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Enclave

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Posts posted by Enclave

  1. What does that mean? The player is given specific abilities to deal with situations. Then, the developer designs a level and realizes a player ability may trivialize whatever silly challenge they came up with. So, they weasel out that player ability by bypassing it in code or putting in some invisible trigger to shut it off.

     

    Example: The player is given a levitate spell, you hover a few feet off the ground and damage breaks the spell. Later, a level is designed with pits of fire. In testing levitate makes it a cake-walk. Now you could have fire fall from the sky in a patten that will break levitate; in which case the player has to figure that out. Or, the developer can weasel out the use of that ability all together by putting an invisible fire damage layer at the levitate height. The former doesn't bother me, the latter annoys me to no end.

     

    I've run across this twice in NWN2 now. I'm outside Ammon Jerro's haven and I need to get some water from a geyser. I read the lead in and it states that you need to be careful of the acid. What do I do? Why I have the gith cast Energy Immunity: Acid of course. What happens? I step in, 60 damage from "Acid (Magical)". I smell a weasel!

     

    Please don't do this sort of thing in PE. It's not challenging, it just gives me one more reason to think that non-DPS spells simply aren't worth keeping memorized. I mean, if it isn't going to work when I stop and think, "oh yea, I have a tool for that." Nope, sorry... that tool doesn't work as it makes it too easy. Really? Then why bother giving me tools at all? And, expecting me to waste slots on them if they're just going to get dodged by the code every time I realize one of them might be useful?

     

    Now, I totally get what you mean and do agree with you to a degree.  I will say your example was a poor one.  If you hover over flame you're still getting burned so it totally stands to reason that a levitate spell that breaks when you take damage would in fact fail in your specific instance.

  2. I just remembered that there is a Final Fantasy game where a faction spoke a language which you don't understand (at first).

    What those people are saying is normal english, but the text is decoded by a permutation of the alphabet (as opposed to a simple caesars cipher). The player was able to find some kind of stone slabs which would then give him the ability to "translate" the language (which effectively decoded a single character of the alphabet for the rest of the game).

    In the end, if you hunted for those stone slabs, you were able to understand everything the people were saying - but you already were able to understand some of the words even without finding every character, which really felt like learning the language. The game featured also some kind of new game plus so that you were even able to understand everything in a second playthrough, discovering more information about the gameworld.

     

    I think a similar concept for eternity would be awesome. Naturally, it should be a language which is not spoken anymore as to make sense in the game world, so a dead language which you can find scriptures from in dungeons or the like. Maybe couple some kind of lore skill to it and you have an easy way to give the player more lore and/or tips for certain areas if he wants to invest in the skill, making it a way cooler lore skill than the usual item identifying.

     

    What do you guys think?

     

    Ev drao bid dra avvund du syga naym eh-kysa myhkiykac, E cruimt ruba ed'c y ped suna ehdanacdehk dryh y cesbma cipcdedideuh lebran. Nihel (un cesemyn) ymbrypadc fuimt pa luum druikr.

     

    Bmayca tuh'd cbayg Ym Prat, ed naekhedac pyt sasuneac uv Vehym Vyhdyco Q.

  3. Fixed isometric isnt any more archaic than any other perspective.

    Yes it is. Scrolling 2d is more archaic than any dynamic 3d perspective, period. Anyone who says differently is talking out of their ass, and anyone with half a brain should know why.

     

    Different doesn't mean better. 3D isn't inherently superior to 2D. People like you are part of the reason why the gaming industry is not making some excellent genres anymore.

  4. While it would be nice, can you imagine the work needed to do this with 3D models for all the different enemy types in combination with all the different death effects? I remember Tim said in one of the Q&A updates they wouldn't be doing a grapple ability because they would have to create a custom animation for each enemy.

     

    But now with the extra people they can bring on, who knows? I would still rather the resources directed to more varied animations for the different enemies to bring more character to them while they are alive personally.

     

    Actually, fairly simple death animations wouldn't take much development time at all.

  5. I think this article pretty much sums up my feelings of the OP's comment.

     

    http://www.nytimes.c...zing.html?_r=3

     

    So what? You're proud of the segment of the community that was going on about the girl kid that was at the party being a loli? You think it was perfectly fine all those guys telling the green shirt woman to take off her top? People should apologise for that crap. If not apologising for comments like that is what makes you so proud of being an American it makes me glad I'm Canadian. Unlike that article I take it as a point of pride that Canadians are known for being polite, well mannered and not total asshats.

    • Like 3
  6. I prefer the vanacian systme honestly.

     

    Not only is it more tacticla and rewards preparedness more, but it also given the gmae gravitas. Having to rest, but the area being dangerous - a tactical decision.

    With no mana and HP that replenishes after each battle you have ot make some tough choices.

    In tabletop games, the "Vancian" systems do make strategic gameplay more important, but a lot of that is lost in a game with reloading. Especially if the choice of spells has a dramatic effect on efficacy (e.g. did you memorize dimensional anchor before fighting creatures that are constantly teleporting all over the battlefield), failure to select the "right" ones can result in catastrophic failure. In the absence of information required to make informed decisions, those choices aren't strategic; they're just guesses. After a reload, they're meta-strategic, but I doubt most players feel clever for making a retrospectively obvious choice.

     

    I was saying just this earlier.

     

    Sure the game could tell you what to expect later, but really that cannot be true in all circumstances otherwise the game itself is just giving away what's going to be happening.

     

    Having your full spell library available to you at all times really is the best choice.

  7. Newgame+ should stay in the ****ty console games and ARPGs that have little to no story and all combat. An import/export option does not really even make sense either as there is no multiplayer. I would rather they spend more effort on making a cohesive world and story than an everlasting mmo-esque trash feature.

     

    Uhhuh, doesn't belong eh? Just like it didn't belong in those classic Infinity Engine games that had it via character import?

     

    IWD was the only series with a new game+ feature and that was a dungeon crawler. It works for ARPGs that are all about combat. If there is no multiplayer then there is no need for import/export. If you want to start with all the xp, gold, and loot from a previous game you can just cheat it in, or mod it.

     

    Baldur's Gate had character import.

  8. Newgame+ should stay in the ****ty console games and ARPGs that have little to no story and all combat. An import/export option does not really even make sense either as there is no multiplayer. I would rather they spend more effort on making a cohesive world and story than an everlasting mmo-esque trash feature.

     

    Uhhuh, doesn't belong eh? Just like it didn't belong in those classic Infinity Engine games that had it via character import?

  9. Im fine with enemies "burning" to death or people that get hit by a powerful spell get turned into dust, or if people become chunks of ice. Or heck even overkill explosions (rare) where you cant resurrect (if there is any) party members and so on.

     

    Also... If they do make finishing moves... They should not be longer then a normal weapon swing... Why? If you make it longer you have no control over your character so how do you fix that? Give your character immortality during the "cinematic experience"...

     

    No thanks keep it simple. Have people die depending on the effect / dmg that hit them...But no long animations, QTE and so on.

     

    Exactly how I want it.

     

    Though, I think you should be able to resurrect people regardless of their death animation.

  10. I move that we don't even try to name the game, let the developers name it. They after all will know best what to name it since we don't know anything about the storyline and very little about the setting. It's their baby so we should have no say in the naming of it.

    you must use that name and avatar on every board! I recognize it from NF hahaha

     

    I do indeed try to, otherwise how would anybody recognise me?

  11. Can't people stop asking for any DAO feature in this game?First the ****ty tactics slots idea and now this.

     

    You sound like a hater, DAO is not the "example" of rpg for me.

    But yes it did things right! and the finishers i think came first from fallout

     

    Yeah, Fallout is the first game I can think of off the top of my head to do fun little death animations.

     

    Again though, I think they need to be very organic if they are to be there and not very detailed. Just a replacement for the normal death animation and that's all. Don't even change the animation for your characters attack or spell.

     

    Say you used a fire spell and killed them with a crit then just have the enemy ignite and leave behind a burnt corpse or ashes. If you kill them with a ice based spell then have their character turn blue and then crumble leaving behind frozen giblets.

     

    These sorts of death animations are fun and don't have a significant impact on development time/resources.

    • Like 1
  12. I wouldn't mind little animations near death where a person does get decapitated, someone frozen from a spell- crumble into ice, someone getting hit by a lightning spell getting fried , or some such. But I'd want it to be seamlessly integrated into the game as opposed to being a finishing move, for me it would be a nice little touch but hardly necessary .

     

    Pretty much exactly where I am on this. It shouldn't happen every time and it should be seamless, in exchange of their normal death animation. I don't want anything cinematic. I don't want the game to pause so I can watch it. Just exchange their death animation.

  13. Problem with DA:O style would be the fact that this is a fixed perspective isometric game. It's likely not going to be detailed enough to get finishers like some people here are asking. It works in DA:O only because of the cameras perspective and how it can be a fairly cinematic camera. If this game is to get some kind of finishing animation then we likely cannot expect it to be all that much more detailed than the Baldur's Gate gibbing.

  14. The more conservative ones of DA:O were pretty cool, though they were a little buggy for some weapon combinations. I guess I wouldn't mind them if they happened when someone overkills the last enemy on the group. Just no slo mo or otherwise too long animations. Not really worth the resources, though.

     

    The way Baldur's Gate dealt with it was pretty simple. There was no special animation on your attack, just the guy you hit exploded instead of just fell over dead. Like I said, worked well enough. I wouldn't mind something like that.

     

    There was no slow down or anything, just occasionally you'd gib your opponent and it was definitely satisfying.

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