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Tuckey

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Everything posted by Tuckey

  1. I'm glad that the genre itself (isometric crpgs) is broader than Pillars. I worried irrationally that the game might kill off similar rpgs in the future. At least we don't have all our eggs in one basket hoping that this project is successful enough (Divinity original sin and Wasteland 2), even if I'm disappointed by Pillars overall it has some good parts.
  2. Hero-u is funded and in its last 20 hours as of this post. Your chance to help fund some stretch goals.
  3. But they have produced results and are most of the way there already, check out the updates. Also lots of kickstarters have gone for a second round when the plans and scope have changed so not unprecedented.
  4. Hero-U: Rogue to Redemption is a Win/Mac/Linux adventure role-playing game by Lori and Corey Cole, Quest for Glory series creators. So if your an old/new fan of theirs they could use your support. From the kickstarter page "In the spirit of our acclaimed Quest for Glory series, Hero-U is an adventure game and an RPG that combines role-playing, exploration, turn-based combat, an immersive story, and rich character interactions to create a unique and fun game experience." So if your curious to check it out https://www.kickstar...le-playing-game
  5. Hero-U: Rogue to Redemption is a Win/Mac/Linux adventure role-playing game by Lori and Corey Cole, Quest for Glory series creators. So if your an old/new fan of theirs they could use your support. From the kickstarter page "In the spirit of our acclaimed Quest for Glory series, Hero-U is an adventure game and an RPG that combines role-playing, exploration, turn-based combat, an immersive story, and rich character interactions to create a unique and fun game experience." So if your curious to check it out https://www.kickstarter.com/projects/transolargames/hero-u-adventure-role-playing-game
  6. Pillars is a promising game (more so when sequels are considered) and things can be built on. By itself not a great game but good for what it is. The thing is the Baldurs Gates and the like were the height of that style of rpg; it takes time to get back to that level again. Design lessons of the past had been forgotten and had to be learned again etc When Obsidian do an internal review and work out what worked and what didn't (hopefully they are capable of being honest with themselves) then we will see a more fully fleshed out product from them.
  7. I feel like the system employed doesn't make best use of real-time with pause dynamism. By that I mean movement, positioning and possibilities in combat for how you approach encounters. i.e being unable to employ some abilities out of combat or use stealth skills in any interesting way. Couple that to unimaginative encounter design and you have an okay combat system but not good in terms of fun possibilities. Obsidian has been way to influenced by wow mechanics and it shows with its focus on damage dealers and buffs/debuffs. I like restrictions in what you can do versus creatures and classes. That fosters creativity for the player not openness and being able to do anything. I don't get that from Pillars i.e blind a spirit, knock-down a gelatinous cube. There should be some in-game sense to this stuff. There are class restrictions in terms of some abilities but not of the fun kind. i.e Rogue traps are largely useless bar a few good ones and not applied consistently. The traps you trigger damage you much more than they do when used on an enemy. Plus you can only use one at a time. Why not reward a player for there ingenuity in employing different trap types? Gimping traps to largely useless shows that there are deeper structural problems with the rules system.
  8. I like your ideas. People have mentioned a similar lack of life in the stronghold and Defiance bay and suggested improvements so you are clearly not alone in this feeling if that helps. The sequel when it is developed will have a lot more world flair added to it I imagine. Pillars suffered from having to develop an all new ruleset, having a limited budget and I imagine some scope problems that occurred during production. *Wildlife moving in is a good idea as it will not require a massive amount of coding for just adding scenery animals. *There's no reason why you couldn't have bandits move into an area you've previously cleared. "- world/map changes (previously inhabited camps decaying, disappearing, being replaced by rubble or some remains - as looted or destroyed by time or pillagers) <- haven't seen this yet anywhere (?" Not sure how doable that is but for some story areas you should see changes to an area akin to agricultural centre in Wasteland 2, should you fail to save it. "- world/map changes (new locations, camps, small settlements)" This was a missed opportunity in Pillars. With all the refugees headed to Defiance Bay you would expect to see some temporary camps on the way to the city. In terms of how I see it developing optimally I would hope for a lot more flavour elements and a better sense of a working city and ecosystem in general. i.e the port area of Defiance Bay is described as a bustling center of commerce. Where were the warehouses? Trade depots? People working the docks? The real limitation to this is how hard it is to develop content in this engine. Obsidian really need to find a way to optimise there processes and produce maps more efficiently. They also need to be able to have a lot of npcs on the screen at once .(upgrading to unity 5 should help here)
  9. @Dadalama Sometimes peoples combat tactics are just not cutting it and they will look for something else they can do to win the battle. Thats where save scumming came from after all. Ideally you would do your major crafting before entering the last dungeon and then take on the big bad. I don't think its weird trying to immerse yourself into a fantasy world. I dislike playing in a theme park and some convenience features to me (like crafting anywhere) are game centric rather than trying to build a fantasy world.
  10. I like this idea the most. There should be sensible restrictions on parties, I don't want to craft the most epic blade in the game just outside the door before encountering the end boss.
  11. "Fan of Flames damage is reduced by 25%" *Sobs quietly to himself* On the other hand... "Wizard's Double now grants +40 Deflection against a single attack"
  12. I think being able to heal health by a limited amount (2 per rest or something) would solve most of the annoyance of the camping system. I mean its already in the game as a feat which is why few people take it but I think it should be a standard ability for the healer classes i.e. druids and priests.
  13. The stash could of been replaced by the Dungeon Siege donkey. At least that way it makes a bit of in-game sense.
  14. I agree that the enchanting/crafting makes itemisation in the game poor. Its also ridiculous that I can enchant my weapon/armour in the midst of a dungeon without access to a smithy. I would also like a smith merchant to do any crafting (I'm an adventurer not a blacksmith). Camping supplies mechanic I am okay with provided improvements are made to the mechanic. I would like my party to be able to heal health provided they have bandages on hand (maybe limit it to 6 purchasable at one time). At least that way you can stay in a dungeon longer without having to rest. The stronghold has a lot of unrealised potential so I hope it is improved significantly over its current implementation. Also give it more life by having my guards practice at the training yard or playing cards in the barracks etc. I don't have a problem with hire-able companions.
  15. Oddly enough Pillars reminds me of Dungeon Siege. Maybe its the wizard spell books and the interchangeable spells which operate like Dungeon Siege 1 and 2. Or maybe its the real time with pause combat and the getting up after losing health (once enemies defeated or have wandered away). One notable difference is you need to rest to get spells back. If you were to add more classic rpg elements to Dungeon Siege it would turn into Pillars I reckon. Its even got a better stash mechanic in the form of donkeys.
  16. Do I fight all enemy encounters? Not if I can avoid them, so mostly yes.
  17. I was going to post something during the kickstarter to the effect that crafting wasn't really needed, wish I had now. I never got the impression that backers were demanding it either. I think at some stage they (Obsidian) were just posting stretch goals because things were happening so fast and they wanted to maintain momentum. As it is, itemisation has suffered because crafting is in the game, its that simple in my opinion. Why else does Eder start out with the best armour in the game?
  18. @Hiro Protagonist II Its a shame they didn't think of some other way of doing that for the godlike. I can see why it made you laugh :-0
  19. Enchants should require a vendor. Being able to enchant just before battle is too meta and allows you to game the system. At least for armours and weapons, I'm okay with scrolls being made because thats basically just parchment and ink. I would vote yes if there was enchant Helms, Hats & Hoods with a vendor.
  20. I would prefer a vendor to enchant weapons/armour. Too meta-gamey to do enchanting before a fight.
  21. I want overwatch for my ranged attackers. Imagine a volley of gunfire upon enemy sighted. Eagle vision - An ability to see further into the unsighted areas and thus increase your attack range
  22. A minor nitpick but when you go to talk to a character it would be good if the character would turn to face you. Nothing like talking to a characters back to pull you out of the game.
  23. @AncientToaster People are offering positive suggestions for improvement going forward. Some expectations were not met but thats okay because there is always tomorrow in terms of patches and content. If you mention Athkatla then you expect something similar no?
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