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Everything posted by ogrezilla
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Just how Easy will Easy be?
ogrezilla replied to jtav's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
No, this is first and foremost a game, and story never comes first in a game, not compared to game mechanics, balance, user interface, overall fun and so on. Of course, in RPGs, like in graphic adventures, story is far more relevant than in other genres and can add a lot to the experience, but it still is "additional value", it shouldn't ever be the core purpose of the experience. interacting with the story is a major part of most IE games. as is character creation and progression. those are all part of the game mechanics you speak of. -
Just how Easy will Easy be?
ogrezilla replied to jtav's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Sounds more like you're looking for a book. Or a movie. Have you considered these options? Because you're kind of suggesting a pretty anti-gaming game. except you can't control the conversations in most books or movies. so no, this is quite different. He also said he enjoys creating and advancing the characters. There is a lot to enjoy in a game like this aside from the combat. If they can implement three versions of harder modes, they can implement an easy mode. And it will never once interfere with yours or my enjoyment of the game. -
It wasn't so much used to mod the game, it was to make new content. It had menus where you could just pick units and terrain features and do it all point and click. You could use triggers and scripts and edit stats and all that, but I would love to just have the option to create my own dungeons to fight through. I can do the logic triggers like if this guy goes here then this happens, but anything that requires an ounce of real programming and I'm out. It was very in depth for people who wanted that. For me it was a super simple point and click level creation tool. The Warcraft 3 version was powerful enough to make DoTA (actually much more complex than DoTA which is fairly simple) which has spawned its own genre at this point.
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Class system
ogrezilla replied to gglorious's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
classes are confirmed aren't they? I like classes personally. -
[Merged] Combat Friendly Fire
ogrezilla replied to vril's topic in Pillars of Eternity: Stories (Spoiler Warning!)
So they can't beat brain dead AI if friendly fire is on? How does that work exactly? 2 basic cases: 1) AI of your team is so wonderful, that your companion decides that using minigun in narrow corridor is great idea, even if other team members are between him and the target (Fallout 1&2, actually 2 mostly , with Marcus). No, permanent AI turn off is not really good option for many gamers (me included). Telling every single person, every single battle, what to do, even if it's rat-killing, is simply boring and not really helping to stay in the role of single character. I can take control of a party if threat is serious, but not every god damn fight. 2) Bystanders, or opponents AI is so great, that seeing their action I simply don't know if this is easter egg, or AI is so damn stupid. Another Fallout example: there was a fight in a bar. One of the customers, a woman,got hit, fled, I killed one or two fellows and the fight mode turned off. The very same lady walked in ten seconds later, passed next to me, only to enter fight mode and flee using second exit.... serious question. 1. did the AI in BG or IWD ever cast spells without your input? If so, I must have always had it turned off. 2. is there any other source of friendly fire or splash damage that would cause those problems in a typical fantasy game? -
if its something user friendly enough that I can make quests or dungeons I would increase my pledge. But I doubt that ever happens because that basically would require something like the starcraft editor for me to be able to work it. I guess that's not even really mod tools, that's a map/dungeon editor.
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As someone whose favorite part of an RPG is the tactical combat, I very much agree with you about having less filler battles and mostly stick to the fights that actually matter. I'm not saying they should only have story fights, but that most fights should be against significant opponents even if that just means a group of bandits or wolves is strong enough to pose a threat. There are times where having trash fights to build up a level of attrition is good design, but it shouldn't be all the time. And in those cases you should have limited healing like an inability to rest or else what was designed as attrition turns to simple grinding. It gets old fighting enemies that don't pose a threat over and over. That said, I don't think healing needs to be inconvenient; it should just be in limited supply. I should be able to quickly and effectively heal up between fights as long as I have the materials to do so.
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$2.0M: so very close!
ogrezilla replied to Macbeth's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
There's always room for another class, another archetype, another career. Any class-based system can show you this, unless you want to argue that a Fighter is the same as a Ranger or that either is the same as an Arcane Archer. agreed. I don't mind having overlapping roles as long as the flavor is different. -
$2.0M: so very close!
ogrezilla replied to Macbeth's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
it depends how broad or specific the classes are. -
what about a situation with more than one potential ubg depending on your choices? some number of rival nations or gangs or individuals or whatever where you can still get a big ultimate battle, but it can be a different ultimate battle depending on how you play the game. You can side with any of them and defeat those opposing you. Give you the option of being the peacemaker between them if you want to be the super do-gooder. Or give the option of being the super bad ass who takes them all down. There are a ton of different ways it could go. Maybe my big bad evil ends up as a martyr or an ally or even a companion in your play through the game.
- 141 replies
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- Villains
- Antagonist
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Some of us, including me, enjoy the borders and definitions classes endow us with, as a focus for our characters. I wouldn't call it a holdover from DnD either; there are many, many systems with classes & careers. so, playing a spellcaster that you build using customization features, a spellcaster that can hurl fireballs whilst wearing inexplicable dressing gowns/bath robes, is less enjoyable than playing one that is crafted by the developers? am baffled. am believing you, 'cause many people seem to be big fans o' classes, but am still baffled. opportunities to customize your character is a good thing, no? everybody likes customization ops, right? so why not maximize? if through customization features you can get your ideal spellcatser, how is that less satisfying to play than the hard-coded mage? am hopeful this is one feature that the obsinaties choose to ignore the fans regarding. HA! Good Fun! classes are already confirmed aren't they?
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$2.0M: so very close!
ogrezilla replied to Macbeth's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
The next few stretch goals will be absolutely crucial - and they don't have much time left, they need to announce them before the current one is reached. A set of enticing goals could result in a spike of pledges. Surprise us, Obsidian! I think the inclusion of a Toolset would be a nice stretch goal option. Or perhaps guarantee of at least one Expansion Pack being released about year after the game releases. I don't want them getting ahead of themselves and just assuming people will even want an expansion pack until they have made the first game as good as they can possibly make it. If they get enough funding where they literally don't know how they can use it to improve the game, then add a stretch goal like an expansion pack. Even then though, it seems like a bad idea to guarantee something like that. -
New Game + vs Once and Done
ogrezilla replied to Cariannis's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
some of the best NG+ modes are way harder than the first play through. I agree though, I never use NG+ when you are simply overpowering everything in the game because it wasn't rebalanced. -
New Game + vs Once and Done
ogrezilla replied to Cariannis's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I would only use it if the game was made harder for the NG+, and that is enough extra work that I'd rather them work on something else. I'd say they should allow character import for people that want it, but a full on NG+ shouldn't be a priority in my opinion. Its a better feature in more combat oriented games. -
I hate pointless/sensless artificial limitations. But level cap really isn't one of them. reaching the level cap is typically a sign of a poorly paced game though. But if the companions don't gain XP unless they're travelling with you, then a higher cap would mean that some characters could never reach it. And, as I've been telling BioWare for years, pacing isn't the designers' job. Pacing is the player's job. If the designer puts a group of quests in every town and I complete those quests, I don't want to be max level before the end of the game. If naturally progressing through the content of the game gets me to the level cap, that is the designers fault with pacing. I should have to go out of my way to reach it. As long as there isn't an infinite amount of XP, I don't see why there needs to be a level cap at all.
- 60 replies
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- experience
- project eternity
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In-Game Tutorial
ogrezilla replied to molarBear's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Its a separate option when you start a new game. and it treats you like you know absolutely nothing. -
How should the UI look?
ogrezilla replied to Rostere's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
like every single RTS game ever I would think. or league of legends. Very different game, but pretty much the same camera. It would fit pretty easily into either bottom corner of the icewind dale ui for example. -
In-Game Tutorial
ogrezilla replied to molarBear's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
BGII did. I don't remember about the rest. -
Finishing Moves
ogrezilla replied to Boretti's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
that's basically what he's proposing. If your normal animation is a standard sword swing, a critical is a bigger overhead swing then make the "finisher" happen when a crit kills the guy and its just some other animation like running them through or chopping their head off or whatever they want it to be. Nothing that takes the control away in any form. -
In-Game Tutorial
ogrezilla replied to molarBear's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Whatever. I disagree. I'll leave it at that. But please keep using wild generalizations and insinuating that people who disagree with you are illiterate. It's a very effective arguing technique. -
[Merged] Combat Friendly Fire
ogrezilla replied to vril's topic in Pillars of Eternity: Stories (Spoiler Warning!)
did the ai party members in any of the IE games cast spells at all?