
teknoman2
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Leading from the front
teknoman2 replied to FrostPaw's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
actualy there were formations where the leader was in the back of the group. i used it with my archer. had a tank in front, 2 semi tanks behind him and me and the mages were in the last row -
Unwinnable Main Questline?
teknoman2 replied to mcmanusaur's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
this poll is bad and you should feel bad- 152 replies
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- thanks for playing
- better luck next time
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What? I don't recall them stating that the only funds for PE will come from crowd-sourcing. There is no reason to believe that PE will not be funded in some part by Obsidian. indeed... it's not like they are broke, they just dont have the budget to make a whole game without aditional funding. and since pubblishers were not interested in providing the funding they turned to the pubblic.
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just to make it clear, because you seem really confused about it... they wont use a 12 year old 8-16bit graphics engine, they will use a modern graphic engine to make a game using the same visual design as some 12 year old games. to make it simpler: they make a plane that looks and works similar to WW2 planes, but instead of steel wires for the controls, iron-alluminum body and analog instruments, they will use nano fiber alloys for the body, hydraulics for the controls and the latest electronic tech for the instruments. so don't confuse the tech used with the visual style they want to present... they are unrelated, just as half life 2, flat out and dota 2 are unrelated, while they all use the source engine
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first thing they said when the project started, was that the graphics will be 2D backgrounds with 3D character models. i dont see why they would change it, considering they got 4M$ by the fans to make it like that. im still trying to understand why people start polls about making stuff different ( stuff that have been decided by the devs and announced since the project started). As a game designer, who's name i cant remember, said: making a game is not a democratic process and thank god for that!
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Combat and/or story?
teknoman2 replied to Frisk's topic in Pillars of Eternity: Stories (Spoiler Warning!)
combat should be fair (without any atrificial bonuses (like imunities out of nowhere) for enemies, that are not part of actual character stats and skills, or items you can get if you kill him) but chalenging and completelly avoidable unless there is a reason (like combat vs animals). if it is or not part of the story does not concern me, so long as it is part of it for a reason and does not undermine it -
rule no1 of good design: keep it simple!!! the more complicated you do something, that harder it is to do it, and the harder it is to use by the guy who will use it it's not about math , but here's a design complication example that existed in some old games (maybe not as exaggerated and is unneeded: to loot, click on the corpse, press M for your character to move there, press L to open the loot menu, click on the item you want to loot, press space to loot it and press enter to confirm that you really want to loot it... then press esc to exit the loot menu. if you think "why do all this when 2 simple clicks should be enough?" then think " why should they implement a system that you need a PhD in math to understand?". an example would be "the lock strength is 25, my lockpick skill is 26, i have 100% chance of opening the door. if my lockpick skill was 5, i would have 5/25 or 20%chance to succeed". simple and efficient way to do it. or my attack skill (the sum of all my stats, equipment bonuses, buff bonuses etc) is 17, the enemy's defense skill (the sum of stats, armor, buffs etc) is 15, i hit him with every attack. my attack skill is 10, his defense skill is 15, i have 10/15 or ~68% chance to hit him. in the background there will obviously be some more or less complex formulas that calculate the attack (ie "attack skill = ((strength/2+dexterity)*weapon training-armor penalty+weapon enchantment+(buff-debuff)/4") and defense skills of each character, but knowing them is not necessary to the player, unless he plans to make mods. the player only needs to know the result of that equation.
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one thing most people tend to forget, is that realism does not mean simulated reality. it means "be coherent"... no random stuff that are put there with no explanation just cause it would be cool. no horses rating you to the cops when you steal something in front of them like in skyrim. no farmer that works his field without a care in the world, while in the middle of the field there's an oblivion portal spitting demons. no warriors that swing swords that are bigger than them with 3 times the speed a jedi swings his lightsaber. and generally no things that make no sence in the concept of the game
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Are there DnD lore precedents for evil gods punishing/ tormenting loyal and succesful followers when you'd expect them to reward them? Are there deductible reasons for this? that's from my knowledge of actual human history and a bit of psychology, it has nothing to do with DnD lore, just as eternity has nothing to do with DnD.
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considering actual ancient religions, the answer would be NO. "humans tend to see the world through the veil of their own mortality" (dwarf king, Arcanum), and the fear of death is what drives them to seek wealth and power, things that they illude themselves will offer them longevity and happiness. so even those who worship good gods tend to be as evil as those who worship evil gods, and since evil gods have nothing to fear, they are evil for their amusement, while their worshipers are more evil that what the god could ever be, trying to be as close to their god as they think they can, to forget their mortality. read it carefully cause it looks more complicatef than it is
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i would like to see it though, but as a side plot full of realistic disillusion about the role of heroes and vilains. something like this part of this web comic that i recomend http://www.giantitp.com/comics/oots0755.html
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Resting system
teknoman2 replied to Crusader_bin's topic in Pillars of Eternity: Stories (Spoiler Warning!)
i want time to pass when i rest, i want partial hp regeneration (if i am at 24/112hp with 18 constitution, during rest i should regen 18hp and be at 42/112) and not full, i want to have reason not to rest (time limits, large change of encountering hostile creatures and so on) and just press on as i am and i want rest to be necesary just like in hardcore mode of FNV and not just a means to pass time or a camouflaged method of after battle instant regeneration -
indeed, people tend to forget that. however it is still true that to make a console game you have to adapt the design to the console's hardware and the controls to the pad. jrpgs were born in consoles and were/are made in a way that fits their origin. wrpgs were born on pc and then they got cross-bred with jrpgs to become console friendly. i like jrpgs, but they are fundamentally different than wrpgs and this "mariage" kills the spirit of the wrpgs by taking away what made them different in order to sell more
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Wizards wearing armor
teknoman2 replied to elminster's topic in Pillars of Eternity: Stories (Spoiler Warning!)
no one says that a wizard cant be the fantasy version of a jedi- 51 replies
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Awesome Interview with Avellone
teknoman2 replied to C2B's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
well full pacifist is impossible. you have to consider that there will be mindless creatures like wild animals that you cant convince to back away without a fight and if you find yourself in the middle of a battle between 2 factions and you support one of them, the other will just attack you -
Curious: How did you play the IE games?
teknoman2 replied to Osvir's topic in Pillars of Eternity: Stories (Spoiler Warning!)
i had autopause on for: enemy sighted (so i would not run into enemies when i was going around without paying much atention), trap spoted (so i would be able to stop my party from steping on it at my leisure) and spell cast (so that i could know in the chaos of battle, when a spellcaster was ready to accept the next command so he would not just stand there idly). the rest of the time i used manual pause- 41 replies
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- Auto-Pause?
- Pausing?
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good and bad from Arcanum
teknoman2 replied to Michael_Galt's topic in Pillars of Eternity: Stories (Spoiler Warning!)
well to get from a complete noob to a respectably competent warrior at the end of the game in BG, you had to spent 2, 3 or even more months in game. it took me 147 days (almost 5 months) of in game time to complete the game last time i played it, and less than half of it was traveling. of the 3 years game time in arcanum, 30/36 months were spent roaming around the map, even with the use of a walkthrough that indicated the location of all important areas. so i got from lv1 to lv50 in 6 months, the rest was just the time needed to go from place to place.