Everything posted by Ieo
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Dragon Age-style Tactics and other non-pause combat interfaces?
. . . There are games, actual tactically challenging games, that this game can actually pull from and Obsidian have already named such games themselves. Why would anyone here want to look to DA:O for anything . . . literally anything? Especially when it comes to the subject matter of this thread? DA:O and DA2 are prime examples of how dumbed down and simplified every aspect of modern RPGs are becoming. Why would you look to that when trying to make a better game, especially a game pulling from the RPGs Obsidian has mentioned? The little good there was has been done better in other games, mostly older games. That's not something I'd glad of. It actually makes me quite sad, and it certainly doesn't make me feel that I, and others who share my opinion, are somehow better than those who do not. Project Eternity should learn nothing from DA:O except for its mistakes---"mistakes" only in the sense that it was marketed to be something it was not. I could have accepted the trash if it wasn't a poser game trying to be something else in order to rake in nostalgia cash. The sole link between PE and DA:O is that both mentioned "Baldur's Gate" in the pitch. And in the case of DA:O, that link should be severed completely and cauterized with Balor's tongue. DA:O was probably fine in itself, on its own, without any of the marketing links, being true to itself as different. That's where the current disgust comes from. Liars. Okay, Alistair was still better than Anomen by miles, I'm sure.
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Update #18: George Ziets, Paladins, Add-Ons, Rewards, and More!
Totally agree. "Healing" should incorporate combat fervor and "will to go on" in a fight, not only injuries. Just a random comment about this concept. LotRO does not have health but a "morale" bar, so the idea is that "healing" is related to one's morale in combat. An example heal skill would be "bolster courage." Interesting concept but everyone just treats it as normal health anyway. I suppose the reason why this mechanic is used is because Tolkien's world is low-magic, and there's no such thing as a rez spell in the sense of dead coming back to life; instead of character death, there's defeat and retreat, and instead of a raise dead/resurrection spell, there are skills like "rally." Carry on...
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Paladins and Bards
As long as they carry unique twists that distinctly set them apart--I'm not worried about chanter, but so long as paladin can't be recreated in the warrior-priest umbrella--sure... Not a personal fan of zealotry, though, so I'll probably never play the paladin.
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[Merged] George Ziets as as the 2.8 million stretch goal
Creative Lead (Lead Writer) of Mask of the Betrayer. Check my other George Ziets thread! http://forums.obsidi...e-stretch-goal/ Lead on Mask of the Betrayer and Dungeon Siege 3. Edit: Since someone bumped the old thread, I'm going to merge. Well, okay... I didn't play NWN:MotB (didn't enjoy NWN1 all that much). I don't know how that compares to Avellone's writing, for example. And I hope this will have nothing to do with romances.
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[Merged] George Ziets as as the 2.8 million stretch goal
I don't know who he is. What? ....What're you.... ow ow OW! Stoppit! Ow!
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Saving and reloading
This cuts both ways. If you LIKE reloading, then check all the options under the three difficulty modes except Iron-whatever and be done with it. The few players on this forum have no real business telling Obsidian how to decide balancing the default "normal" mode for the majority of players, whoever we/they are, because there are too many extremes trying to edge in and Obsidian has a much better handle on "difficulty" at a high level we cannot see.
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Combat Log
Wasn't that captured by the little icons on the character portraits? Granted, the meaning of those wasn't always clear in the BG series. I think they did a better job of that in NWN2. Maybe they need a highlight graphic when a new negative effect gets added to a character? Yeah that's what I mean. I can't tell what the heck those little icons mean...I want a combat log to yell at me: "HEY MAN YOUR FREAKING POISONED!!!!!!! CURE THAT NOW!!!!!" instead of going: "pssst, hey, hey man theres something weird going on" I want it to say: "THAT DUDES CASTING A BIG ASS FIRE SPELL MAN BE READY!!!!!" Not some cryptic animation then BOOM your party is dead. Part of that is really to learn the animations, removing the cryptic part. e.g. Poison, the character twitches like he was hit, once every second or two. Casting a fireball, if you have a mage, there's an incantation you can recognize--the combat log should not tell you beforehand what the enemy is casting. That is just lame. Portrait state icons can definitely be improved somehow.
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I don't want PE to be another Icewind Dale
Oh, wait, but the companion interaction was superior in PS:T compared to BG... :sweat:
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Combat Log
Additional topic http://forums.obsidian.net/topic/59968-scrolling-text-log-for-dialog-and-combat/ I found BG2 combat easy enough to follow by the visuals (oh, he's stuck in a web), but I think the poison/curse/etc. icons on the actual portraits were very small and hard to see, especially with all the buff icons alongside them. The combat log, like in the other thread (there was probably at least one other but I can't find it at the moment), could very well share the main chat window like in the old IE games, but I think it would be easier to track if separated out in a tab while dialogic/narrative text is in another tab. Additionally, the dialogic log should be kept somewhere in a journal-like manner for players to review for quests or something.
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I don't want PE to be another Icewind Dale
I actually thought that was pretty clear from the outset, but it's good to see you guys jumping in to clear up the misconceptions. I suppose the misconceptions arising make sense due to the nature of all the updates up to now, but it's important to note who's involved and the dangers of talking too much about that deep reactive narrative. I think examples of reactive content would be nice, but only in the generic sense. Yay for dev involvement.
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Dragon Age: Origins
(1) It can learn that a cooldown (magic) system CAN dilute magic, if implemented as the primary control or in a vacuum. In one game I play, I have a particular skill on a one-hour cooldown. A one-hour cooldown in practice is significantly different than a 7-second cooldown--times can be easily adjusted with contingencies as well. (2) It can learn that engaging in dialogue is always a good thing, like PS:T, though PS:T wasn't limited to a camp mechanic to do so (I'd rather have more freedom that way, but maybe companions can say "Uh, let's talk somewhere else more private"). Most importantly, it can learn that using a scoring system for such party interactions really sucks and turn the whole experience into a point arcade for stupid players. (So much hate for that.) (3) Nah, I disagree with that. The 6 prologues took up too much individual content space due to linearity, but at the same time had too little effect in the main body of the game. The origins were fine in DA:O, but I'd rather if such an implementation appear in PE, it would be one quarter the length each and with far more effect in the actual game body. (4) It can learn that a good, long game requires believable and engaging plot, overall narrative, and antagonists to be driving, period. (5) It can learn that there are two ways to address auto-attack, either keep it for physical classes and add a caster auto-attack or remove the warrior auto-attack to match caster limits. (6) Eh, yeah...
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What do you want in the expansion?
Here we go. From the KS Feargus Q&A sessions, courtesy of Ink Blot: The first TotSC reference fills me with glee, and I appreciate the latter comment that keeps ToB separate--though I don't know anything about Old World Blues. TotSC!
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I don't want PE to be another Icewind Dale
Given that Obsidian cited all three IE games as content-specific progenitors, I don't think we have anything to worry about the game being balanced across three fronts (dialogic and narrative, combat, exploration). There was another "worry" thread, particularly about how all the updates and stuff are about mechanics. Here's my response:
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Raw experience, or experience that scales with your level?
Obsidian did say that they wouldn't award for "body count," which implies they won't award for only kills and/or the main bulk of xp is coming from quests, or something. I'm curious how they're going to balance things out between level/xp/questing, but I'm sure Obsidian will look for something fair---they have a lot of experience by now.
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Which game hook brought you to Project Eternity and interests you the most?
No, that's a legitimate concern--I think stat-based dialogic content, while it does make sense, needs to be tempered so the bulk of said content isn't locked behind only 1-2 stats. In PS:T, a true complete playthrough (because combat really takes the back seat) requires you to play a mage. I'd say that and the abrupt ending with no party member postscripts are the main weaknesses of PS:T. This is also why, I suspect, most people replay Baldur's Gate rather than PS:T... P.S.: I highly, highly recommend the use of paragraph demarcation.
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What do you want in the expansion?
For comparison, I'd much prefer a Tales of the Sword Coast expansion (for BG1) than Throne of Bhaal (for BG2)--which was not intended to be an expansion but rather BG3. I do not think a ToB-style expansion of the main storyline would be appropriate at all; that should be saved for a proper sequel. For a TotSC-style expansion, the main difference I would like to see are different responses by NPCs due to the "ending"--however, this must be flexible, of course, because in subsequent playthroughs of BG1, I played TotSC before finishing the main BG1 storyline. P.S.: Meh, don't like the poll options one bit.
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Possibility of getting the art book seperately from the $250 tier?
And this is where it went wrong for me. I bumped up to $140 for the beta key, but as soon as Obs split it out for that cheap, I dropped to $58 without the beta key (figured they'd get a ton of testers by then). Now if an exclusive is split off at a higher value, like $100 for the book or something, that might work out, I dunno. It's a risk to play with existing tiers is all. Since Obs is being all schizophrenic about the rewards, I'm waiting until the last day to see where everything is. p.s.: KS isn't a preorder storefront, but in actual practice, that's what people are expecting, for better or worse...
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Possibility of getting the art book seperately from the $250 tier?
This would be extremely ill-advised. By lowering major rewards down tiers (they already lowered the $500 hardcover to $250), Obsidian is encouraging those high backers to drop their pledges for a cheaper alternative. It's risky and can also create a sense of disappointment that Obsidian is changing, even reneging the relative value of higher to tiers after people already backed for specific rewards. Double-edged sword. Any further changes to the tiers should be pure additions of new things. p.s. There is exclusivity everywhere in life. This is a privilege, not a right.
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What was your singular favorite spell among the IE games?
Oh, I know. I'm curious what kind of spells are popular--area effect, damage, defense, arcane or divine, utility spells, etc. So far arcane has the lead and most are damage spells, which isn't surprising. I think I listed the only druid spell too. I hope PE has some interesting utility spells, and divine spells don't seem popular outside ho-hum necessity. (I did really love Fall-from-Grace's high level Call Lightning, though.)
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I actually don't want to see the 2.6m goal's content
OMFG. I thought this was going to be one of those facepalming "There shouldn't be international language translation because I'm not gonna use it," but this is actually worse. OP: "I don't want PE to get to $2.6m stretch because that means Obsidian will remove all the original party companions they had planned." WTF? HOW.... WH....... I MEAN........ HOW DOES A REMOTELY SANE PERSON EVEN COME UP WITH THAT? :blink:
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What was your singular favorite spell among the IE games?
You know what's sad, I could SEE the spell icon symbol thingie in my head before remembering the name (which is just Lower Resistance, unless you mean lower saving throws--Greater Malison).
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What was your singular favorite spell among the IE games?
Just curious. It could be something rather mundane, or something less popular. If you were limited to only ONE spell out of all those available in an Infinity Engine game during your gameplay, what would it be? (Comment: Some spells and combos were definitely unbalanced and lent themselves to cheese, even sometimes exploits; that's not necessarily what I'm looking for, though I suppose knowing about exploits could be useful for the devs, maybe.) Infinity Engine games: Baldur's Gate (1998) Baldur's Gate: Tales of the Sword Coast (1999) Planescape: Torment (1999) Icewind Dale (2000) Icewind Dale: Heart of Winter (2001) Icewind Dale: Heart of Winter: Trials of the Luremaster (2001) Baldur's Gate II: Shadows of Amn (2000) Baldur's Gate II: Throne of Bhaal (2001) Icewind Dale II (2002) Mine would be from BG2: Summon Insects (druid), since it's level 3 and can lock down multiple casters and invisible targets in a single cast.
- Games Budgets
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Games Budgets
Game budgets are typically hush-hush, usually protected by nondisclosure agreements. There is some discussion, though: http://www.rpgwatch....80&postcount=33 http://www.rpgwatch....t?newsbit=19389 http://www.1up.com/n...dgets-secretive http://www.cinemable...gets-39474.html http://www.develop-o...-as-high-as-28m http://digitalbattle...e-budgets-ever/ http://www.computera...ant-innovation/
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descriptive text VS spoken text
Kinda spoilery if you want to play either (especially BG), but good examples if you aren't going to. Planescape: Torment example (note the descriptive narrative text interspersed with dialogic content) Baldur's Gate 2: Shadows of Amn example (note the pure dialogic content)