Everything posted by Elerond
- Warhammer fantasy setting chat
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What should a female breastplate really look like
Its an argument for argument's sake, as most of the people (my estimate) think that choosen approach is excelent one.
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What should a female breastplate really look like
Intresting point to bring up when we are talking about game that those owners of those multi-million dollar properties don't see worth their time or money. (And maybe should I point out that some of their best selling procts like Battlefield and Call of Duty aim towards realism in their art style). Of course world best selling (or at least most downloaded) game products Angry Birds which have quite fantastic graphics style (Angry Birds titles have now over 1.7 billion downloads), so maybe all games should look like them.
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Exploration and Random Encounters
I have always liked open map exploration, like in fallout, darklands and arcanum. In my opinion SoZ map is modernized version of those, why I usually put it in same category. But BG style map is also okey if it works better from game design perspective.
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DPI Scaling for PE, much more important than resolution
I am not sure if this is the right terminology, but that is how I meant it. In scaling you take already rendered item and stretch or shrink it to fit on the screen, but if you want item to actually have same PPI than monitor you need to render it to monitor's resolution.
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DPI Scaling for PE, much more important than resolution
If pixel density is enough for current monitors, it is also enough for future monitors if you don't plan start use much bigger monitor from same distance. Although it could be handy trick if you could adjust text for higher PPI as it would make text more readable. So for example in 4k monitors you only scale backgrounds for bigger resolution, but text is renderer for target resolution.
- The funny things thread
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Update #51: Prototype 2 Update
I like sound of this system, because it sound flexible and understanding it will benefit player in the game. So it gives you ability to roleplay better and it gives min-maxers some challege and one even must think what his or her characters wear. So it seem quite good system. And worries of newcommers is not high on my list for this game as in my opinion this is not game for newcomers, but long time gaming veterans and other gamers who like more challenging games.
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Divinity: Original Sin Kickstarter
I don't know, but unanswered surveys should always shown top of kickstarter pages until you answer them, even if you turn all notifications off.
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Divinity: Original Sin Kickstarter
One can turn updates of for single project from settings->notifications and clicking manage X project notifications , where X is number of project you have backed https://www.kickstarter.com/settings/notifications
- Update #51: Prototype 2 Update
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Update #51: Prototype 2 Update
Excelent update. Ogre in concept has right barbaric look and size is giantly enough (twice as tall as human) Skuldr's description is intresting and I like it very much, but model is maybe too pink . I like aesthetics of map and market town center style building layout. Dynamic cloths sound nice as in my opinion adventurer always wear long capes. Prototype 2 overall sound very nice. I wonder if we could see more details about class progression.
- I want a dog.
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Linear vs non linear story
Staying after your shift is over to do a better job is not an unheard of thing in this world (and yes I've personally done just that). Maybe you don't get paid directly, but when it comes time for raises/bonuses/promotions higher ups will generally take your extra effort into consideration. I don't think that there is many people who are ready to do full extra shifts (testing is quite time consuming work) make sure that 71 people who are hired to do QA work have done their job as good as they should have, even if it would guarantee rise in future if game is reviewed good enough.
- The funny things thread
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The funny things thread
- Linear vs non linear story
There's only so much blame you can lay at the feet of QA though. After all these aren't random obscure bugs we're talking about, but blatant issues the devs would have seen by simply playing through their own game. In their own time? As publishers don't pay them to play their own game as they have QA department for that purpose. But after F:NV Obsidian decided that they will use their own money to ensure that games quality is enough so that what happened with F:NV don't happen again (or at least I think that was reason for their own QA department). If you have ever done complex computer programs (like games), you know that most of the time whole product is not functional, but only parts of it, why you need to do integration and systems tests, to see if all parts work with other like you have intented, but that take time and money to do so smaller development studios usually give that part for publishers to do as they have more resources and its their product at the end of the day, but that don't work always so well as we have seen. If they bothered to do it on their own time then maybe they would have hit that 85 on metacritic (and then they would have been paid). Also, while it may be the publisher's product, the massive amount of bugs reflects more on the developer (after all who was blamed for the whole A:CM debacle; Gearbox or Sega). Do you usually do work for free for companies that you work? I may reflect badly (mostly because people have wrong image how things work in development) on developer, but most of time small developers just don't have money to pay anyone to test their product. Especially when you need to do that testing in multiple platforms and you must test product that have tens of hours of gameplay content to be tested. And there is usually also problem that employees of developer can't bring game in their homes to be played, for contract/technical/other reasons, so usually all playing during development much be done during office hour (same time when those employees should make that game). And having two QA teams for game seems very redundant on the paper. And it is debatable if loss of gameplay content would have cause F:NV lose more MC points than fixed bugs would have rised it. And I blame always QA department and the one(s) whose decision it was to put buggy game on the market. Although what I have read about A:CM it had many things wrong in it development like workers that work on Borderlands, but collect their payment from Sega's A:CM budget and large parts of game was outsourced outside of the Gearbox, and that development team didn't except that game would ship present year's february, which was big part of why it was so full of bugs. So sometimes you can share responsibilty with more open handedly. http://www.destructoid.com/developer-gearbox-lied-to-sega-2k-over-colonial-marines-245986.phtml http://www.destructoid.com/so-who-the-hell-did-make-aliens-colonial-marines--244939.phtml- Linear vs non linear story
There's only so much blame you can lay at the feet of QA though. After all these aren't random obscure bugs we're talking about, but blatant issues the devs would have seen by simply playing through their own game. In their own time? As publishers don't pay them to play their own game as they have QA department for that purpose. But after F:NV Obsidian decided that they will use their own money to ensure that games quality is enough so that what happened with F:NV don't happen again (or at least I think that was reason for their own QA department). If you have ever done complex computer programs (like games), you know that most of the time whole product is not functional, but only parts of it, why you need to do integration and systems tests, to see if all parts work with other like you have intented, but that take time and money to do so smaller development studios usually give that part for publishers to do as they have more resources and its their product at the end of the day, but that don't work always so well as we have seen.- Linear vs non linear story
DS3 is the only one, but in that case I'd rather have bugs than the ****show of a PC port that game was. Also that game was a great deal more linear than AP and NV which were some of the most bug filled games I'd ever played. DS3 is only Obsidian game where Obsidian itself did do QA (Quality assurance), in other their games publishers were entirely resposibility of QA and decision when game is good enough to be published. It is hard to fix bugs when your bug testers say that this works well enough now and so stop development now, as we will publish this version of the game.- What should a female breastplate really look like
- Linear vs non linear story
Obsidian's games reliability has rised significantly during years, especially when they started their own QA team, as DS3 don't have any major bugs (at least I don't know any). So I am quite confident that PE's quality in that department will be at least adequate. Non-linear story is in my opinion better for not specified main character RPGs than linear story as it gives player freedon to roleplay more his/her character.- Jagged Alliance Flashback on kickstarter
I put small ammount so that I can easilly follow if this project will even partially fulfil my hopes for this project and if it does not, I can always cancel my pledge and if it does fulfil my hopes and dreams and more, then...- What's going on in Boston?
I think that they targeted passenger train.- The D&D character test!
You Are A: Lawful Good Human Wizard (5th Level) Ability Scores: Strength- 14 Dexterity- 16 Constitution- 16 Intelligence- 16 Wisdom- 12 Charisma- 14 Decent wizard, but aligment is maybe bit off.- Update #50: So... Project Eternity!
I think it would be more constructive to tell what one liked (or did not like) in BG2 and other IE games instead of bashing lead designer of this project, because he don't like same games as you, as that will most least likely give you such game which you want to play. Or at least one could give critic or praise choices that they have already made for PE. IMHO. - Linear vs non linear story