Everything posted by Mrakvampire
- No experience from combat
- First impressions thread!
- More like BG2 please
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First impressions thread!
Actually I'm not happy with the game at all right now. Yes, it looks like old IE games, but it doesn't feel like old IE games. My main complains: 1. Messy RPG system with Strength that applies to Wizard fireballs. 2. Tiresome combat. Not interesting, but tiresome. So many abilities that I need to manually activate? And this should be done in nearly every fight. 3. Inventory looks like it has been torn from casual console game. No weight for items? 4. Lack of feedback from game overall. Creating a wizard? No explanation for spells and their exact effects.
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Combat feels: Activeness, Speed and Pace.
My 2 cents. Adding a lot of abilities to non-caster classes made combat not fun, but very tiring micromanagement affair.
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Radical suggestion
I've actually played a lot and I agree that D&D 4E is a mess. I also agree that amount of abilities should be cut by 50% or even by 75%. It's NOT FUN AT ALL to pause every 0.7 secs to manually activate abilities for all characters. Combats are not fun, they are like... routine work, yes, I found proper phrase in my hamster vocabulary. Combat with all these multiple manually activated abilities is hard routine (!) work. Or just make this game turn-based.
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Feedback about the new inventory: the "stash" system
I agree. Just bring back old IE inventory system.
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More like BG2 please
I agree with those that say that game should be more like old Infinity games. Even in Planescape we had old good Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma system. Why break that was not broken at all? Ok, I understand, Obsidian can't use D&D mechanics - fine, use your own, but try to stay as conservative as possible. Stats should be intuitive. When I install Fallout (no connection to Infinity games) and see 'Strenght' I already know, that Strength is good for melee guys, but not that important for other builds. If I see 'Charisma' in Arcanum, I already know (without reading manual) that it should affect my 'talk ability' but will have little use in combat. Now we have Strength (oh, sorry, Might) applied to Wizard (!) fireballs. LOLWUT? It breaks immersion for me like... nuke blast. How can I roleplay if I can't understand how stats of my character affect his personality and looks? Why my Wizard needs to go to gym in order to hurl powerfull fireballs? I want to play physically weak but very powerfull mage - please tell me what stats should I use. Or I want to play weak willed but very charismatic bard. No? This system doesn't allow to play these iconic examples? Bad system I say. I was very positive on this project, really positive and had high expectations from team. Right now, I'm not happy at all. Miniature Giant Cosmic Hamster of Obsidian Order is not happy at all with this game so far.
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It seems to me that the biggest problems in the game are the most difficult to "fix."
I agree on music. I hope that it's not actually main theme of the game - it's just a filler for beta. If it's actually the main theme... then... it's lacking.
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Stats in Backer Beta
I can't consider this as proper answer, cause I see no reason at all to give so many extra HP to main character.
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Some UI improvements (and a small bug)
Formations doesn't work as intended. Screen attached. If it's a cross formation, then I'm a donkey, not a hamster :3
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Stats in Backer Beta
Okay, now I'm really really confused. Compare my newly created Wizard (!) with Constitution 9 with BB Fighter with 18 (!) Constitution. Same amount of HP? Am I missing something, or just don't understand in this very new unique rpg system? I'm just smashed. I always thought that mages should be more fragile that front-line fighters and you know... if they have low toughness/constitution score, they should be even more fragile. Ok, I surrender, I don't understand mechanics of this game completely.
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Wizard Character Creation (Spell info lacking)
So, I've decided to create a Wizard now and game asks me - what spells do you want? Description of spells is REALLY noninformative, no range, no damage, nothing. Let's say... Jolting touch. Is it ranged attack or melee attack as it could be logically implied? Eldritch Aim... for short period... short period is? 1 round? 5 rounds? 1 minute? 1 attack? M. Minor Missiles. Same here. Range? Approximate damage? How can I choose spells without actual knowledge how they behave ingame? In comparison, when I create my character in Divinity: Original Sin, I recieve full information on all possible spells/abilities. If I start new game in BG2:EE, I also have full description of all spells that I can choose. Definitely MUST BE fixed.
- Character Creation Aesthetics and STUFF
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Stats in Backer Beta
Totally agree with this
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Character creation - totaly confused about stats
I agree with confusion. I, as veteran player of tabletop (D&D / Pathfinder) + oldschool RPGs (Baldur's Gate, Planescape:Torment, Fallout) + modern RPG player (a lot of them ) was really, really confused with stat explanation. I've read description and nothing there pointed to me that there is a totally new mechanic. Might = Strength for me and Resolve = Charisma. Maybe I have some really really bad issues with my English (it's not my native language, as I'm just a hamster, you know) - this is my feedback. Stat explanation with EXAMPLES FOR EVERY CLASS should be more clear.
- Character Creation Aesthetics and STUFF
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Question regarding development costs?
Since when getting additional funding = betrayal of fans? Fans want great game, and for me doesn't matter how Obsidian will get funding for this game if needed.
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8 companions: is it enough?
And another thing to consider. BG2 had different companions with different morale views (alignment). So 17 in total. Now we are gonna have only 8 characters... Are they so morally flexible that they are ok with going with true-goody-goody PC or kill-them-all-and-grab-the-money PC? If you call it 'deep characters' then I'm hamster-ballet-dancer.
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Quality or quantity?
I propose that Obsidian will remove all features from game (like classes, races, stats, NPCs etc.) except one. And put all effort to make it more 'deep', 'well-written' (and so forth) to increase it's quality to near infinity. Cause, you know, everybody knows that if you reduce quantity, quality automatically increases proportionally. So, if quantity is reduced to something near zero, then quality will be somewhere near infinity.
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Question regarding development costs?
Maybe, but layoffs doesn't mean lack of financial reserves - just negative balance. Publishers can work with a model that exclusive rights to the IP will be in Obsidian's hands. They can work for a % from sales. Btw there are different publishers out there. Some are smaller, some are bigger.
- Baldur's Gate Trilogy Fans Unity
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Question regarding development costs?
Don't expect that Obsidian will create this game only with funds raised by kickstarter. I'm 1000% sure that they will use something from this list: 1. Their own money reserves 2. They will go to publisher right now with 'Look, we have a support' and get money from them 3. They can go to other independent investors 4. Bhaal, Lord of Murder with give 100000 gold pieces.
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8 companions: is it enough?
'Quality over quantity' © Same phrase over and over again. Yea, for sure, it's better to be rich and healthy, rather than poor and ill. Maybe than we should ask Obsidian to create only 1 companion with all that effort that they plan to put in 8 companions?! It will be (for sure) mega quality over quantity.
- The "Unofficial" P.E. Relationship/Romance thread