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Everything posted by Karkarov
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Piracy and DRM
Karkarov replied to Hormalakh's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Uh I don't know that I agree with this post in it's entirety or that having DRM for this game is a good idea..... However I do agree with the general point of the thread. Just remember that a lot of the major sites a pirate might use will also turn around and back you quite well if you show you deserve that financial support and you are about gamers not profits. Good post. Well said and absolutely true. -
To be honest, I wouldn't have expected it either. They got pretty hard when that baldursgate.com site and countdown appeared but the news about an Enhanced Edition wasn't THAT big because everyone was rooting for something bigger. Based on that I would've thought that the EE would just appear and disappear again. No dice. It is still superior to the original with mods and will ultimately support all the same mods. BG has been one of GoG's best sellers, beamdog should have known better or allowed more competent distributors to handle the game too.
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I don't get it? You wrote him to be an evil ass who would not tolerate people who didn't keep with his ideals and somehow you were wrong? No the people using a mod to circumvent having characters stay true to themselves are the ones who are wrong here. This isn't Barbie Fantasy fun time, it is Baldur's Gate and a Lawful Good Paladin and a Chaotic Priest of Cyric should not be in the same party. The end. Again, what was it you did wrong exactly? You wrote the dialog based on what you knew. It isn't your fault he got placed differently. PS: We are now 35 minutes past launch and we still can't finish the pre load.
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Sketch idea
Karkarov replied to TreverJohansen's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Nice sketch, pretty good pencil shading work. -
The Mega Dungeon and consequence
Karkarov replied to -Zin-'s topic in Pillars of Eternity: Stories (Spoiler Warning!)
EH.... I played Watchers Keep and it has been years since I ran through Baldur's Gate 2, which makes my reply slightly more relevant because that much time has passed and it isn't "fresh" in my mind. This is important to mention because I don't remember anything in particular about the place other than some basic story beats, it was kinda long, and harder than the rest of the game. So since I don't really remember feeling it sucked or was great I can only conclude that it may not be quite as bad as people are making it out to be. In fact it was probably just gosh darn average. After all if I thought it was that bad, I would have remembered a lot more about it. Trust me . -
Optional
Karkarov replied to JFSOCC's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
By the same token if they feel like friendly fire should be an option in the game isn't that also fine? Of course. It is their game, their call. This isn't their first rodeo and I have said it before and I will again. They are experienced game designers, they know what they are doing, and I trust them to be professionals and make a game that appeals to the fans but also stays true to their over all design. To be honest I have played almost every game Obsidian has made and I can only think of one that I didn't really like. That is a pretty solid endorsement as far as I am concerned. -
Optional
Karkarov replied to JFSOCC's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
For the same reason a giant 'win!' button in the middle of the screen is a bad idea. Thanks for answering for me despite the fact that I suspect maggot doesn't get your logic. I do at least. The mechanics exist for balance and gameplay reasons. If the devs felt like a mechanic needs to be there then it should be there. If the devs feel like friendly fire should not be a part of the game then that's fine, they are making the game it is their call. I will personally find that odd, but I will also know that Obsidian are good designers and likely have built in something else to compensate. Such as aoe's though having no friendly fire may not have beneficial effects like cc, or may do notably less damage than a single target spell, or may only do cc and no damage. Etc etc. -
Crafting minigame (with prototype!)
Karkarov replied to Ainamacar's topic in Pillars of Eternity: Stories (Spoiler Warning!)
I am not sure what to say. You put a lot of effort in and that's cool. I can see where you are going with your idea and for say... alchemy or perhaps enchanting it even kind of makes sense. But it is a bit complicated. I am not a genius, but I consider myself reasonably sharp. When I look at your crafting interface and the first three words in my mind are "What the !@#%?" then maybe the interface needs a bit of a redesign and to look more comprehensible? Worse it almost feels like I would be playing bejeweled or tetris. Which are fine games, but I am not sure they work as a crafting mechanic. A crafting "mini game" should not actually feel like a "mini game" in other words. Or it should it should at least make logical sense in relation to the activity. For example... A rhythm game being tied to blacksmithing. If you time your swings wrong you "fail" the crafting because you did not properly shape the blade or armor plate. It is somewhat quick, it makes sense, and is easy to understand. Yet at the same time can be hard depending on some basic factors, like speed, number of checks, or complexity of the button input. The best thing though is that it logically applies to the task at hand because any smith will tell you that there is a rhythm to how you strike the metal and shape it. While writing this post and thinking about the ui of your idea in general it occurs to me that if you narrowed the focus purely to say enchanting and instead of an arbitrary connect the dots sort of thing made it be about creating a specific design or "rune" it would work a lot better. Each material would logically create a certain pigment or texture and certain runes may need to be comprised of specific elements to be powered. Then more complex enchantments would of course need more runes to be effective which would require connecting the runes in a logical order so that they were able to tie into the whole scheme without breaking. For example a "fire" rune could not be powered by "water" element style materials but could be connected to a water charged rune if they were tied together via an "air" rune. Does that make sense? -
Optional
Karkarov replied to JFSOCC's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Options are great if we are talking about things like turning anti aliasing off or on, playing ironman or normal mode, romancing an npc or not. Options aren't so great if we are talking about things like disable or enable the lock pick mini game, make traps do damage or not, or friendly fire on or off. Just because you want to ham fist your way through an area and throw fireballs with no discretion doesn't mean you shouldn't be penalized for it. The devs need to decide the basic rules and method of the gameplay and stay true to those rules. Players should not have the "option" of bypassing an aspect of the core game mechanics just because they don't like it. -
The Minigame thread.
Karkarov replied to JFSOCC's topic in Pillars of Eternity: Stories (Spoiler Warning!)
No problem, stuff happens. My only point is a mini game "can" enhance the game if it is done right. But it does have to be done right. If you have a 0-100 skill system a guy with a skill of 10 should not be able to even attempt a "hard" lock pick for example. To be honest though mini game or not those types of rules should apply to all skills. If you rank a 15 "bluff" on a 100 scale and you are trying to bluff your way past the 20 year veteran captain of the town guard who works the seediest part of the city.... you should probably not be able to do it. The D20 system is good for pen and paper because you obviously aren't going to throw down a chemistry set and tell your player to act out their alchemy check, but that "might" work in a video game. The biggest most important thing that has to be in there no matter what, hopefully for any skill check too, is the ability to "auto-attempt" the check. The take 10 rules from 3rd Edition were the one thing that I felt no one could argue was not better than 2nd Edition D&D. Nothing in 2nd Ed was dumber than going up to a skill check which literally came down to "anything but a 1" and having to roll. Yes the room for failure added some tense moments sort of, but it was dumb. A master of deception who has 30+ ranks in bluffing should not have a 1 in 20 chance at failing to bluff the local tavern bouncer who has been on the job for 3 months. Edit: Oh couple things I forgot. The mini game needs to be in real time. Just because I am in a lock pick mini game doesn't mean the enemies around me should just politely stop attacking. As far as the auto attempting goes it should also be fairly straight forward. 0-100 scale again for simplicities sake... but if your skill is 50% higher than the "challenge" rating of the skill check your auto attempt should always succeed. Example: Lock pick has a rating of 50, you have 76 lock pick skill (one point above 50+50% [25]=75) then your auto attempt has a 100% chance to succeed. That way you still can't get a guaranteed success on really hard checks but the lower ones you can just bypass the mini game altogether after a certain point. For situations were time may be of the essence just make sure the mini game always take a set length of time to finish when you auto attempt, that way there is still "some" encouragement to beat it yourself though you don't "have to". Thus we simulate the "take 10" rules in a fair and reasonable way. -
The Minigame thread.
Karkarov replied to JFSOCC's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Man that has got to be the most pathetic reply I have ever seen. At what part did I say my character had no lock picking skill in that post? I even end with a paragraph that talks about how you should require certain skill levels to even be able to "attempt" an action to begin with. Of course I could not have picked the lock if I had no lock picking skill, but at that point the presence or lack there of the mini game would be a non issue wouldn't it? If that is really all you have to say then you need to stop posting in this thread because you have nothing constructive to add. Except, again, I wrote in plain black and white you should require certain skill levels before allowing skill checks. You assume because the situation I discuss happened in Oblivion that I am saying "copy how Oblivion did it", which I clearly did not say. Read my final paragraph again. Also I hate to tell you but everything is based on the players skill. The best character set up ever made will get crushed if the person in control uses the wrong abilities, or deploys party members poorly. The best trap detection in the world means nothing in Baldur's Gate if the player never bothers to set their characters to look for said traps. Character design itself is based on the players ability to make the right choices that result in an effective character. It is a video game, player skill WILL enter into it by design. -
The Minigame thread.
Karkarov replied to JFSOCC's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Let me tell you a short story... One day, I was playing this game called Oblivion. I was still fairly early in, not that tough a character but I had some experience under my belt. I had decided to explore this old ruin, Ayelid to be specific, for loot and such. While on the second level I found myself a little outmatched and weakened. I couldn't rest because too many enemies were in the area, whats worse the original route I had taken into the level got blocked off. So I decide to try to scout out a way to get back up to the first floor, heal up, and then come back a little better prepared. The thing is while searching for the exit I got worn down. I was weak, not as well geared as I really needed to be, and it was clear if I got involved with more enemies I would probably be taking a dirt nap. So when I get spotted by two skeleton warriors trying to find my way back out you can understand I was a little concerned with my situation. I could not stand and fight so I had to run, while doing so I of course got the attention of yet another skeleton. Fortunately I spot a stair case leading up, all that is between me and these stairs is a door that happens to be locked. I turn to look behind me and sure enough I see the shadows of the skeletons not far down the hall moving in for the kill. I check the room with a brief scan and don't see the key jumping out at me, and I simply don't have the time to search for it. I have no choice, I have to try to pick the lock. This is where it gets interesting. My first pick attempt I mess up and break my pick, understandably I get a little po'd and throw out some colorful language. I give it a second shot knowing the skeletons are now in the room since I can in fact hear them moving behind me. This time I manage to pick the lock, jump through, and close the door back literally as the first skeleton is getting into melee. I run up the stairs and make my way out of the level living to fight another day. Sure the game had a "save" anywhere system that takes some of the heat out of the moment. That isn't really the point though, this was an actual emergent gameplay situation I went through that was more fun and rewarding BECAUSE the mini game was there. To be specific there are two things that go into any skill check. The first is your characters relative ability at that task, this might be determined by level, skill value, stats such as dexterity, or any number of other esoteric bonuses or errata. The second thing is the skill check itself. On one hand in the pure mechanics style game like Baldur's Gate or more recently Drakensang: The River of Time you "roll" a theoretical D20 and the RNG (AKA: Random Number Generator) decides whether you succeed or fail. It works, and while it isn't purely luck based you can get screwed and fail a check you shouldn't or very rarely succeed when you should not. The other method though is doing the skill check via mini-game. There is still a certain degree of luck, but it is now in the players hands. Beating a near impossible lockpick no longer boils down to trying over and over until I get lucky and roll a 20. The chances of failing a check I shouldn't just about goes out the window so long as I don't play sloppy. The key thing, and the reason the mini-game when done right is better, is right in the story. I quote "This time I manage to pick the lock..." That's right "I" the player picked the lock. I saved myself not by getting lucky on the RNG but by keeping my cool, moving fast, and skillfully navigating a mini-game. Yes I would have felt the same sense of accomplishment if it had just been a skill roll and I succeeded, but it would have been smaller than what I got doing it myself. Also the sense of irritation I would have gotten from failing would still fall on me for screwing up and biting off more than I could chew, but part of me would still have said "$#@%#$^ RNG if the roll had been better..." In the mini-game set up if I had failed the blame would have only gone one way. Also just because there is a mini-game doesn't mean skill is meaningless or you "have" to play the game. Skill should determine if you can even attempt the check in the first place, it should make mistakes more forgiving, and it should allow for greater room for error. For example you don't have to have your pick "dead on" correct just "close". For the sake of sanity there should also always be a "take 10" equivalent in there somewhere for those who are simply so skilled they don't even need to try to beat the check. -
The Minigame thread.
Karkarov replied to JFSOCC's topic in Pillars of Eternity: Stories (Spoiler Warning!)
I don't know playing a mini game to hack a computer in Deus Ex Human Revolution feels a lot more fun than walking up to a treasure chest and rolling a d20 to see if I could open the lock in Baldur's Gate. If the mini game is well made, intelligent, and still ties into character skills I am all for it. Just rolling a die and saying "you passed your skill check" isn't very exciting. I will never say no to a "chance" to make a game more enjoyable. It is a game after all. -
Good god, can no one make a decent poll? How about "Is leveled appropriately to reflect their character history and where they fit in the world."? Some characters should join up at low level regardless of when I meet them, some characters should be high level regardless of when I meet them. Likewise a character like the aforementioned Yoshimo should come in already leveled up. If the character claims to be a master swordsman, then they should be a master swordsman. Not a blank level 1 dude I can turn into a staff fighter if I want to. Do what makes sense for the character, not what makes the most sense for the game mechanics or the twink. The twinkies already have the adventurers hall after all.
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how to make your rpg work
Karkarov replied to anubite's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Personally I am fine with what the OP says in the first post. I am slightly baffled as to why it was needed to mention Dragon Age 2. You don't need examples of good and bad world building to talk about ... world building. That said like many topics I see on the forum I realize Obsidian is comprised of people who have been doing this for a long time with a strong vision of what they want to do with this game. That said, I trust they don't really need the OP's advice, regardless of the fact that World Building is a key foundation block for a good RPG.... or most good games period honestly. If I want to learn about or educate someone on good world building I sort of prefer the classics though and I lend them my copy of the AD&D 2nd Edition World Builders Guide. -
lawful does not mean to abide the laws of the land, if the laws are unlawful in view of the "greater picture" (which in DnD have specific alignments) then the paladin fallows only his code... that's the lawful thing for him. The code of the order, the vows, the virtues of his god Uh no not quite...... it depends 100% on the paladin in question and what cause they are in service to. A Lawful Good 2nd Edition Paladin who is sworn to serve a royal family whose current head happens to be an evil scumbag he will be forced to do evil deeds to a point to keep his oaths. The paladin won't like it, but as long as their lord doesn't try to force them into an alignment death trap (break your codes of morality to stay true to your oath to me, or break your oath to keep your code) they will likely tolerate it. Example. Forcing the Paladin to execute someone who evaded taxes. The person who did it is crippled and cant work, therefore never had a way to make money. The paladin may run into a conundrum here. But if say the poor crippled tried to steal the money to pay his taxes.... suddenly the paladin doesn't "like it" but he can justify killing the guy.
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What about a fist? By fist I think you meant "Poking people with your finger." That said I voted minor dismemberment simply because we don't know enough about the detail or size of character models to really know if the full on regular dismemberment will even be visually worthwhile. If it is and they go with that cool beans, works for me. But the full on exploding bodies thing I will pass on, it was so crazy and over the top in BG I didn't find it to be "gore" I found it to be ridiculously hilarious. I felt like I was watching "Night of the Lepus" or "Killer Clowns from Outer Space" again.
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I am all for anthropomorphic animal people. After all when I decide to make a crazy evil character, which I will do sooner or later, I need someone to hate monger and kill on site for no reason. I can't think of a better racial idea to use for this story than this. Heck, I may even feel good about it on the personal level. In fact, now that I think about it, if furries make it into the game I am going to need to let's play this concept on youtube.
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uses for dead companions..
Karkarov replied to judeobscure's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Man there are so many great ideas in this thread, and all I was going to do was mention that they make great paper weights and door stops. -
Only 52 people voted. Out of 70-something thousand who have backed the game. The numbers are too low to be a reliable predictor. Let's get like 500 people to vote then we'll maybe get a better idea. Maybe barbarian players don't know how to use the forum? It is because it is just, in general, an unpopular archetype. Look at movies and other popular media, how often is the Hero the uncouth savage from the north who wears skulls and bear pelts for clothes while simultaneously seeming to lack in education? Not very often, and this is what most people think when they hear the word "Barbarian". In truth Conan for example was actually pretty darn smart, he didn't become the ruler of Aquilonia because he yelled really loud and was good at killing people. I am sure those talents did help though. The movies have never really done the character justice, but thankfully they also toned down other aspects of those books.
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Uh I will play a Fighter because that is just how I do it on the initial character. Later playthroughs I will probably look at Paladin or maybe Cipher depending on how that class turns out. Pretty confident he would fall as a Fighter. He spent his entire life mastering one weapon and seemed to have dumped all his skill points into Intimidate.