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Qumi

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Everything posted by Qumi

  1. Bugs are part of game development. I haven't spotted that many in Pillars of Eternity I. The more advanced and complex games become, the more bugs. You see it in many other AAA games. Obsidian does a pretty good job at managing and fixing bugs, though. I don't quite understand your hard stance on this. Show me one game released with no bugs.
  2. It's one of the misconceptions of players about feedback. Devs rarely apply it the way you've phrased it. They ponder about it and implement it so that it works within the game. A feedback on game mechanics might not be implemented the way author wanted, but it raises awareness about some aspect of the game. From that, the devs may decide to do some changes, albeit different from the feedback's author. I do think the Obisidian team is professional and their work and game will reflect that.
  3. Are they real though? If they have been created by people should they have that influence over people? Is,their positive influence enough to justify cruelties done to gain their favour (roderick). The finale leaves a lot of doubt and raises questions and I can’t wait to see how Obsidian will delve deeper into the subject in Deadfire. In other settings you have mortals who become gods, gods power is relying on human worship. Nobody questions whether they are gods. Just because they were created doesn't mean their influence isn't real. They control the wheel of souls and many aspects of life. They have huge powers, as visible in the game. Their influence doesn't have to be positive because they aren't necessary positive. Gods in fantasy worlds are more or less beings of higher power, influence and level of existence. Other than that, they have very similar motivations to humans.
  4. Hello I've been viewing some videos on Pillars of Eternity 2 and I haven't noticed this negative attitude. I'm quite surprised to hear about it, actually. It's also curious that despite it being so common, as the creator of the topic claims, the same creator has trouble finding an example. From what I can read, SonicMage is a big fan of the game and is concerned about where the game is going. When passion is present, our perception is influenced, certain things highlighted. There are concerns within the community - as there should be as it's beta testing period - but I haven't seen much talk about failing. It's best to share your feedback, listing clearly your objections and praises, and gaining interest from community about them. That gives your feedback more visibility and weight. Be specific, don't go in general direction like "game is failing". Make an argument why "a" might cause issues in situations b, c, d. As for developers reading and changing things due to feedback... I've worked in a gaming company and can tell you that devs read threads. Sometimes personally, sometimes a summary created by community managers. Not all developers are particularly sociable and able to handle proper communication with players, so you usually hear only from community managers or community developers. That's also cuz of volume of work. A dev presence draws a lot of attention and demands a lot of attention. Dividing time between writing posts and working on the game can be difficult to manage, hence community managers handle it mostly. I think we have excellent and professional community managers, community developers and developers so I'm sure they take note of every new feedback that is given by the community Cheers!
  5. This is a single player game... if somebody enjoys optimizing, I don't see an issue with that. I personally like the change, Resolve always felt to me a bit uninteresting mechanically, I've only picked it cuz I liked a conversation style characters. Also, since casters are usually low hp and defenses, it makes a good combination.
  6. Gods in Pillars are real, though. They have been created by people, but as stated in the game, their power and influence is real. It was one of the more interesting points within the game. They might have been made by people, but they transcended mortals.
  7. Good points. I mostly agree. One thing that I do not agree, however, is the night colors. Since I've been raised in a village, I can tell you - night are very bright. When it's not cloudy, stars and moon give so much light you can easily see in the dark. It gets very, very dark when you have some sort of a light source with you or around you. Outside of the light area, everything looks very dark. As such, you can notice on the screenshots that town gets darker (since there are artificial light sources), while abandoned/wild areas are fairly bright. I find this quite realistic.
  8. Hi guys, I've supported the game when the Kickstarter started, but I did not have much money back then, so I've only submitted 5$. Now, I see in my backer profile I can order an Early Beta Access, but my pledge was not enough to have the game. My question is thus: if I order now the Early Beta Access for 25$, will I also get the game after the beta or is it only for the beta? Cheers!
  9. God of Mortality The portfolio of this god would be: mortality, hedonism, heroism, rebirth, immortality (see text) What's unique to this god? Every day the god is born anew, every day he/she dies and becomes an entirely new person. This god represents the pursuit to life to the fullest everyday since it can be the last day of your life. Thus, although he/she is a god of mortality - it aspires to create things or events that will make him/her immortal in the memory of others. It is a fickle god, whose personality changes each day.
  10. I suggest checking Pathfinder idea on human stats:
  11. An idea: You all know that when you take medicine, in time that medicine has a weaker effect on you. You need to take more to feel any difference. Just like with drugs. Why not introduce it in potions? A resistance that you get after using a potion. For example - the first health potion you drink after an 8 h period give you 100% hp restored value. The next one 75%. The next one 50%, and so on. Toxicity is also a nice idea, if I remember correctly there was some rule to it in ADnD?
  12. I say LOL when I hear comments like "doesn't fit the lore", "it's not steampunk", etc. What do you know about the lore? Near nothing and ppl talk as if it was second Faerun. And it's not. It's more advanced. Firearms are rare, but not unheard of. Just as "ciphers" are rare. Gunslinger is a nice idea as well
  13. I don't want to use Pathfinder terminology. Also - consider that in the latest art we have a shotgun - and that's a bit more advanced. Moreover, the Engineer/Alchemist/Tinker/Artificer would combine magical with mechanical. A logical pursue in a word with magic and mechanics.
  14. Personally, I would prefer another ranged class, like this engineer, then another magical or melee class. And I don't care much about Paladins when they can be easily replaced by Clerics/Priests.
  15. A class idea - Engineer. A class that is focused mainly on firearms, bombs, alchemy. He could enhance his weapon by making personal upgrade. He could create various types of bombs - explosive, poison, smoke, etc. And maybe alchemy - like poison for covering weapons or flaming oil. At higher levels he could even create a semi-magical construct - a mechanical golem. So, that's the idea - what do you think?
  16. We have: 3(4) magical classes - wizard, cleric druid (and cipher) 2(3) warrior classes - monk, fighter (and barbarian) 1 specialist class - rogue By specialist class I mean somebody who can do things like open locks, disable traps, negotiate, is acrobatic, etc. In summary, what we in DnD call a skill monkey. Also, no class that is focused on archery/distance fighting. Fighter and rogue probably could to some degree but I guess that would be it. (of course not mentioning magical classes - no need for weapon focusing). I suppose Bard could be such a class, or something entirely new, e.g. Scout, Engineer or something less obvious like a magical archer that uses elven traditions of bow and magic. Ah, sorry - did not notice there was a Ranger class
  17. So, any chances for additional types of movement besides walking? Flying might be a bit hard in isometric game, I guess, but jumping, climbing or swimming should be ok?
  18. In early christian Britain, elves were considered fallen angels, those who did not rebel against God, but also who did not support him. As punishment they were sent to earth to live as mortals, but still having angelic powers. Their was the power of illusion. They had no souls as well, and as such could not distinguish between evil and good, doing things on whim. I wouldn't mind such elves or similar.
  19. *laughs hysterically* No seriously, lmayonnaise sandwich is the order of the day. The voice-acting was better, IMHO.
  20. Source Wikipedia: Language Number of speakers (in millions - 2009)[108] Mandarin 845 (Total of all Chinese languages 1,200 million) Spanish 329[109] English 328 Arabic languages 221 Hindi 182 Bengali 181 Portuguese 178 Russian 144 Japanese 122 German 90,3 See no French here... French has about 70-80 millions of speakers, not 200....
  21. Understanding a website and reading Shakespeare isn't the same. One can do the first one without understanding all the details, but to enjoy the meaning of a text-based narrative without help of cinematics, icons and animations you need a little bit more understanding of a foreign language. I think most people would be fine to have both, but at the moment having a "player house" is presented as being the biggest achievement. I think that's were the controversy is coming from. There are people thinking, that multilanguage is a basic feature that should be done first. Baldur's Gate 1, both Icewind Dales and Planescape: Torment worked without having a player house. It's a nice feature, but not essential, especially as the momentary stretch goal doesn't mean its gonna be be fleshed out like crossroad keep in NWN2. It's more of a simple quarter to store items and companions, maybe doing some crafting ('though afaik nothing has been said about about crafting up to now). Following your argumentation one could can turn everything into discrimination, that's quite absurd. It's simply a business decision. EFIGS are the most common translations, there are large markets that are used to have translations and it worked out for developers and publishers for quite some time now. All Black Isle / Obsidian games have been translated at least to the EFIGS. Besides that the first stretch goal is 200.000 $ above the basic goal (and not 12.000 or 20.000 as implied by you), the stretch goals do not necessarily represent the costs that have to be spent for implementing the feature. True-Spike above posted in another topic a rough calculation of the costs for translating Planescape: Torment into Polish. It was about 25.000 $ and seemed reasonable to me. It's not that we are talking about voice overs, translating text only in comparison is quite cheap and broadens the audience. I can't speak for the eastern european market, but personally I would be okay if they get a localisation, too. That there will be a boxed version of the game for regular sale isn't granted, nor that there will be local publishers. That's little bit too vague. Although it might not be that costy, I still prefer more content than additional languages.
  22. It's still a matter of contacting the local publishers and making a deal with them. And this also costs money. And really, they create a new world, new lore, etc. it will be a hell lot of text. I doubt they will have less than thousand pages. 5 euro (about 20 PLN) is rather cheap, if they make a cheaper deal with a translation company... well, that would be just abuse of the translators. I know that in a bulk it's cheaper, but the prices are usually about 7,5 euro (30 PLN) per A4 page in the case of normal translations. It wouldn't be cheap with the limited resources Obisidian has, namely us.
  23. Nope, I get it they publish it digitally, at least now it seems so, but the box version? These are things for publishers in respective countries, which will surely be interested in it. Also, translations are very costly. How much do think such translation costs? In my country it's about 5 euro a A4 page (1800 sings). This game will have thousands of pages, this included mechanics, movies and dialogues. Even if it is 1 thousand it would be 5000 euro, which is about 6500 $. It's half of the first goal, just for one language. So I say NO! Furthermore, it would be a discrimination. Why should there be a French translation and not Polish? Why should be there German translation and not Czech? Why Greek and not Bulgarian? Why Russian and not Italian? Etc. Keep it English, let national publishers deal with the rest.
  24. Or maybe the human race was only now created? They are new to the world, like little children who seek the guidance of older races?
  25. Honestly, multilanguage is a bit of discrimination thing. Which language should be included? French? German? What about Bulgarian? Whatever language you choose some will not get it. So a big NO to multilanguage! That's something the publishers in their respective countries will do. Obsidian cannot afford to translate the game into every language of the world where the game can be played. So again, Obisidian is a game developer, translations should be done by national publishers.
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