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IndiraLightfoot

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Everything posted by IndiraLightfoot

  1. Hormalakh's design is very ambitious, and I reckon, he's a hit a homerun here! The only criticisms I can think of: -That column with portraits: The portrait selected, which marks which character that has all her/his stuff showing, needs to stand out more in some way or the other. -I still reckon the invo items are too small - I wan't slightly larger icons (this has nothing to do with Hormalakh's design, though) -While cool, using those Sistine Chapel-hands, I don't think it's clear enough what they do. How about an arrow pointing to a mini-version of the stash icon, and the other being a drop item symbol, and lastly, no need for a use item icon. Instead, you need to click it up, and then press a use item-button on that interface, or identify item, like in the IE games.
  2. One thing I really appreciated was that list at the very start of the BB: Josh listed a number of things he wanted feedback on. This would be a good time to be doing something similar, and perhaps with an addition of a little list with things that won't get changed for various reasons (too late in dev, they are non-negotiable, or whatever).
  3. I've tried my limited google-fu, and I simply can't find the name of the artiest that has drawn those stunning tarot cards. Hopefully, some of you guys can dig it somewhere. Bryy: Conan O'Brien in Thedas would be legendary stuff!
  4. What a fantastic artist! Wow! WOW!! Did I just shout 'WOW'? If not: Wow!
  5. I agree on this. My list was in no particular order, but indeed, this is by far the least important thing on it.
  6. Anaeme: See my answer on that in the General Forums thread on the dealy, it's at the end of that thread.
  7. That would be ideal. OE gives us their stumbling blocks, and we get to give them feedback on those, and then after that, we can take on those problems in earnest.
  8. C2B: It's twofold, really. In the beta, we've just seen a few locked doors and chests, and a few traps. I want much more of that, almost on par with WL2. Secondly, I base my suggestion on this reply by Josh in Nov 2013 in that PcWorld interview: "Do you have class specific dialogue options? If you are playing a priest, would you have priestly things to say occasionally? JS: Yeah, occasionally. Class-specific responses are less common than ones that are triggered by ability scores, but yeah, we’ll have some." I reckon that's too little in a RPG, there's no good reason to increase that - and furthermore, I don't want those backgrounds we pick, geographically, and where you get to be a rebel or a hunter or a worker, to be just for show. Add some RPG weight to them as well. It's pretty cheap game cost-wise to improve in that field.
  9. Well, I'm curious: Which improvements are the priorities that you want to see OE nail before the game is released in early 2015? Here are my prios, anyways, which would make PoE a much better game, in no particular order: -Make each and every class so fun and viable in combat and all that we get a hard time choosing one whenever we start a new game. Balance them, yes, but not at the cost of making them hum-drum and similar -Take the time and add more talents and possibly feats for each class. Have stuff happening at every level-up -In general, let us shape various versions of each class, at least combat-wise, which are clearly different from one another, through the char creation and char development -Make attributes matter more, please -Somehow fix the rush-fest implosion that is combat right now, make the user interfaces be as informative and intuitive as possible: slow down animations, movement speeds, etc, on party and enemies, and more importantly, add animations for various states in combat: idling, recovery, attack alts, spell casting alts, for various states of incapacity -Don't counteract ranged attacks and spells at all costs out of fear of kiting. Instead redesign combat so that it can be reasonably slow and still have ranged tactics -Give us a little more non-combat skills to use while not in combat, during exploring and conversations with NPCs. Perhaps even add in more class and background checks/options for the main pc (this means more writing, so it would mess up any feature complete tick offs). It would be great if the game reacted to that background we pick and the class we are as much as possible, plus race, gender and faction, obviously If they fix these, then we will get a wonderful CRPG!
  10. Cool lists, guys! Thanks for sharing! Plague Inc - I have missed that completely - but from what you are scoring it, it seems to be stellar and perfect in every way. Shadows of Mordor - good scores. I've been thinking about picking it up, but I have this anti-thing for orcs. Even in D&D, they just bore me to tears. Elerond, great mini-reviews there! On WL2, I certainly agree that it's so hard to put away. I actually have to literally restrain myself to get any work done. I have even invented one restraint - that I need to wait for those non-sensical Steam achievements before continuing (I've already failed that Will-save twice). On D:OS: My scores are based on like 12 hours of playing, and some of it alpha and beta, so I'm just at the start of the game, where everything is new, fun and polished. Perhaps I need to change the score, when I play it as much as other games. Heartstone: What a surprise! So, it's actually a good game? I just passed on it when I saw it. Godus: Thanks for that pro-tip! I must check it out. Your BioShock Infinite: BaS scores are good indicators as to why I regret buying BSI in the first place. It looks very nice, but that's about it, really. D3 RoS: We certainly have the same kind of appreciation for that game. DS 2: You are apparently a big fan. I have never owned these games (since the PC ports are horrid), but I have tried it over at a friend's, and it's very much, do the correct moves with the right timing or die. The Banner Saga: So far, I've given it a miss, I might pick it up in some sale and check it out.
  11. ? If anything Feargus was the one that got convinced. After all the non-compete Argument is from him. It was me trying to be funny. This is n.o.t...a.t....a.l.l...w.h.a.t...h.a.p.p.e.n.e.d. I was just being childish for a sec.
  12. Like others have hinted at, Paradox is in entirely different time zone than Irvine, and there's also summertime adjustment on over here, so they simply released it a bit too early. Obsidian (BAdler) did an official update a few minutes later on this site, on their own forum, for the backers and everybody else. And once again, this publisher deal with Paradox is only about QA, advertising and distribution.
  13. Yeah, I agree 100%. They should take advantage of this luxury of not having a publisher breathing down their necks. Us demanding backers and beta testers are exhausting enough.
  14. The game won't be finished until we see the spell Ghost Bleach included once and for all, real and ethereal.
  15. Well, add to that WL2 and, for those of you so inclined, DA:I. There will be plenty of CRPG ersatz.
  16. Pointing thither-----)-
  17. BAdler: "Through your help and feedback, the Pillars of Eternity team has spent the past two years creating a fun, fulfilling experience. An open development has enabled us to interact with our fans and backers in a way we weren't able to in the past, and this has really helped shape Eternity into a game that we all hoped it would become. Plus, with the Backer Beta, we have been able to get excellent feedback from our backers that we are using to shape Eternity into an even better game. We really can't thank you enough. To incorporate as much feedback as possible, polish every nook and cranny of the game, and make sure we don't ship a buggy game, Obsidian has decided to push the game's release into early next year. We are going to use the extra time to make Eternity shine for our backers, and a game that we were proud to call our own and would live up to your expectations. Once again, we want to thank you for making this all possible. With your help we can bring Eternity across the finish line." We love you and we will help you to the best of our abilities, so help me Josh!
  18. Infinitron: Apparently, they have huge reserves of star-stamped bottlecaps.
  19. Nah. They are different games entities...
  20. Also, them being happy with all our beta feedback: This may mean a number of months more of sweet beta testing, which for some of us is at least as exciting as the game itself.
  21. It certainly seems legit: "Obsidian Entertainment and Paradox Interactive announced today that the highly anticipated fantasy role-playing game Pillars of Eternity, originally scheduled for release in late 2014, has been delayed until early 2015. Feedback through the beta process from those who backed Pillars of Eternity on Kickstarter has been extremely helpful. The development team are listening to the feedback and are incorporating changes to ensure fans absolutely get the best game possible. This short delay will allow Obsidian to produce the quality of game that they can be rightly proud of. "Since the very beginning of this project we promised our fans and ourselves that we would release this game only when we knew it would be absolutely ready for the best experience possible. We're very close to that point, but not quite there yet. The feedback we have received through our playtest process has been invaluable to us. We are coming into the home stretch but are pushing the release out just a bit to make sure we honor that promise we made originally. Thanks for your patience and support, it will be worth the wait." – Feargus Urquhart, CEO Obsidian. Both Obsidian and Paradox are aware of the anticipation the thousands of people who donated to the Pillars of Eternity Kickstarter campaign have, many of whom have been clamoring for a game in the style of classic role-playing games for years. And, rest assured, no one is more anxious for the completion and release of this game than we are. However, we are excited to get the extra time to incorporate the feedback and add additional polish. Your enthusiasm and support has been energizing for everyone and we're just as excited as you are for this game to come out and kick this new renaissance of classic style CRPG's into high gear!" And Sensuki's list of bets is now very short of potential winners indeed. Otherwise, I'd say this is for the best. WL2 did push their game forward quite a bit, and it certainly ended well. EDIT: Perhaps good old Feargus wasn't pleased with the degree of IE-ness and CRPG sprawliness, and gave Josh & Co the following order: Moar IE-feel, Moar IE-depth and moar polish! (plus combat xp)
  22. I'm not entirely sure about this, but I believe that DA:I will have something like this - where you can use a tactical mode, and then queue up orders for your characters, and then sit back and watch how it all unfolds.
  23. I just realized this: 1,2, 6, 9 on this list is actually Unity-based games. It's becoming a classic game engine, it seems.
  24. Yup! Most of his points were excellent. I can still really like IW for what it is. It's not either/or.
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