they can and can't sell. I'd rather not have something exactly like Dragon Age's inventory. I'd be okay with a list style inventory like Dragon Age, but make it very organizable and non-shared.
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Exploration System
Jozape replied to Semper's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
You are correct. BG1 was like that though not BG2. I would love a BG1 style exploration system. That or the overworld style used in Fallout and I think more recently Storm of Zehir. I never played that game much, but I think it's basically the same thing. -
I meant a permanent log in the way the journal is kept. That said, while nice, a permanent log probably wouldn't be that helpful in this game. Although damn, what I wouldn't have given to have one in Ultima 4. I wouldn't expect any less than a journal in a modern game. I don't think anyone wants to go back to the days of having to write their own journal or drawing their own maps if their memory is less than perfect. Ouch, my fingers still hurt.
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So, realtime with pause...
Jozape replied to catmorbid's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I don't understand the complaint about the need to pause every second and manage everything, because that's exactly what happens in a turn-based game. Ultima 6 didn't have this issue. Ultima 6 is turn-based and allowed the player to set the pace very nicely. You could play only a single character and have the game play as fast as you want(faster than real-time in BG or PS:T, anyways), or all of them and play it very slowly and strategically. Short of that though, I agree, RTwP is the best. -
Something like Pazaak would be pretty cool. I loved that little game in KotOR 1/2.
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Its not like Arcanum is remarkable for its combat. And ToEE was kinda frustrating - awesome rules, underwhelming encounter design. The point wasn't that Arcanum had great combat, just that it had both an option for rt and tb. It's not relevant that arcanum had poor combat, neither is it that ps:t had it. I'm was simply pointing out that you can have more than one option in one game, and still make it great~ The fact that a game can be great in spite of bad implementations of both RTwP and TB is not support for both RTwP and TB.
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What type of game system?
Jozape replied to Metabot's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
That would be a very good way to insert 'classes' into the game. I'd love to see this kind of thing. -
I'm very happy with the choice of RTwP. I think most people who ask for turn-based want real-time outside of combat, which IMO creates a suboptimal experience. I'd be super happy with a fully turn-based WORLD like in Ultima 6 though, where I can choose to control just the one player character, or everyone in the party.
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And we have liftoff
Jozape replied to Drowsy Emperor's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Yes. This KickStarter has some great momentum behind it. Won't be long before we start seeing stretch goals. -
What type of game system?
Jozape replied to Metabot's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Something more akin to SPECIAL than D&D, but without the intelligence stat, at least not in the way it's used in Fallout. No classes, lots of traits, some racial and background limitations like Planescape: Torment, and stats affecting everything from dialog to combat. -
Party Size
Jozape replied to oldmanpaco's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I really like the idea of having ingame explanations for the game mechanics, it makes it easier to get absorbed into the world. Agreed, and it's just better from an in-character perspective. Imo either leave the party cap unlimited, or create reasons why you can or can't have a certain number of followers(like in Dead Money). And if you don't like the management of more than N number of characters, then don't get more than that in your party.