Everything posted by Infinitron
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Solving The Rest Problem: Limited resting, or respawning enemies?
Exactly. I've explained what the problem with that is the in the original post.
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Solving The Rest Problem: Limited resting, or respawning enemies?
Well, there's dungeons and then there are fights that take place in towns and other civilized areas. In the latter case, a rest area is never far away, so I would propose that fights in towns always be highly difficult "set piece" battles that require your party's full resources to win. Yeah, I figured Horm would have created a thread for that, but now I'm bringing up the respawning solution as well.
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Solving The Rest Problem: Limited resting, or respawning enemies?
The Infinity Engine games had a big problem - the player's ability to rest at will, with almost no limitations or consequences, trivialized the game's strategic layer. We know Project Eternity will be addressing this somewhat, by restricting resting to designated rest areas. However, even that may be too forgiving. Back in April, I asked Josh Sawyer this: http://www.formspring.me/JESawyer/q/449363929492124469 We've talked about it, but for now we're going to see how the rest areas work on their own. Some people on the team believe that if we limit the use of the rest locations it will be excessively punitive. Knights of the Chalice generally allows players to re-use rest sites, but there's at least one area I remember that doesn't and I saw a lot of negative response to it. Personally, I do worry about the potential for player dissatisfaction either if resting removes all challenge or if restricted resting makes things too frustrating. In any case, it's something we're going to be looking at and thinking about more as we continue development. So, it looks like things are still up in the air. Assuming the game does end up supporting unlimited resting in rest areas, an alternative solution would be to respawn monsters in the dungeon every time the player rests. That would mean the player would have to think twice before clicking that Rest button, because clearing the dungeon again could turn out to be a big headache - not to mention he might need to rest again after doing it! Remember, we want resting to have consequences, but the solution has to be relatively cheap to implement, because in the end, this game is a story-driven RPG, not "Dungeon Simulator 2014". So that means complex scripted things like "the goblins fortify the dungeon and beef up their patrols while you rest" aren't a viable all-purpose solution. Thoughts?
- Update #54: Art Update - Work IS in Progress!
- Update #54: Art Update - Work IS in Progress!
- Update #51: Prototype 2 Update
- Update #51: Prototype 2 Update
- Update #51: Prototype 2 Update
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Please say that you dont try to model a *whole* city.
Who cares if it's totally realistic or not? Cities are fun to explore. They only need to feel real enough.
- Update #50: So... Project Eternity!
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Might & Magic X Teased by Ubisoft, To Be Revealed at PAX East
http://might-and-magic.ubi.com/universe/en-US/x.aspx I wonder who the developer is.
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Torment: Tides of Numenera?
Good god, you silly people. Just be quiet and WATCH:
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Torment: Tides of Numenera?
PE was also 25. 20 was the early bird pledge.
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Torment: Tides of Numenera?
Yea no ****, but calling it the digital version of a cloth map? Also I find it cute the boxed copy doesn't get beta; way to milk people. WTF, dude. Did inXile murder your parents or something? Chillax.
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Torment: Tides of Numenera?
Sorry guys, but they've pretty much definitively ruled out Chris' involvement in the game's development. He did make an endorsement video, though, which we'll probably see when the Kickstarter begins.
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Torment: Tides of Numenera?
Well that's relieving. Still I feel like Obsidian should do it, cause of the WL2 forums, where everything is going in the path of a combat oriented hardcore game, as opposed to here where design and story is in front. And Ps:T was all about design and story. You might want to check out Kevin Saunders' and Colin McComb's Formspring accounts: http://www.formspring.me/ksaun http://www.formspring.me/CMcComb From what I understand, the plan is to have fewer, but better, combat encounters than the original PS:T.
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Torment: Tides of Numenera?
He may not have Avellone, but he does in fact have "the rest". Brian has hired Colin McComb and Monte Cook, who both worked on the original Planescape setting for Wizards of the Coast. Colin also worked on PS:T itself - he was Avellone's #2 man. He also has Kevin Saunders, producer of Mask of the Betrayer, and Adam Heine, who was a scripter for PS:T.
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Hey, Obsidian! When are you going to ask us about our addons?
It's been over 4 months since the end of the Kickstarter.
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Torment: Tides of Numenera?
Well, PS:T may not have been marketed that way, but was it designed that way? You'd have to ask Mr. Avellone.
- A Spell-free Project Eternity?
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Crazy Idea! REAL TIME/SLOW-MO
P:E was not billed as a RTS on kickstarter. I feel quite secure in saying 99% (margin of error: 1%,) of the people donating were not donating to see a RTS game result. The combat in real-time-with-pause RPGs is basically meant to be played like a very sophisticated real time strategy game. Need I remind you that the Infinity Engine started out as a prototype for an RTS?
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Crazy Idea! REAL TIME/SLOW-MO
This isn't such a crazy idea. Slow motion has actually been a staple of certain real-time strategy titles for a very long time.
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Josh Sawyer on Miss and Hit
But he also has no right to complain about it. If he doesn't like it, he could not use it. Yes, it's not his fault the feature is available, but the availability of a feature doesn't make its use mandatory. There's no need to assign blame for that. Personally, I like having that option available. Sylvius, this may come as a shock to you, but you need to realize: Game designers are in no way obligated to give players the ropes with which they can hang themselves.
- Josh Sawyer on Miss and Hit
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Boxed edition (I feel like an idiot now)
I'm fairly certain that the game will be relased in retail as well. What's the basis for your certainty? I'm fairly certain it won't be. It's not worth the effort to deal with retailers for a niche game such as this, unless it turns out to be a breakout hit with multi-millions of copies sold.