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Everything posted by Ieo
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Dude, really? There are several threads on this already and all arguments and all sides have been hashed out. Of interest: http://forums.obsidi...nism-etc-in-pe/ http://forums.obsidi...ropes-vs-women/ http://forums.obsidi...with-shirts-on/ Related: http://forums.obsidi...designs-a-plea/ http://forums.obsidi...a-plea-part-ii/ Edit: Oh, you're new. Yeah---search function, highly recommended. P.S.! Of course I should mention this----Sawyer & Co. are on the right track with that; check out the concept art in the Kickstarter Updates.
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Time Facebook
Ieo replied to Forber's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I never actually liked the Facebook "likes" setup. Obsidian gets nothing in the way of actual resources for the added levels, which means any new levels are resource drains instead. As much as the optional mega-dungeon is interesting to me, I really don't like the idea of leeching off development from anywhere else to make the high number of levels happen--feels parasitic. It's not like the Facebook likes equate to actual backers. Granted, if it's a pretty basic dungeon crawl without the excellent level-by-level narrative of Durlag's Keep, I guess that's manageable, but I'd also be disappointed... -
Give me Durlag's Tower x4 and I'll be quite the happy camper.
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- The voice of reason
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I'm sure this'll be moved to off-topic at any moment... There's still no word on what the rez of Black Isle actually means--it honestly kinda rubs me the wrong way, since the studio name may be back but it's hardly the same (kind of like EA/Bioware versus pre-EA Bioware). Mmph, Interplay... Hey, I didn't know Chris Taylor had something to do with LotRO. The whole thing with a publisher trying to buy Project Eternity mmmrrrrrrrrrrrrgghh~
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I think the OP misread/misunderstood the original proposition as "meta" instead of what it actually was, the mega-dungeon, in which case we're already getting the mega-dungeon. And I think one 14-level mega-dungeon is far, far enough for Project Eternity, you'rewelcomeverymuch. Edit: The random modron maze was kinda fun; one level of that in the mega-dungeon might be tolerable. Maybe.
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It's bad to talk about the spell-casting system in a vacuum just as it was bad to talk about cooldowns in a vacuum, so I'm calling out the health/stamina bit again. I'm in agreement Althernai here. There are no healing spells. No resurrection. I have my doubts about the presence of healing potions and consumable curatives in general given the wording of Update 24. Stamina is regained constantly. Health is regained only by resting. Obsidian shifted the resource management to all classes, which is great. People need to get over their knee-jerk hatred of cooldowns and stop looking at "resource management" as something only for mages/wizards. * Also, about the 30-second bit, Sawyer did clarify in the Matt Chat that it was only an example and may change during implementation and testing, just so people remember that.
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Lol so a sandbox game automatically doesn't have a strong plot and if a game does have a strong plot it necessarily isn't a sandbox game? Ideally, a sandbox game should have multiple interesting plots that the player can get involved in in some way. This us where skyrim fails entirely. I'm pretty sure the likes of Oblivion and Skyrim are open world games, not sandbox. Minecraft is sandbox.
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In favor of Repeatable Quests?
Ieo replied to metacontent's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Ah, yes, bounties. Forgot about those---it starts with a quest, doesn't it? Then the rest is the optional bounty. That would make sense. I'm not sure I would like that for, say, building faction reputation (reminds me too much of throwing gold at a temple to up reputation in BG), but earning some coinage, sure... -
It helps with immersion too. It hasn't been mentioned anywhere because that's a granular feature of the UI, not the mechanics (right now they're more fleshing out the actual lore bits, companions, classes, races, and broad mechanics for combat). I definitely liked that in BG you could disable parts of the three UI panes besides the whole thing, and I suspect Obsidian would allow that.
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Well, a few points about the appearance of armour in the game: Yes, the sprites will be relatively small But there is a decent probability that there will be camera zoom Not to mention the inventory paper doll will definitely be larger than the sprite And while portraits can be either headshots like in BG, they are nearly full-body in IWD And the bio portraits are always largest.
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In favor of Repeatable Quests?
Ieo replied to metacontent's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Well, my response is "NO" because I already play an MMO with substantial grinding. Dailies.... repeatables.... grind. And what exactly are such repeatable quests for? Money or reputation. Now, as others have said, it's possible to have a few decently designed repeatables in single-player, but I will point out that one reason why they're more common in MMOs is because the quest and content design for that technical genre is lacking compared to single-player. Grinds exist in MMOs to keep players playing in a persistent free-roam world, ultimately. Single-player content is different--grind doesn't fit in a single-player game with very strong narrative that should have a finite ending and thus finite content. And besides the tactical party combat bit, the narrative and dialogic content (of a really "good" SP game) is exponentially more+better than an MMO or MP game. This is because there is a vast variety of chains, of different outcomes, and so forth. Repeatable quests in this sort of game is, IMO, cheap and lazy and counters the design philosophy of a self-contained narrative SP experience where players should be encouraged to quest--if you need reputation, the devs should calculate the max from all available quests and determine where the rep level boundaries are based on content cap. If you need gold, a combination of questing and kill loot should fill the bill, and the devs can balance for that because there is no laissez-faire player market the way there is your typical MMO. I would support chain quests that give the appearance of a repeatable--for example, the arena pits in the Ust'Natha tavern (BG2, Underdark), which increase in difficulty/variety for each part of the chains but the chains are actually finite. -
Is $4M enough?
Ieo replied to Eternitude's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
...and now, not so much. I'm confused where the thread went. Oh well... The Paypal options don't work on the Eternity page? At least they seem to still be there... -
Nah, people have asked for tablet ports (usually iPad) alongside consoles, but it seems less common. It always comes down to the same arguments for not doing any of them, though. Hardware, OS, UI design with HID, downscaled content, debugging, market share, cost, time.... There's something to be said for AAA funding, but looking at the actual content type and quality of AAA titles that do make the effort to go cross-platform--yeah.
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Falling under the giant tablet umbrella, the giants iOS and Android won't be getting PE ports either. Basically, while Unity can support lots of other output, developers should be designing with specific platform output in mind. (Like stripping content for console controllers, but you're aware of that.) At this point the only possibility for "tablet" support is a tablet with a full OS (I have a full Windows tablet) and attached keyboard+mouse, but Obsidian wouldn't officially support that. Lots of things can be done "ideally" with infinite money--but considering what Obsidian has said about the costs to other platforms like consoles, or even co-op/multiplayer, it's best to concentrate on that PC platform (they'll have enough fun debugging across Windows/Mac/Linux and the thousands of PC hardware configs). Even with over $10m or something, I suspect Obsidian would rather try MP support than adding more platforms using different HID.
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"Ports" are never as easy as people think and then the people with some programming language typically lack any higher-order business experience in the global sense. PE's GUI is being designed for PC HID use, so there's more resources required to consider multitouch and the lack of right-click and all that. It's not just processing power, nor is it just Unity software capability. Debugging would have to cover a much broader range of hardware combinations, which takes both time and money. You entirely missed my point about market share: The return on investment for such a miniscule market is absolutely not worth the time, effort, and costs with the current funding--the only way porting to any other platform could make sense is by a separate Kickstarter. Given the existing market share for this Blackberry Playbook, it won't happen. Sorry~
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Obsidian has been quite clear that Project Eternity is full PC only; Windows, Mac, Linux. This means no tablet support---it's not just the OS, which is what you're talking about, but the entire hardware model. And Blackberry Playbook has less than 4% of the entire tablet market. (Really? ) Additional interview links about console/tablet ports etc. in my sig.
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It adds immersive flavor. I'm pretty sure BG's implementation was around #2 in the poll, and that'd be fine with me. Keep in mind that it's very possible (BG did this) to create quests that are tied with some basic "living" mechanics like the day/night cycle--like you can break into the smithy after dark and steal that sword, or sneak into that house during the day when the owners are at work to look for evidence. etc. Adding variables like this helps with the variety of quest types that can be implemented.
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Reputation will be localized and not global, I suspect, because the devs have stated that there will be factions. That means it will be possible to be "heroic" to one faction but quite a villain to another--how companions react will depend heavily on their backstories and your finer choices. The quick of it is that there (most probably) won't be global reputation tied to alignment reaction, because there is neither alignment nor a generic global reputation.
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There is no alignment in PE. Reputation among different groups will matter. It's a very choice-driven type of design, like PS:T was (though PS:T had both alignment and reputation).