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danielkx

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Everything posted by danielkx

  1. Any idea how soon "upcoming" is? I have all the dlc installed and prior to the latest patch everything was fine. After 3.1 says missing dlc.
  2. I'm in latest versions, IE mod works just fine for me. I believe it is in the process of being updated but there is no need to wait for that, it works fine.
  3. I remember reading a few comments a while ago and I think 50% made it so if you do every single thing you should be able to get it right before final fight which is kind of excessive I think. I think they said 25% to 33% is a good recommendation.
  4. It seems unlikely the IE mod will ever fully catch up. Most likely a few of the features will be updated separately but that's it. I played the game on first release, waiting to play my next playthrough until the next patch.
  5. No doubt they will make PoE 2 at some point, it just may not be their next project. After do so much world building and fixing/changing the game for the last 3+ years I would imagine that the primary people would want to take a break from PoE world and do another project or 2 before returning to the franchise.
  6. Not sure it is quite as bad as you make it sound Luckmann, but the game definitely was not made to be modder friendly. I do however totally agree about the "modders will fix that" mindset. Going forward games are likely to be less and less mod friendly, not more. Switching to Unity 5 for the sequel would certainly make modding a whole lot easier/doable.
  7. It would make very little sense for them to switch to a completely different engine unless they really hate using unity. No doubt they would switch to unity 5 for PoE 2 since it would be far easier to transfer their assets to that engine. Now that they have experience using unity, if they continue to use unity for the next game it will be a lot easier for them compared to making PoE 1.
  8. My guess would be a good month after WM2 comes out...so probably right around the 1 year anniversary of the games release. Now if there is a director's cut, goty edition, enhanced edition etc... then obviously that changes things however I do not think there will be anything like that. At most a goty edition that just includes the game and expansions at a discounted price or something. I imagine Obsidian will put their focus on PoE 2 once they finish patching this game.
  9. I think it can be decent for this game... Just play in slow mode since the combat can get frantic.
  10. Well I use the steam controller as mouse and keyboard setup. With PoE no doubt it would be more of a challenge to use with steam controller, I will mess around with it in a couple of months once they release the rest of the expansion and patch it a couple more times after.
  11. I have been using steam controller for a month or so now...I don't play games too often like I use to but I have played it with MGS 5 and DA:I, controller works quite well with both games. Now I have always been a mouse and keyboard person, and I have always disliked gamepads for the majority of games except for sport games and fighting games. The main thing with steam controller is that it can take quite a bit of time to configure for each game so that can discourage some people from having to go through the effort of trial and error for each game. However, once you get the configuration the way you like it the controller becomes quite comfortable and enjoyable to use. Now remember that is coming from someone that has never liked traditional gamepads so if you actually like to use regular gamepads you may feel different than I do. I have not used it for this game however but with DA:I the controller is very good (even if the game isn't lol).
  12. True, but you can't play White March part 2 without upgrading to 3.0 as White March P2 and 3.0 are literally the same patch. Considering the amount of gameplay changing in 3.0 getting the IE mod running with it will take a lot of work. No question IE mod will take quite a bit of time to get out and stable after 3.0 however I do not believe the OP was too concerned with this. Sounds like he wants to play today which would mean he would likely be finished long before 3.0 is released therefore the IE mod in it's current state would be more than acceptable for him.
  13. IE mod is available for current version, it's in beta but I've read is pretty stable. I haven't played since the first week after I beat it, I'll be playing around a month after TWM 2 is released. From my understanding playing with xp nerfed by 25% is a good way to go. You still hit the cap towards the end or so
  14. If they did KS for the sequel then I would imagine it would be like DOS 2 where KS is used for partial funding. However this game doesn't need 10 million unless they are trying to voice act everything which I hope they don't.
  15. PoE has absolutely been a financial success. Based on sales figures and factoring in that OE pretty much without question made 40% or more of the gross revenue, there is no other conclusion to make other than the game being successful. You have to remember that the game was already funded before going on sale. No doubt OE spent money from their own pocket, maybe a million or so, but nearly the entire game was funded. Therefore whatever money OE receives from the sales goes straight to their pocket minus what they spend on patches and the expansion. Therefore, simple math, 500,000 * $45 = $22,500,000 * 40% = $9,000,000. Now that is assuming Paradox gets 30% (30% goes to steam/gog). I would think they got less than that but lets assume that is what they got. So $9,00,000 goes to OE as of now, minus $1million out of pocket before release (random guess) and minus another $1million for patches and expansion up through now (another random guess). So they have somewhere in the range of $7,000,000 after all of that. Seeing as how the base game costed probably around $5,000,000 give or take that leaves them with more than enough money to fund a sequel on their own without kickstarter. Also the sequel would be cheaper to make seeing as how they have all the assets from the original plus all the experience they gained from making this game which will make them more efficient for the sequel. Remember this was a kickstarter game, not some AAA funded game, the expectations are much different. Saying that, yes the game was a success but not a huge one. Also, the game will continue to make them money so that is just profit up until this point, that number will increase over the next 6 months.
  16. I hope when they address encounter design it isn't just making the encounters for the expansion more unique but also going back through the vanilla game and improving those encounters as well. I finished my first playthrough during the first week of release and enjoyed it however I am holding off until the second part is finished before playing again.
  17. The system that I would prefer is quite different than what is in the game, and since this was funded to pay homage to IE games this system would never be implemented however I think it would be a superior system (btw I do enjoy the game, just think this would be better.) Also I know that many of these mechanics can be found in other games and that I am not creating some brand new system. So I would do away with the rest mechanic completely. Everything would be per encounter with of course restrictions. We can stick with Wizards for the example. I would make it so you can cast 3 spells for each spell level and once you reach a certain level, you can say 9 or whatever would fit, you gain an extra use for the lowest spell level. So now you would be able to cast 4 level 1 spells. And similar to now, every other level you gain an extra spell use for the next lowest spell level. I would then address fatigue and health/injuries with fatigue potions and injury kits. I would have it so each character can carry a maximum of each one, so lets just say 5 potions and 5 kits as an arbitrary number. In order to minimize traveling back to towns and restocking I would make those items limited within the game world. So maybe each town only has one vendor that sells those items and each vendor only carries a relatively small amount...lets say like 10 or 15 of each and those vendors are not able to restock those items. You can also gain those items through looting corpses and chests but they would not be abundant. Also you can get a recipe for each item to craft them, but the ingredients would not be abundant nor easy to get. Then I would add some sort of temple or structure that you can go to within each major town and each character would get one use to restore fatigue and health completely but once it is used for that character, he/she would not be able to use it again (obviously.) Obviously this is just a short summary of the basic fundamentals of the system and it would need a lot of work and adjustments to make work as well as figuring out how to explain some of these things within the lore. However I think it addresses a lot of issues we currently find in the game. Also the numbers I used for examples are arbitrary and could be adjusted to whatever works best.
  18. It is extremely unlikely that we would get any more information than what we already have. He wanted to pursue other projects and wanted the freedom to pick where he goes. If there is more to it than that, it is unlikely we will find out.
  19. I think he really wanted to work on different projects of his choosing and not be tied down to one company's games. I wouldn't be surprised if there was also some sort of fallout between him and some of the folks at Obsidian, which combined with his desire to create for different games could have resulted in him leaving the company, but that is just speculation.
  20. Hmmm... They had about 4 times the budget of Divinity Original Sin as well as Dragonfall. For a Kickstarter close to 5 million is quite a sufficient budget. Of course I know that loony cat card game hit 9 million I think their internal teams were not communicating or they just agreed early on they would put everything and the kitchen sink in and it would round out well. The story is still absolutely amazing and solid and the voice acting and atmosphere is excellent. Experience and Itemization is a significant problem though and was not plotted out to keep a balance of difficulty throughout the game. Both those games you mentioned were only partially funded through Kickstarter, in fact the majority of Divinity was funded by the company itself and I believe the budget converted to USD was just over 5 million. I believe PoE had about 4 million after Kickstarter took their cut.
  21. Two questions about this hypothetical system : how does the spell system fit in, and are the injury kits limited in number like the camping supplies are? No offense, but that is a terrible idea. Enemies have different immunities and resistance to damage type, so the specialization you're proposing would only cripple some builds. The weapon groups tend to offer a weapon for each kind of damage in their selection. 1. Spell system has no relation to the camping/resting mechanism. As for quantity of injury kits I wouldn't put a restriction like the current camping supplies has. I would just limited the amount available within the game world. Not make them rare, but just have it so you can't go and buy 99 kits from a vendor. 2. Maybe, I think it can be improved by making it simpler. If not basing it on damage type then reduce the number of groups by 1.
  22. No reason to go back to IE. The biggest reason why you are seeing issues with unity is because the developers had virtually no experience with the engine. Now that they have experience with it you will see future games using the engine to be more polished and optimized. Plus with unity 5 being released and presumably all developers using unity 5,you will see game having better mods... Unless developers choose to encrypt their files.
  23. Unlikely to happen since PoE uses Unity 4. If it used Unity 5 then maybe since everyone could have Unity 5 for free making it easier to mod for. But really if there are groups of people out there that want to port BG over to a more modern engine, they could download Unity 5 right now and get started. However that would be a massive undertaking and never get done. Also Obsidian would not be able to get a license for those games, Beamdog is already doing the EE versions, and it is doubtful any other company would be given licenses. Finally, Obsidian would probably prefer to keep doing PoE series rather than remake BG in Unity engine.
  24. Well, these may not be the only suggestions I have but they are the first ones I am thinking of. 1. Remove camping. In its place use injury kits, a la DA:O. I am aware this will not go well with everyone since PoE is based on IE games, but I am not a fan of camping mechanism. I think a more enjoyable and overall better mechanic would be to have injury kits heal wounds, certain potions to restore fatigue, and inns/stronghold resting will heal all, restore fatigue and give bonuses. 2. Similar too what was mentioned above, the weapons groups is not a really good system. If you want to give an accuracy bonus to weapon types then just have weapons in their damage type groups, i.e slashing, piercing, etc... 3. This has been discussed a lot since release, and while from what I read about the expansion and latest patch that enemies are a bit more challenging than before, there is still a TON of work that needs to be done with enemy encounters. They are extremely repetitive, simple and aside from a small number of encounters, easy. As most know, the bulk of encounters boil down to reusing a couple of the same tactics for most encounters. While I am completely aware that you can try out other tactics, it would be enjoyable if the game would FORCE you to use different tactics across many different encounters.
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