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Everything posted by rjshae
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I take the opposite view where those "empty" areas provide an opportunity for exploration. To me exploration suggest there is something interesting to find (well constructed encounter, quest, unique event, nice location). Many of the wilderness locations were quite dull, with dull combat encounters. Hmm, well exploration means travel into the unknown in order to learn about it. The key work being travel. You don't have to find something deep and interesting every other minute; this isn't a music video. I'm fine with so-called "dull" wilderness locations because they highlight the interesting locales. That's what travelling the wilderness is like, and in that sense they're much like similar areas in Baldur's Gate. My preference would have been to include more such wilderness areas with a few interesting highlights.
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No, it's the TwitterZone. The Twilight Zone was more like the real world.
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My thinking is: so what? You talk as if our "concrete reality" has to hold in a world replete with magic. It doesn't. This is not a design flaw; it's the reality of a fantasy setting. The game developers have hard coded a direct relationship between physical and spiritual strength. That's the physics of Eora. It doesn't have to look like our "concrete" reality. If you were somehow tossed into that world, you'd have to deal with it on its own terms. All it really needs to be is consistent.
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Well, over the years a lot of fallacies have been ascribed to NWN2, and this is one of them. For example, pretty much any model in NWN can be ported over to NWN2, then further improved. Both games use many of the same scripts plus 2da files for data storage. The main headaches with NWN2 is the extensive use of placeable models and the flexible exterior area building tool. Both are powerful methods, but much more labor intensive than in NWN. Beyond that, the two games are not that different from a toolset perspective. Once you're over the learning curve (and both NWN and NWN2 have one), it's just not that difficult to create models for NWN2. I've built and ported many myself. Meanwhile, NWN can't support the textures sizes and poly counts that NWN2 can, and with NWN2 you get normal mapping, LoD, and tinting capabilities. This (and many other reasons like full party control) is a big reason why it made sense to port games like Baldur's Gate, Baldur's Gate 2, and Icewind Dale to NWN2.
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Can't believe I missed this one. It's not only fair to point that out, it is also extremely important, as that leads directly to the consequences of this particular design choice. Strength as an attribute is very concrete and people have a strong instinctual understanding of what it is. This helps in creating stronger immerison, as everyone already has an instinctive understanding of what the stat does and thus it helps establish the connection between player and player character. Replacing such a stat with an abstract concept of might only serves to create confusion, and it is incredibly detrimental to player immersion. There's no perfect approach to attributes because in the end they are all just crude abstraction of reality. None of the approaches I've seen are ideal -- D&D attributes encourage excessive min-maxing; Champions is more complex; GURPS has too few attributes; PoE is more abstract. In my case I modified my viewpoint and enjoyed myself while playing PoE. Clearly this approach bothers you a lot though, so this probably isn't the game for you.
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Let's talk ship!
rjshae replied to SonicMage117's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Have a few sea battles that take place during epic storms, complete with surging waves, driving wind, heavy rain, miserable lightning, and lightning flashes. They can make it near impossible to use bow attacks, participants stagger from the wave impacts, and fire spells can peter out in the wet conditions. Wave crests can roll across the deck, propelling sea creatures onto the ship. Flotsam and jetsam swirl and wash around the battle area. Crewmen are below decks manning the bilge pumps, leaving only a few hands on top to fight. -
Consider, an Mig 18 Wizard inflicts +18% more damage than a Mig 12 Wizard. However, an Int 18 Wizard inflicts damage over +36% greater "area" than an Int 12 damage. If you are targeting groups concentrated over a particular region of the battlefield, then the high Int Wizard will tend to inflict a greater net damage than the high Mig Wizard. And in fact it gets even better, because that +36% area is actually an increase in the radius. Hence, for a given density of enemies, the average number of targeted enemies increases by 1.36 x 1.36 = 1.85; a +85% increase. If you're using Wizards for artillery, then high Int is better. For a Battle Mage targeting specific enemies though, a high Mig is better.
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One possibility would be to create a highly detailed 3D map in NWN2, then use some type of software interface to scan it into a 2D image for an isometric game like ToEE or BG2. Perhaps this will become possible with Xoreos?
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^^ Alas that's all too close to the truth, and so not really that funny.