Everything posted by duskwind
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Torment: Tides of Numenera
Presumably not meant to go live till tomorrow's update.
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Torment: Tides of Numenera
The Bloom is attached to Sagus Cliffs, which is a nice sunny city; it won't all be gloomy!
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Susan Wilson's Kickstarter discussion (split topic)
There's nothing about that on the front page of the kickstarter; presumably you have to become a backer to find out what your money is going towards, which seems extremely dodgy.
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Divinity: Original Sin Kickstarter
Indeed. Or extended the duration by a week or so, to put it on a different month for credit card bills.
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The Kickstarter Thread
Yeah, that one looks interesting. Started out as a graphic novel, which I think is a promising sign for having a decent story to it, and the art is great.
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Susan Wilson's Kickstarter discussion (split topic)
Um, six figures isn't middle class. You earn more than 95% of people in the US, and at least four times the median.
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Susan Wilson's Kickstarter discussion (split topic)
She's a millionaire entrepreneur. And while the original goal could still potentially have been innocent enough, there's absolutely no justification for it getting to more than two thousand percent funded! She should be shutting it down, not adding higher reward tiers.
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Torment: Tides of Numenera?
They do have a professional editor to keep all the writers in line. And the original Torment had eight writers...
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Neverwinter Nights 2 or Dungeon Siege 3?
Though ideally you should play the OC first, since MotB does carry on with the same character and has some minor links to the original. The Zehir dialogue system is largely irrelevant since it has so little dialogue.
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Torment: Tides of Numenera?
Dollars per day tends to be erratic during the middle stretch; PE ranged from $22k to $93k, WL2 from $14k to $112k. I think it's a bit early to predict a trend. And the end spike comes from existing backers increasing pledges, not just new backers.
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Neverwinter Nights 2 or Dungeon Siege 3?
I'd recommend NWN2. Though be warned that the final act of Mask of the Betrayer doesn't quite live up to expectations, I believe due to the game being rushed out too soon. And I wouldn't bother with Storm of Zehir at all.
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Torment: Tides of Numenera?
Cool Any chance you could you add a day 0 to the graph? So it starts at the beginning of the first day, rather than the end.
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Torment: Tides of Numenera?
You've got Baldur's Gate; why do you need Project Eternity? T:ToN is telling a different story different characters in a different setting with different game mechanics, just in a similar style to P:T.
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Torment: Tides of Numenera?
Except the studio is in control; if for example they decide they need a few extra months to get the game right, they can take it. Some backers might get pissed off at the delay, but there's nothing they can do about it. And the studio owns the game, and keeps all profit from post-kickstarter sales.
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Torment: Tides of Numenera?
The problem is the early bird limits are much too low relative to the total number of backers. There were tiers sold out in six hours, before I even knew it was happening.
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How many foes would you like to face?
At high level there should definitely be large hordes of easy-to-kill enemies, as well as tougher individual opponents. The same sorts enemies that proved a great threat even as individuals at low level should still be around as you get more powerful, attacking in ever greater numbers to provide challenge rather than levelling up themselves. It's immersion-breaking to only ever encounter enemies of comparable power to yourself.
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Alternatives to Vancian or Cooldowns? Other suggestions?
I'm aware that's how most games do it, and I don't like it. Melee fighters should do relatively low damage but without cost, while ranged attacks should be limited but powerful; an arrow should be pretty much undodgeable for all but the most dextrous high level characters, and potentially do a lot of damage. And ranged combatants have the advantage of being able to damage the enemy while remaining safely out of reach of melee weapons themselves (depending on the layout of the battleground). Ranged combatants that can run out of ammo should be capable of switching to melee, though less effectively than dedicated melee fighters; I think this makes more sense for archers than mages, so I'd recommend against a system that lets mages run out of power entirely (eg the Vancian system).
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Alternatives to Vancian or Cooldowns? Other suggestions?
I don't see that as a problem; magic should be a great deal more powerful than hitting people with bits of metal, so it needs to be limited in other ways. Personally I like the warmup idea, with more powerful spells taking longer to cast.
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Regarding powers and sense of urgency.
duskwind replied to Lord of Lost Socks's topic in Pillars of Eternity: General Discussion (NO SPOILERS)Time limits that force you to miss out on content would be a bad idea, but I like the idea of time limits if they're short term ones, leaving you free to wander around and explore as much as you like after they're dealt with, before moving on to the next encounter that involves urgency.
- Earning your place as party leader
- [MODES] - How about a 5% experience bonus per difficulty mode?
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[Merged] Combat Friendly Fire
I wasn't including characters who can potentially join in a fight as non-combatant bystanders. Or perhaps special NPCs who are particularly unflappable by design (though they need to be very special if they're not bothered by a fireball going off in their face). But generally everyone in the immediate vicinity of a fight should either join in or try to get out of the way, rather than stand there continuing to chat to their neighbour while swords are whirling all around them. Potentially the flee-from-combat distance could be determined by the relative levels of the bystanders and the combatants; humble villagers will run as far as they can and not look back if a dragon lands in their midst, while a band of mercenaries could gather round quite close to watch a couple of drunks engage in fisticuffs outside the tavern. The use of ranged or area effect attacks would add substantially to the flee distance, while special situations like a formal duel could reduce it even if the combatants are high level.
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[Merged] Combat Friendly Fire
Yes, running away should be an automatic non-combatant response to combat happening too close, with return to usual position/walkpath afterwards. Having random commoners strolling through the middle of a pitched battle is a bit distracting. It could be overridden (by the devs) in specific cases where there's a reason for bystanders to stay put, and if they wanted to get really clever, they could have bystanders attracted towards combat (but not too close) where appropriate, ie a circle around the combat zone, where any bystanders within the circle run outside it, and any outside the circle are likely to approach the edge as spectators.
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XP only for Questing: Some Observations
Exactly. Why go off looking for random creatures that aren't causing anyone any trouble and slaughter them? It is indeed pointless, so why encourage it by awarding XP? If it's not fun in and off itself, then don't do it. Levelling is never going to be remotely realistic anyway, so why not base it on achieving goals?
- Companion loyalty system?