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teknoman2

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Everything posted by teknoman2

  1. So why occupation? what occupation? from what i know Russia had several naval bases in Crimea with the consent of the Ukranian government. they did not sent troops in Crimea, they simply allowed the already stationed troops to go around armed when USA attacked sovereign nations around the world using pitiful (at best) excuses and killed thousands of civilians with their "not so smart" bombs, nobody cared. now that Russia is just sending troops out on patrol without having engaged in any combat, everyone condemns the evil emperor Darth Putin for invading Ukraine i dont support or condemn what Russia does, because it does not concern me. however i thik some people should look at the mirror before they engage the "holier than thou" mode
  2. crimea is something like a US state... a semi autonomous country that is part of ukraine for convenience. however they can declare themselves as an independed country at any time, and that is going to happen at the end of this month. they will detach their country from the federal bond they have with ukraine, go independent and then join the russian federation russia does not have to lift a finger for it to happen.
  3. a few days ago i finally finished Icewind Dale 2... and i was a bit disapointed by the final battle last week i played Ys and yesterday i finished Ys2. fun game with great OST. now i think i ll look for the rest of the games in the series. now i should get to finishing dark souls that i left at the 4 kings boss fight
  4. But the whole point of this thread is the Black Isle Studio stated, quite unequivocally, that is was illegal to distribute art assets from (say) IWD2 in a mod for BG2 -- and that's when both games were made by the same company. The underlying issue was that there wasn't (& isn't) any way to ensure that IWD2 assets are only used in a BG2 installation when both products are installed. There are a couple of potential technical solutions to this issue: 1) Modders can't use assets from one game in another, even though they are fully compatible, because of IP issues. This is pretty much the default position, obviously. 2) An official program is designed to install / uninstall mods in general, and this program would support an instruction that reads "Rather than installing this file from the files distributed with the mod, look for product X, extract this resource XYZ from there and place the asset here." This is what the OP is requesting. Under #2, the OP would also like either / both Obsidian and inXile to offer an "asset only" license, that doesn't include the game, but includes the assets in a form that the mod installer in #2 will recognize as valid -- this will allow people who are only interested in one title to install mods that require assets for the other without having to install both products. #2 would obviously require a significant amount of effort on the part of one or both companies -- given that neither of which has even agreed to provide mod support beyond "We'll document our file structure" this seems unlikely, at least at this point (I suspect that a final announcement of the level of mod support provided will not occur until the games are released, and will be based on how much funding is left over after implementing the game). And given that there are two separate companies involved, it really seems unlikely to me that they would be able to reach an agreement like this, but... Certainly nothing wrong with asking... well im not a big fan of mods so i did not know the topic was from a modder's perspective. and i had no idea about that art asset thing been illegal
  5. this thread is bad and you should feel bad. now for the more serious part both games will have modding support. what modders do with the art is up to them so long as they dont do anything illegal. so if they want to use one game's assets for a mod for the other i dont think there would be a problem sharing art assets or not, is up to the 2 companies to decide. if it is useful to their work and profitable in the long run they will... if not they wont! no matter what the result of this poll is, they will do what they know is best so this is a pointless poll
  6. they wont! it's just wishfull thinking that has, as i explained, no place in the game, unless world map travel is like arcanum. the time it would take for one type of undead to deteriorate into another, is more than the in game time it would take to do a 100% playthrough if the game is designed like BG
  7. If you don't visit it in the fampyr stage, how would you "experience" the change? Well, replays obviously. Or you could visit it and bypass the fampyrs with a non-combat solution, only to return later and see the change. Just an example. A whole new game mechanic (with all the development effort that goes along with it), for something that only might be experienced by some players (within one playthrough)? Not sure that's a good investment. 'A whole new game mechanic?' They would just have to replace a fampyr with a different form of undead after a certain amount of in-game time has passed. It would be a cool way to show off reactivity and integrate the lore into the gameplay at the same time. that is possible, but i would think it takes several months if not years for a well fed fampyr to deteriorate enough to be a gul. do not forget that most fampyr that would be able to hide their nature, are unscrupulous rich people, who would have no qualms with hiring a band of thugs to kidnap their food. a begar that became undead due to illegal experiments would have been found almost imediatelly and would have a faster deterioration if not destroyed by the guards first. in both cases however, i dont thing that game design will be such that will give us reason to just go around for the months it would take for a type of undead to deteriorate into another.
  8. Other than ME2, I can think of some occasions. In KOTOR2 the Handmaiden died when I played a dark side playthrough. In DA:O I was betrayed by the assassin. Also in Planescape:Torment you must fight one of your companions. In the original Neverwinter Nights 2, you either have to fight BIshop, or everyone else. yes there are some cases in games, but it is never something complex. in ME2 it was "did you do the quest? he lives! you did not? he dies! in other games like DAO it was just a numerical thing. you do and say some things, you get points and they like you or you lose points and they hate you. what i'd like to see is a chain of events that leads to death and/or betrayal. for instance, the companion has a story that involves a number of quests. what you do in each will determine how his story will end and it could be with his death
  9. soul is the software and the body is the hardware. software cant work properly on substandard hardware. Mmm, perhaps the soul is the firmware... in both cases, it cant do it's work right if the hardware is broken
  10. one thing i dont see often, is the death of companions due to the player's actions. and i do not mean for them to die in combat. for example in ME2, depending on what you did about your companion's quests and the ship's upgrades, you could keep or lose the companions during the last mission. another example would be to make a companion hate you, then he betrays you and you have to fight him later. or he is taken hostage, you tell the kidnappers that they can shove it and they kill him. or you hold onto a rope to help him climb up a wall, but you dont have enough strength and he falls to his death
  11. i dont remember what game it was, but in it leather armors offered a flat resistance to fire and metal armors gave some lightning resistance, independetly from other stats
  12. Granted. However, I'd temper that consideration with the fact that using reality as a basis for abstracted mechanics and simulating reality are not the same thing. The throwing of reality out the window is not required to escape simulationism. That being said, I do feel that "metal armor would always be a Faraday cage" is a bit overboard in opposing something such as "why would shock damage be boosted against metal armor?!", for the reasons that Josh pointed out. IF the game was intending to simulate everything down to the detail, then yes, it would check your armor's Faraday-Cage-ness before deciding about shock damage. However, since it's abstract, it's simply ignoring the possibility that your metal armor is maintaining that state, since that's not going to be the case most of the time anyway. indeed. what i meant is that the game has some mechanics that are meant to strike a balance between reality and fantasy, providing a fun experience, without having you scratch your head in confusion (either because you dont get what the mechancs are, or they are overloaded with stats). it does not need to be overloaded with things like 1000 different damage types with the respective defenses, or things like your example because it is not a simulation... or, as Josh said, 50 attributes because the character may have strong legs and not arms, so just strength doesnt cut it
  13. just a little reminder to those who seem to missunderstand something about the game mecchanics: this is an RPG, not a fantasy combat simulator. just saying
  14. That'll be extremely hard to setup though.And can cause the bad side-effect a player needs to do everything. Also, it would probably slow down progression since with a cap they can be more lenient and allow players to pass levels quicker, since they will be stopped at the cap of content, while in your system there's no way to balance the game like that, it needs to go slower not to exceed the mass. I can't see it work in practice... with an objective based xp and with no xp for individual kills, it's possible. you cannot grind xp... there is a limited amount in the game and is hand placed. so if the target level is 12. you can put in just enough xp to make a character reach it with about 80-85% of the game's content explored, and if you want you may allow someone who completed 100% of the game except for the final boss, to be lv13
  15. i have a 7770, it's not the top but it gets the job done. unfortunatelly, my ddr2 800MHz ram and the phenom 2 x3 710 cpu (both almost 6 years old) just keep the whole system back and i cant afford an upgrade...
  16. obsidian has 25 people working on PE and when South Park is done they may add another 10. at the same time they are involved in the development of an mmo do you think that 35 people can finish the game within the year, if you add 2 more stretch goals that may require to do major changes to the design? an example from Divinity: to add the stretch goal of npc having a day-night activity routine, they had to redesign and recreate entire towns to add a new companion, they have to make the character, write his story, his personality, his dialog tree with the player, create npc that are related to that character, make their story and dialog tree, create an area that is of importance to that companion's storyline (or modify an existing area), fill it with npc and/or enemies, write the quest that accompanies the companion, what he has to do with every interaction with you or how he should react to your choices, his interaction with the other party members and so on. think how much work piles up, considering that changes must also be made to the scripts of all the other companions and several previously created npc
  17. It's been mentioned that they are aiming to reach level 12. The fact that they are about half way there is news to me; that may mean it's another year away. Fortunately there are plenty of other good CRPGs coming out this year to fill the void. It is encouraging to read that he speaks positively of future games if this does well. I'm also glad that there will be a large variety of monsters. I am new to the forums and haven't played a CRPG in a long time (Last one being BG2:SoA), but could you possibly enlighten me on upcoming games of this genre? I am very interested, thank you in advance! wasteland 2, witcher 3, divinity: original sin and lots more that i cant remember the names right now. if you havent played them, go get yourself the witcher 1 and 2, you wont regret it
  18. well. PE is not at all medieval (before the 14th century to make an analogy with our timeline), it is set in a colonial-late renascence age (that would be late 16th to mid 17th century of our timeline). society was still sexist and male controlled at the time, but the social status of women had improved from the "barelly better than lepers" that it was during medieval times
  19. they already confirmed that there will be changes to the way people react to various genders and/or races. not anything major, but it will be there and in a few cases may make a difference
  20. So does that mean that we should model the magic system around LoTR too. That means almost no wizards, and magic being used rarely, ie. no fireballs and flashy stuff. In LoTR magic is used rarely because every time you use it there are consequences to it, while in PoE magic is flung around constantly. For every world there is a chosen setting, so I don't really see a problem in there being lots of magical items in PoE. of course not, it would be like asking to feed the dog without opening the bag of dog food. all im saying is that there needs to be a balance on how big the difference in power should be between the items, making various items a viable choice at any given moment, and not the no brainer +3 is better than +2
  21. the design and placement of the items should be made in a way that makes you consider one over the other and allows you at the same time to just go on with what you have if you think it's the right thing for you, without presenting things that make what you have (or whatever else you may find) look obsolete and as for the fantasy book/movie example where the heroes find a magical weapon and stick with it, if you take the hobit and lord of the rings, how many actual magical weapons are there in it? the swords of the nazgul, anduril, the sting, maybe the bow of legolas and the staffs of Gandalf and Saruman... when every weapon around is normal, you stick to the one magical you happen to find.
  22. i thought that different grimoires could have a variation of spell slots for each level, so you could take one that allows you to put in very few low level spells and more higher level spells, or vice versa, or something more balanced. then i read someones post saying it's 4 spells/level and i think it had a quote from Josh on it
  23. it's how sibakruom says, but the grimoire can hold 4 spells/level flat. no more no less. what spells are those going to be you choose from what you have learned so far if the only lv3 spell you know is fireball, then that is the only spell you can cast
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