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Blu3Fr0G

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Everything posted by Blu3Fr0G

  1. Being able to save manually is by far the more important, but quicksave is a welcome convenience. (I used the word "quicksave" because it implies manual saving and is a little faster to type. ) I agree with this as well. It feels wrong to gimp the PC version of a game just to minimize code differences between the PC and console builds so that the code's a little easier to maintain. So far, I haven't described why I'm asking about this feature, but I see there are some "what is an RPG?" questions, so maybe now's a good time. I like to explore game worlds. I'll spend many hours engaging deeply with not just the level geometry, but with the game's aesthetics and (especially) dynamic systems -- not to try to break them, but to understand them and enjoy the effort the developers put into them. At-will saving helps me do that because it reduces the risk of my losing progress when I poke around into places and try experiments. Design elements that penalize exploration, such as timers (including both mission timers as well as QTEs as in Alpha Protocol), unkillable enemies, and checkpoint-only saving, are signals that the developer wants to cater primarily to the many gamers who enjoy action-oriented challenge and intense sensations -- not to explorers like me. That's fine, if that's the kind of game the developer is trying to deliver. Challenge and sensation are both 100% valid ways of having fun, as is emotionally deep storytelling. But so is knowledge-discovery: collecting information to generate testable theories about patterns. That may not sound like fun to you, but it's also 100% a valid kind of fun for other gamers. I'm very familiar with the argument that "save-scumming makes the game too easy." But that's not a strong argument: 1. In a single-player game, how I play doesn't affect you. If the most important thing for you is an exciting challenge, no one can make you save manually; but if that feature's not implemented, an important tool for my fun is taken away. 2. Preventing all players from saving when they want is a terribly lazy way to artificially increase the challenge of a game. It's useful as an optional feature for the players who want it, but most of the challenge of a game ought to be designed into the (character-side) content of the game world itself, not managed via an external (player-side) function. 3. Twitch-style challenge is important for some people, but not as important for others. Understanding systems is also a kind of challenge, but it rewards thinking deeply over thinking quickly. It's OK for games to serve both kinds of fun. 4. Being able to save in a CRPG gives me more RPG, not less, because by exploring different alternatives I can ensure that my character is built to suit the role I'm trying to play. That's not about min-maxing tangible (power-progression) results; it's about finding the most accurate way of expressing the nature of the character I'm roleplaying. Not being trusted with the power to save at will can mean the developer wants to rush the player past one pretty but shallow façade after another (yes, I'm looking at you, Bioshock Infinite). Being trusted with the power to save at will sends a better message: the developer understands the pleasure many gamers feel at engaging deeply with a game's content. Every time I've said, "Well, they refuse to let me save manually, but this game looks like fun otherwise so I'll pay to try it," I've regretted that decision. I'm really hoping Obsidian will implement save-anytime in The Outer Worlds so that I have no reason to pass on it. I cannot like this comment enough. If there would be super-like, I would use it right now.
  2. Exactly what I wanted to say. I´m gay myself and I haven´t been offended in any way by this. To be honest, I see it exactly as others here: that some anonymous intenret crowd started yelling and you backed up. Not cool, Obsidian. You haven´t lost customer in me, because I think you worked hard and delivered a splendid game; but will you buckle just because somebody will start moralizing a complicated and morally complex game? Isn´t that exactly what we backed? Please, just hold on, don´t let them beat you so easily.
  3. I hope I have formatted it in a proper manner and everything is comprehensible. Played version 257 bb. Menu: - when cycling through options at a start menu, names of each categories (Graphics, sound) will disappear when clicking on anything except Auot-Pause or controls - also, in controls, when you scroll down through them, dents, which separates them, will appear later. - In autopause, I could not find option to pause after end of the round - where is it? Game itself: - if you leave game running longer and you are not playing it (pressing windows button on a keyboard and doing something else), and then return to it and load a game, it will load indefinitely. -Dyrford Village - you cannot talk twice to the Haron guard on the bridge - When in Barter screen - for example, when speaking with the man who owns the dyery with the collapsed roof in Dyrwood village - after clicking on question mark symbol and opening a description about item, instead of "close" button it says "enchant". - When I speak with somebody, and there is "requirements not met" for certain answers in the dialogue box, when I come back with a character who meets the prerequisites, I still can´t access these sentences. -character pathfinding (especially with priest) is not good yet - they keep stucking at objects sometimes. - When putting Finest Arbalest to BB Fighter, it is offset way off his arms in the 3d inventory model -also, for some reason, there is ghastly apparition of my own character in a Winfrith´s Armory Shop, after I returned from Stormwall Gorge - When fighting Feral Druids, effects of their spells (that green goo on the ground) doesn´t disappear with some "effect ends" animation - it just disappears. - Also, bodies are disappearing. I know this is probably because of performance reasons, but I think they should stay. - even when I scouted the area with my party, after loading there is "fog of war" as if in unexplored area. - Characters sometimes does not break up form the animation, instead they are doing it in a loop for certain time - my main character did not break form attack animation even after the enemy was dead. Only after certain time he did so. - Stealth system: I don´t know if I get it right, so correct me please, if I am wrong: once in stealth mode, grey circle will appear around you. Enemy NPC will have yellow and red circle. Radius of these depends on your stats, etc. Yellow serves as touch point, where, if your grey circle will intertwine with the yellow one, that NPC should start going in your direction to investigate, because it heard a sound, right(And I guess red one means fight - your too close to their personal zone)? - The Stash - although I liked the Stash system on paper, I don´t like it at all implemented here, in game - it happened to me sometimes that I put into stash items which I wanted to take out - and I could not, unless I am in resting place, or some such. It seems more restrictive than fun. Please, modify/remove it. Well, then how it is possible that sometimes, enemy NPCs are going to investigate when these circles did not intertwine? - Combat in general is too fast. It needs slowing down. Also, if characters and NPCs can overlap, as they can right now, it is just chaotic and many times you can´t even see the enemy (!) behind the bodies of your own team, so you cannot click on him/her/it, once the current one is dead. - Corpses should stay, at least till you leave the area. - sometimes, when you press "Take all" button, it won´t, despite your character having a free place in the inventory - sometimes, when taking items from stashes or loot drops manually (one by one), items will just disappear instead of being transferred into your inventory. Map: - I remember from IE games (Icewind Dale 2), that, once in a local map, it was still possible to double-click on walkable places and your party would get there. Would it be possible to implement even in Pillars of Eternity ? - Also, it seems that if you wanna access a location on the north from the place where you currently are, you have to use the Northern exit (Dyrwood Crossing location appeared to me only after going through SouthEast exit from Dyrwood) - which I find very impractical, can you make it, please, that the locations would be accessible, no matter which exit? Fun: -Piglet´s barkstrings are awesome! :D Miscellaneous: - I like how, when you click on item that might be explored (like barrel on the streets), game itself will choose the nearest character to go there. Nifty! Thank you, Obsidian. To conclude this, from what I saw, I consider PoE cca. 60 percent complete, the rest still needs tweaking.
  4. Thanks fro answer; now at least I know there is nothing wrong on my side. Meanwhile I was waiting for somebody to respond, I remembered there was another door near the flooded part, through which I came here (yes, I came through tannery), and through there lied a way across. Still, hooks would be my preferred way across.
  5. Hello fellow backers, I have problem crossing the fallen bridge in Dyrford Ruins - I know that I should you the hooks with ropes, but how? When I click on that wooden ramp, there is just dialogue hint, regardless whether that character which interacts with the ramp has the hook in inventory or not. I cannot put it into weapon slows, nor into quick item slots. What am I missing?
  6. It´s very nice to see some info about documentary´s progress, i was wondering what is up with that Thanks for the update!
  7. Nice, honest and interesting update. I´ve feared some people might complain "oh, this is the stuff we already know," but I never really saw somebody to flesh out making of game so clearly and honestly. Definitely informative, I´ve enjoyed that.
  8. Q&A are interesting, but why don´t you ask your fans here, on Kickstarter, or on forums? Why only Reddit users? I, for one, didn´t even knew you were doing such an event :/ Nonetheless, I like the answers. My only question is: why it a problem to do Unity moddable game? No tools available? You´d have to create TDK yourselves?
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