Everything posted by Elerond
- Blackguards - Play a criminal in this turnbased RPG, now on Early Access
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RAnDoM VidEO GAmE NeWS
Unity is universal game engine and it can supports realtime (with and without pause), turnbased, phase based and etc types of controlling game flow and player inputs. For example Obsidian uses it in PE and which uses RTwP based system. But if they go with TB based sytem they can use their AI algorithms from W2, which would ease their work with Torment's combat system.
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RAnDoM VidEO GAmE NeWS
I must confess that I am one of those tb supporters, because their description about their goals with combat sounds to me that their idea would work better with tb system than rtwp system.
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RAnDoM VidEO GAmE NeWS
EDIT: VG247 gave misleading information.
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RAnDoM VidEO GAmE NeWS
It's really not. Lara Croft looks way better in the most recent game than she did with her big pixelated triangles in the earlier versions. She's still wearing a tank top and short shorts, so I fail to see how it was some religious or feminist movement to cover her up. Both of the cartoony people look ridiculous. I'm sure there is a market for that type of art, but it shouldn't be surprising that it isn't mainstream. Considering that latest installment of Tomb Raider was fastest selling game in the whole franchise, so I would say that Square Enix and Crystal Dynamics did their market research quite well (although rumors say that SQ wanted even better sales for the game )
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RAnDoM VidEO GAmE NeWS
Is it acceptable to think all four look like ****? Isn't that picture misleading as all those pictures are acceptable in gaming journalism, as there has been written article after article if those are wanted or unwanted content in the games. And there isn't any opinion that is absolute dominant with gaming journalist or gaming media about subject. And nobody has lost their job because of any article that deal with any of them and even devs that made games with them have their jobs still and there is no demand of their resignation. So to me that picture looks like something from fox news, story with invented facts so that they can report "news" that support their world view.
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What would PE look like if Obsidian catered to the worst of us?
Ok this actually boggles me. Monks are made to deal damage by taking damage, but there is no way to heal them after battles? So they have a 1 time use after each safe zone rest? Most of combat damage goes against characters stamina, which regenerates after each battle and which lose also gives monks wound resources (in my understanding). And monks can deal damage without taking any damage, but their souls powers are fueled by suffering of their body. Monks soul powers make them even deadlier in fight that what they are normally. So player has options with monk, one is to play save and try avoid taking damage, but with cost of some combat efficiency or second option is to risk monks life but make it more efficient in fight which will probably save resources of your other characters. This don't differentiate from wizard for example much as you have ability to rise havoc with your by rest spells but if you use all of them in one fight it will damper your wizards efficiency in rest fight before you rest. So you need to find right tactics and strategies to minimize use of your resources or otherwise you risk run out of them before next rest point which means that you probably need to back track to previous one to get more.
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Why Did Isometric 3D Rpgs Fall Out Of Vogue?
Witcher 2 and Dragon Age 2 both had very annoying camera that often hide things that you wanted to see and you needed to stupid gimmicks with camera angle that you get to see enemies that you wanted to see. And in dragon age 2 placing AoE effects was quite awful especially on long range and it was easy to make mistakes because of the camera angle.
- The Funny Things Thread.
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The Kickstarter Thread
http://www.kickstarter.com/projects/1470493497/next-car-game-a-motorsport-with-attitude Bugbear tries to kickstart their next demolition derby game. I must say that their demo video looks quite good
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Game officially delayed to March 4, 2014
It is Ubisoft who decides when this game will be released.
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:( Sad that obsidian is making this game isometric...
Most important reason why Project Eternity uses isometric perspective and prerendered backgrounds is because Obsidian wanted to make game that uses isometric perspective and prerendered backgrounds. And they also had inkling that their idea would be hard to sell for publisher which was reason why they crowd funded it, which should also tell you that they don't aim this game to compete with mass market games, but instead they try and already have succeeded to sell this game for much niche market segment.
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Keyrock's Hopefully Attractive Rodent Thread
- The Funny Things Thread.
- UI for Controllers
- The funny things thread
Doesn't seem to work. All I can see is a small girl waving some books over her head. There should be a START button over her head. Have you tried reloading the page? Pressed that. Expands, then just sits there. Tried again now, same thing. You can scroll down with down button- Project Eternity boxed version?
In my understanding there is currently no plans for boxed version outside of kickstater rewards, due to Obsidian's slack of resources to do such release as they don't have publisher who would take care of that for them. But it isn't probably absolutely excluded option either.- What Each Country Leads the World In
Have you eaten hot dogs or fall off bed or chair? If you have, it may have cost you your Nobel USA falling off beds and chairs, getting killed by lawnmowers, nobel laureates and eating hot dogs http://thedoghousediaries.com/maplesyrup- Atypical Crafting
Fair enough about the typical human. That simply makes the point about adventurers taking less time by virtue of being exceptional more relevant. How many of those skills would you reasonably expect to find as separate skills in a crpg? Design? Measuring? Balancing? Forging? Those can all be lumped under a general classification of metal working. You're correct that a master smith would have to have knowledge of all those, but they are also part and parcel of the fabrication process. Knowing how much steel you need to make a long sword, how to shape it, fold it, etc. can all be lumped under metal working. Hardening, tempering, sharpening are all metallurgical considerations. So I'll give you two skills total and possibly a third for leather working. The 10K model allowed for two skills to be mastered at 4 hours a day for a normal human. Make that human truly exceptional or use an exotic race with special learning talents and we could easily imagine a 5K requirement which lets our exceptional person learn 4 skills instead of 2. Now you've got metal working, metallurgy, leatherworking and room left for one more. Consider what it takes to master a second language. There are actually four separate macro-skills associated with learning a language: reading, writing, speaking and listening (comprehension). And those 4 skills require additional micro skills such as vocabulary, grammar, tenses, pronunciation and spelling. That's a total of 9 individual skills (and I probably missed some) yet we lump them all into one base skill and call it language knowledge. Unless you want to apply the same sort of detailed breakdown for all skills that you do for smithing, you need to be able to combine sub-skills and abstract them. Otherwise you are going to end up with a massively complex and unwieldly skill system. It is true that in rpgs you need abstract things behind skills that are quite all-round in their particular aspect, because otherwise most of the game play would consist going rough skill list that mostly don't effect character or game session (I look you Rolemaster). If I would choose crafting skills in fantasy rpg they probably would be design (to determine your ability to create new or improve old things), metal craft, leather craft, wood craft, alchemy/chemistry and depending on what kind product you try to make, skill needs for master class level item would vary, like for example master level sword could need max/near max metal craft skill, but only minor knowledge of other skills. And determine how long to it takes to pc to learn his/her skills to master level is of course complicate question, which I would leave for GM to determine, but of course in computer games you can't do that, where you need to beforehand decide all factors that can occur during the game. So I would drop idea to try determine how long things take in our world and decide what pcs should be able to do in the game. Personally I would avoid Leonardo syndrome (meaning that player can masters all skill in the game) and zero to hero syndrome (meaning that in the beginning of the game pc knows little or nothing about skill and end of game s/he is best in the world in that skill), especially if your story arc takes under a year to reach it conclusion.- Atypical Crafting
Only if you believe Malcolm Gladwell, or more accurately Ander Ericsson (now at Florida State) on whose work the 10K rule in Gladwell's Outliers was based. For starters, Ericsson's work stated that 10K was an average time required which meant that exceptionally gifted people could achieve master status in far less time. Ericsson himself has said that "there is nothing magical about the 10K figure". So 10K hours isn't a rigid measure. It could just as easily take half that time for a truly exceptional individual. 10K hours works out to 3.4 years of extended practice or study at 8 hours a day, 7 days a week. Cut the practice time per day to 4 hours that's slightly less than 7 years total and you can still achieve master status before you've exited your teens if you start at ages 10 to 12, which by the way is not that different from the time required to achieve master status for apprentices in the middle ages. That's achievable prior to the start of an adventuring career. You can't claim multiple skills are necessary without delineating what those skills are. I claim Smithing is a single skill, but if you want to argue that becoming a master smith involves mastering both metal working and metallurgy, you could still achieve that in 7 years by spending 4 hours a day working a forge and 4 hours a day studying metallurgical tomes. Again that's doable before you start adventuring. Remember that the 10K rule isn't rigid. It's not a huge stretch to argue that my adventurers, being the exceptional people that they are, could have achieved master status in half that time. My rogue was one of Fagin's kids when he started out: learned his pickpocket, open locks etc skills starting at a very early age. We don't have any trouble accepting that premise do we? Or a young mage with a proclivity for magic? Again that doesn't cause us a moments pause. We are talking about abstracted skill progressions in a fantasy rpg and you're trying to impose a rigid standard which actually isn't that rigid in the first place. How pray tell would you justify becoming a master of persuasion then? Do you practice your glibness in front of a mirror 4 hours a day? Talk to your dog? Or how about bartering. Did you spend 4 hours a day running thru the bazaars chating up merchants in order to practice negotiating lower prices? Of course not. If you are willing to set aside a certain amount of realism (for lack of a better word) in those instances, why can't we do it for everything? I put there typical human, as there is exceptions and in fantasy game there is races and species that we don't have in earth and one can't say any thing about them. Skill that I though that master smith needs are forging, etching, drilling, metal lore (knowing how different metal react, melt, bend, oxidize, harden, etc.), hardening, leather works (cutting, stitching, etc.), designing, measuring and balancing products for use (because hammer, sword, etc. is quite useless if it is balanced wrongly). And there is probably much more skills that master smith needs to learn. Many of this skills have common elements, which is why I estimated that it would probably take 20k-40k hours to master them all, but that is only uneducated guess.- Atypical Crafting
Typical human needs to practice skill about 10k hours to master it. And as become a master smith person needs master several skills, so it would probably take 20k-40k hours work to become a master smith. So 5-10 years work if you do about 12 hours days around year and keep some holidays once in a while.- UK Muslims targeted for speaking out about terror
There is two major ways how multicultural environments are build. first is segregated way, where different cultures live in same area, but they try keep themselves segregated from other cultures and live as other cultures don't exist, which usually causes conformations between different culture groups and usually this also cause different groups to create their own set of rules how people should live. second is blending way, where people from different culture backgrounds live together and they start to take things from others cultures as part of their culture, this way usually cause much less conformations and people usually live with one set of rules. This is usually the way that pro multicultural people want as it helps society to advance, where segregation usually causes rise of protectionism, where different cultures try protect their ways from influences from other cultures. Usually multiculturalism show in both ways in every country, and areas that live by first way are usually those areas that cause most of typical problems that are associated with multiculturalism (own set of rules, no mutual language, protectionism, etc.). Many people that say that multiculturalism is bad still enjoy many benefits of multiculturalism like different foods, new stories, increased knowledge, etc., because they associate most of those things to be part of their own culture because of cultural blending.- Incantations sounds in Project Eternity aka Latin galore?
I have such apprehension that they have already several constructed languages already made at least in some sense.- What would PE look like if Obsidian catered to the worst of us?
You are getting cheeky with me, you and I both know that there is a difference betwen gaming a flaw in the system (that can be patched out) and wrong game design at the core of the game. So it is good practice to encourage the player to take the easiest route and reward him the same as for the hard route. Then what is the point of the hard route? From the 6 characters you have one will most likely have the skill set for the easiest solution in any quest. As for you killing Firkraag on your first try, well you either went to him with end game character levels or you got lucky, 99% of the people didn't get lucky. 99% people didn't even find him . With spells and abilities that have chance to instakill you need to be bit lucky, but as game has resistance drop spells that which add you killing change to near 100% they don't actually need that much luck. Flawed game system is bad game design, giving option for player in RPG is not, especially if those options effect how story and world reacts towards pc.- What would PE look like if Obsidian catered to the worst of us?
Combat solution is tactical challenge for player Persuading dwarf to explode the dragons cavern is puzzle solving challenge There could be third option that is sneaky option where player plants poison in dragons food, which would also be puzzle solving challenge And there could be also forth option where you persuade dragon to leave from the lands, and this could be hybrid of puzzle solving and tactical challenges as it would need player collect information which s/he can use to convince the dragon that leaving would be better to him or that leaving is his (dragon's) idea. And to do that player needs to present information what s/he has in right light and right order and so on. So there is challenge in every option which justifies xp gain. And every option will have their own variety in how it effects in story and world and do player get loot or some other rewards like dragon will help him/her later on game etc.. So it isn't like you can fight with dragon or skip fight and get same outcome (reward, story and world wise), but instead there is multiple ways to play game which each has their own challenges and rewards that make your play through different from others, which is just the thing what RPGs should have in them. - The Funny Things Thread.