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Everything posted by Elerond
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UK Muslims targeted for speaking out about terror
Elerond replied to Walsingham's topic in Way Off-Topic
Was there a Muslim diaspora from Texas in the past? Would it be better if it was Apache instead of Muslim? -
It is very nice. There is multiple solutions to every thing. There don't seems to be possible to make ranger squad that can do it all, you always seem to have weak aspects. Combat system is quite deep, although enemy characters animation speed is bit slow for my tastes and npcs can destroy all your plans if they decide that they know better than you what to do. Conversation system needs some time that you get familiar with it's nuances, especially self written options. And skill usage also needs lots of thinking especially when you decide which characters you put on the task. It should mentioned that beta is full of glitches that make some actions harder to do than they should be. But overall game seem to be worth every penny that I gave to it.
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Only request they had was that if we stream or so game public otherwise we tell audience that game isn't yet finish and build that they currently see is under development.
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Kickstart Backer Badge
Elerond replied to Gfted1's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I am trying to find Waldo my K-badge still -
Update #69: Pillars of Eternity
Elerond replied to BAdler's topic in Pillars of Eternity: Announcements & News
https://eternity.obsidian.net/backer/index go there and finalize your pledge- 488 replies
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Backer site
Elerond replied to argan's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I think it is normal, as it show that you order cost zero dollars, because you have already paid it in kickstarter. -
Backer site
Elerond replied to argan's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I think it means that you have prepaid all goods in your order in some other service (like kickstarter) and so Obsidian don't have any payment data from you. -
Update #69: Pillars of Eternity
Elerond replied to BAdler's topic in Pillars of Eternity: Announcements & News
Some reason I am not recognized as KS backer even though backer site knows that I am and it seems that I am not only one with this 'problem'.- 488 replies
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Update #69: Pillars of Eternity
Elerond replied to BAdler's topic in Pillars of Eternity: Announcements & News
As others have stated before when placing my order. What browser you are using? For some reason when I try to check out with Avant Browser using chrome's engine I got that message, but when I switched to use Chrome itself I didn't have any problems and check out went through without any issues.- 488 replies
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Update #69: Pillars of Eternity
Elerond replied to BAdler's topic in Pillars of Eternity: Announcements & News
This update was worth of all the waiting. Teaser especially is very nice. Backer site seems to work, although check out didn't work with my chrome variant browser, but when I switched to chrome it worked.- 488 replies
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Child supports idea is to make sure that parents disagreements don't effect child's welfare and it's cheaper for government and tax payers than paying support from government's funds. And child support is also often seen as punishment for those people who want have sex but don't want carry responsibilities that it can bring and also way to lower change that parent will abandon his or her child because it's too much work/something. In my opinion if there is option to parents get out from child support it should be only in extreme cases that include illegal actions from other party. Which would also mean that child should be taken to official custody. What comes to abortion rights, men should have such only if they are one who are pregnant or otherwise carrying baby, as abortion right is part of bodily autonomy right, which means that you only can dictate what is done to your body (like in most countries nobody can force you to donate blood or organs even if you are dead).
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InExile is plotting to ruin Torment by making it turn-based
Elerond replied to khango's topic in Computer and Console
Just as example of such system. http://youtu.be/A9nZ43iwS-c Original TRPG use sequential turn-based system due limitations of gamers. Meanwhile video games don't have such limitations, computer can just simulate "reality" and perform all calculation without boring tabletop gameplay elements. Copypaste rules of tabletop games into computer games is just stupid. This is kind of system that I would have most liked see in TToN and it was too bad that they decided against even make a draft for this kind of system.- 343 replies
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They will release definitive edition of the game to PS4 and Xbox One.
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InExile is plotting to ruin Torment by making it turn-based
Elerond replied to khango's topic in Computer and Console
As all combat will be avoidable, so even if inXile can't get TB combat right even with their second try, at least it will not destroy whole game. And as they planed timed events in their combat encounters in their RTwP variant, which in my opinion cause high risk that combat encounters will need constant use of save and load functions when your encounter timer runs out, meaning that you many players probably would have bent more time trying get past combat encounters than what they would in TB system even though combat itself runs faster.- 343 replies
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You tell yourself that, buddy. The DAO Camera control was really designed for PC first, you know, that whole bit where when you're in isometric mode you can't free look ... lol. DAO was designed to be PC only game before EA bought Bioware and decided that Bioware should also make console version of it (same time as EA decided that there should be PC version of Mass Effect). Which is reason why there is much bigger difference between PC and console versions than there is in DA2, that was from begin designed to all platforms.
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I think that they mean that rogues and rangers can do great amount of damage in short period of time, but that don't mean that they can constantly do that damage. So rogues backstab and rangers similar abilities give them ability deal lethal amount damage against most enemies in one attack burst, but attacks after that will do much less amount of damage. Fighters, paladins and barbarians don't have similar high damage abilities, but their base damage level is probably higher in most cases. So when rogue uses his/her backstab ability s/he will have highest dps in party for that hit, but that don't mean that s/he can do that level damage constantly, like in D&D. Of course with right tactics you probably can use rogues abilities so that s/he deals only backstap hits to enemies. Like for example you build you fighter to be specialist to tie enemies in close combat so that your rogue has much easier time to backstab them or something similar.
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I rather take a game that I enjoy for the full 15 hours it offers than a game that takes 80 hours to finish of which I only enjoy the first 40 hours before it starts to get boring. Everything can and will turn into **** if it just keeps on going and going, no matter how much you like it. I think that I would take 40 hours enjoyment over 15 hours even if it means that I don't finish the game. But I understand that some people don't like leave their games unfinished, in which case I also would pick 15 hours enjoyment option instead of 40 hours of dullness.
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InExile is plotting to ruin Torment by making it turn-based
Elerond replied to khango's topic in Computer and Console
They already made their choice. It makes no sense to "consult" backers at this point, other than some lame PR. Do they really need outsiders making decisions for them? I thought they're supposed to be experienced game developers. During their kickstarter campaign they said that they will draft couple different combat systems that in their opinion will work fine in the game so that people can give their opinion about them and then most of the backers though that was good plan, which is reason why they now ask backers opinion about it. Although during drafting those said combat systems they have started to favor one over other, because in their opinion it's easier and faster to implement, which of course don't mean that it would be the best system for the game, which it is in my opinion, not because it easier to implement, but how they describe it to work versus how they describe other system to work.- 343 replies
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InExile is plotting to ruin Torment by making it turn-based
Elerond replied to khango's topic in Computer and Console
That kind of tediousness comes from failed encounter design. Encounter is not well planed if it don't give player any challenge but exist only to make game longer. RTwP games aren't immune to this kind of encounter designs which PS:T works as fine example.- 343 replies
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InExile is plotting to ruin Torment by making it turn-based
Elerond replied to khango's topic in Computer and Console
They have at least a designer appointment for both versions, but it is hard to say have they made prototype of RTwP version. Because I think that they will buy Obsidian's code for RTwP if they go that way, because that will save lots of time for them and Obsidian and inXile already do lot of code and asset sharing.- 343 replies
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InExile is plotting to ruin Torment by making it turn-based
Elerond replied to khango's topic in Computer and Console
That is such a cop out, the only difference is that one group has the rights to the franchise and the other one doesn't. Both of the developers are using the names of the original games to get publicity and get public interest, otherwise the kickstarter would have said "from the creators of PS:T comes this and this game" and not "From the creators of PS:T comes the spiritual successor", but because one of the devs have the rights to the franchise and are working in a existing world they don't have the right to develop their vision of the game (change stuff). To be clear I am not defending Thief devs (never even played the game), but to defend Inexile because they are doing a spiritual successor is a lame excuse, especially when they are leaning so much on PS:T. inXile was quite clear in their kickstarter that they aren't doing successor for PS:T and their game will set in different setting (so no characters from PS:T will be in the game and world will be different) and it will use different rule system. And only thing that will be same as in PS:T is themes that game deal with. Thief was long time named Thief 4 and it set in same world than previous games and has same main character and some same side characters. And its developers have said that game will have same themes than previous ones and game play wise they want game have similar feeling than previous ones. So inXile wants to make Torment franchise to be similar to Final Fantasy series, where games are mainly linked together by their thematic feel and Eidos aims to make Thief to be similar with Batman franchise where setting, main character and many side characters are constant but story arc can rest itself or go new ways, etc, but still aim is to make product feel like it's Batman familiar but still there is every time something new to offer.- 343 replies
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InExile is plotting to ruin Torment by making it turn-based
Elerond replied to khango's topic in Computer and Console
2/10, wouldn't read again. The new Thief has more in common with the original games than this Torment does with PS:T. As it should, as it is actual successor in Thief line using characters from previous games, where TToN only claims to be spiritual successor, meaning that its designers try to follow same over ideologies what PS:T but it is also new games without any narrative, mechanical, rule or setting ties to PS:T.- 343 replies
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InExile is plotting to ruin Torment by making it turn-based
Elerond replied to khango's topic in Computer and Console
RTwP and TB are ways to control pacing of the combat and there is countless ways how they can be implemented in the game. Both them are excellent methods for player to control flow of the combat. But there is situations where one is better than other, for example RTwP is usually better solution if game has constant flow of small combat encounters to keep player on hos/her toes and TB is usually better if game combat encounters are mainly designed to give player tactical/strategic/etc. puzzles to be solved. Although you can make both systems work and feel good regardless of how combat encounters are designed and how frequent combat is. Another important thing to be considered is how game is overall paced, because if combat flow differ from overall flow of the game it usually causes combat feel that it over-glued in the game. For example in PS:T overall flow of the game was slow paced self searching adventure, but it combat encounters were mostly designed to be action heavy hack & slash feasts that felt like that they belonged in some other game. So at end there is no universal answer which mechanic is better, but when we speak about TToN, then in my opinion their plans to realize TB combat sounds that it better fit in their game than their plans for RTwP based combat. Due to nature of rules of Numenera P&P which they use as their baseline and how they would handle their crisis concept in said systems. Although both plans sound that they could work, but as I already said their plan for turn based combat sound better to me, which is reason why I voted it.- 343 replies
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