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Osvir

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Posts posted by Osvir

  1. Sweet! I really like the Monk "Jump"/"Leap".

     

    Would Wizards be able to harness their powers so much that at a point in the game they'll begin to float? (or as an activated duration spell) That should up their movement speed. Regarding "Floating" (seen it somewhere in some other post), it'd be tactical for dungeon crawling as well (avoiding some traps/pitfalls).

     

    Off-Topic: What happens if 1 of my party members fall down a pitfall whilst the 5 other party members did not. Will the 6th party member be on a different map? Will I be able to throw down a rope? Will I have to try and gather the group separately at some "yet unknown" rendevouz point? Will I be forced to jump down with all of my party members through the pitfall or will I have a choice? Has this been discussed before? (basically "Party getting separated/split up in a cave-in")

  2. I'm a total coward, really, but I fight to the death. In previous games there hasn't been much impact in "running away", it is time consuming to run away. "Damn I walked down this entire dungeon just to fail, hard, and now I have to go out of it and run away from it til I'm stronger..... nah, I'll just keep saving/reloading til I win". However, if mechanically there was some sort of "reward" (a "reward" can be that everyone is laughing at you because you failed or whatever, or become really angry because the Necromancer is still creating skeletons that are exterminating the villagers on a day to day basis).

     

    Something happening and reacting because you ran away. Though these should be limited and not for every single encounter.

     

    You enter a hallway through a door, walk down the hallway and face a group of bandits.

     

    IF engaged [bandit]

    Walk on trigger [Entrance]: Bandit says "Coward!" (Activate once)

     

    ^^^this is a "reward" as well. Something "happening". It could also "trigger" you, the player, to turn around and decide to fight the battle instead of running from it. More of that stuff please :)

    • Like 1
  3. No Health Potions, what about Torches for those minor cuts and bleeding? Can Torches also be used as a "closing wounds" type of thing? Not putting too much weight on how much you can use the "Torch" though, as it should really be a low level item before getting the ultimate "light" spell.

     

    If Torches could be a Camping Resource cost, then all of the Light spells would have to be as well (which pretty much pours my "Torch = Camping Resource" idea down the drain in my own opinion). One of the things about Resting in Baldur's Gate was that there was no real threat about it. We've been discussing "Food" in another thread (and several threads) and following this paragraph:

     

    Making Resting better: Costing resources, must have a light source and some food in your backpack, apart from the threat of being ambushed by monsters/bandits or whatnot. Maybe you could even loose some gold because some petty "guided-by-a-God" thief came and robbed you during the night (and your guard dozed off). These are some ways to mitigate Rest abusing. Making it less accessible, and "Should I keep these torches to close wounds, light up dungeons or for resting?" also plays a big tactical role (Decisions, decisions).

     

    Like I said in another post, torches capping at "12" or something like that in an inventory for 1 character (or they'd weigh too much~can't carry more). They wouldn't heal Stamina, but specifically Health, though then it is excluding some designs for those who don't play Mortality Mode. So I don't know if that's good or bad.

     

    I feel that the inventory, or what your character can carry, is going to be fairly limited. Reading on the Wizards descriptions (wikia) they speak about "anvil heavy tomes". Now, a Grimoire or a Tome doesn't weigh as much as an anvil (that's just vivid/creative writing). But it implies that the Wizard can't carry 2 Tomes because carrying 1 under your arm is heavy as it is, e.g., limited inventory space/capacity/weight.

     

    The Torch idea I have, regarding a "limited" amount that you can carry on one member (or because they weigh too much stacked) would only work for all of its intended purposes if the inventory management is "realistic". Having 12 torches sticking out of your backpack is imo realistic, and you'd still have room for 2-3 books, some potions, herbs and similar. Of course, there's probably other solutions to it as well.

  4. I believe the most skillfully executed designs in any medium appear effortless and natural. In reality, it typically takes an enormous amount of time, effort, and iteration to reach that point. It is extraordinarily uncommon for good design to arrive from a single, artful stroke of the pen, though the best designs will appear to have been made in that way.

     

    Smoke on the water. The old school games have always appealed to me, personally, because of this. They were not just "first" but they were designed simplistic and rocking it. Good interview :)

     

    Actions speak louder than words and all that...

    Eh maybe. Talk is cheap as they say, you should be based on your actions in and of themselves for the most part. Talk is just a very easy low risk form of action after all. If you say "I will save the orphans!" then do it, well that really shouldn't factor in. If you say "I will save the orhpans!" then you fail, or worse, purposefully botch it then if anything your reputation loss should be worse. But if they don't bake that in through some means I will live. The "Planscape" method was considerably too specific. We don't need five different versions of "Yes I will do it."

     

    I multi-quoted this for some reason.... right. There is also the question of "I will save the orphans!", and even though you tried you best you failed. Your reputation should be effected in some ways that, you tried at least. Maybe you managed to make it worse by some stupid decision that you did (a mistake) but how would the villager's know that? They'd only know that you come back worn, torn and in shame for not being able to save them. Likewise, the villager's could blame our group for not being able to save the children even if our "goodness" group tried their best.

     

    "The Whining Villager": -Save our children because we aren't strong enough!-

    Us: -Okay we'll try our best-

    *fail*

    Us: -We tried our best-

    The Whining Villager: -Trying isn't good enough-

     

    Or something. I don't think we necessarily need 5 different ways for "I'll do it" but 5 different ways to reach the end-goal/reward~ what I was also trying to say is that there shouldn't be just "Either you gain lots of reputation for saving orphans or you loose a ton of reputation". There should be some middle "safe" ground where you don't get too much (playing evil) or where you don't loose too much (playing good).

     

    Though, perhaps this could be adjusted by some "game notices you are playing a very good character, thus every bad decision you do/make will lower your reputation relative to what your reputation is currently". A good character doing bad things should get some slack. Likewise, an evil character doing some good things should get some slack from the evil factions/companions.

     

    I still want to march into a city with a evil party and see everyone scurry away, close their windows in fright as my character passes through (End-game reputation).

     

    *WoT*

    I personally never saw the issue with healing batteries in games where you controlled a large number of characters (wasn't that the point). Besides, everyone being able to heal (recover stamina) themselves (on top of stamina recovering quickly) makes the game feel less strategic and more like 6 1vX's as opposed to an actual 6vX. It's like the difference between old school shooters with health packs/armor/etc. and new ones with regenerating health.

     

    On top of that the whole permanent health damage unless you rest feels even more restrictive then the old system. Before you could mitigate having to rest for a long time with potions and making sure your priest/druid had a good deal of healing spells, but now the second your front line dude takes 4x his/her health in stamina damage you're forced to rest (and realistically you'd want to do it much sooner to not risk them getting smoked).

     

    I agree, but it also depends on how Stamina is thought out. I am curious as to what the "goal" is with Stamina. How Obsidian wants it to function in concept... that way it'd be easier to discuss the tactical aspects of it. It seems it'll be fairly tactical though and something to think about in most major fights (whilst fodder enemies are fodder enemies regardless and you'll barely break a sweat).

     

    Not much new stuff there, but it's always good to hear from the man himself.

     

     

    I'm a bit disappointed that combat and non-combat skills are seperated. I like it when I have to decide between studying alchemy and practicing shield blocking (*cough* realism *cough*). It can make for so much more diverse characters. Of course the challenge there is that you have to make non-combat skills as powerful and frequently usable as combat skills, but I'd trust you guys with that.

     

    Oh and healing batteries are bad but magic users who can summon firestorms but can't heal a cut are just as bad (:

     

    To be fair, they can't heal stamina. Possibly spells that heals some 2-5 Health points. I'd like to see potions that heal stamina though (an average~ amount). Perhaps even some potions that give +40 Stamina, but at the "end" of it you loose -50 Stamina (Because of over-exerting). Then there's the word and definition of "Reinvigorate" which I feel resonates with "Monk".

     

    Perhaps a Cipher could pay his/her Stamina to heal someone else's with an "energy" loss (Cipher giving the Fighter +20 Stamina, looses an additional -10 Stamina, so the Fighter got +20 Stamina at the cost of -30 Stamina for the Cipher).

  5. Personally, I don't like what the Aumaua look like currently - if that is truly the Aumaua concept sketch. They need to be less like orcs and more like Aumaua. If they're orcish, then just call them Orcs. Don't play this name game without good reason.

     

    It depends on the coloring. They could be "human" colored, looks like they will have "blight" (don't know a better way to explain it), one certain color. I hope turtle-ish. And like someone else said, more like Aumaua and less like Orcs (which looks what we are getting).

  6. Yeah, and you can totally control six people with that degree of precision! At once!

     

    No.

     

    I agree, apparent issue. Even with Pause it is a lot to manage, that's why I advocate for Running being tactical in certain situations, and not for "auto-run". Is there a chance Running could be depleting Stamina but walking does not? Or is Running only a part of Charging (in combat)? I'm ambivalent but I thought it interesting to discuss. Good post PB, right on point :)

  7. I was merely asking if any of you guys felt fatigue in playing decade old games now....cuz I have.

     

    Hmm, yes and no. Yes because it is old mechanics and old generally. With age comes experience and wisdom though. Which Baldur's Gate+Friends got tons of. Most importantly, us. It is an adjustment to play these old games, they require more energy than modern games do. More engagement and devotion. You don't get everything at the click of a button like you do today in older games.

     

    col-spectrum.jpeg

     

    No because to me it is all new to me still, I grew up with a spectrum (JetPak being my first game to play, I was 3) then moving on to Nintendo 8-Bit, PSX, Dreamcast, PS2. I was way late on the PC, and about the time I started gaming on the PC, WarCraft 3 was the way to go, mostly I've been a console gamer because I've never had a good enough PC (I finished WarCraft 3 on a computer that couldn't handle it, lagging through the entire game, but I was devoted and I was loving the story, finished WC3 and TFT with this computer).

    Powerbook_g3_pismo.jpg

     

    Errr... to the point! I did have a point? Regardless of the entertainment, you have to please and appeal to yourself. Heck, I can feel fatigue just booting up the latest game on the market (whether it is on my PS3 or PC). So, the games aren't to blame for "Outdated", it is you (don't take that as rude, let's just be real 'kay?). If you don't know how to please or appeal to yourself, then it becomes difficult to make any progress (in life or video games).

     

    This was also an issue in my multiplayer session with my friend, I was struggling to please my friend's experience and I was wondering why he couldn't just do it himself?

    Willpower is also part of it. Telling yourself "I am going to enjoy this!" before even starting helps. Well, it helps for me. Okay, in the game interface, "enjoying" myself. What do I want to do in this world? Picking up an item, reading a description, getting immersed, continuing on with the journey. Somewhere down the line I forget what time it is (IRL) because I'm immersed by the game. Taking my time, patience, reading spells, figuring out what NPC's say, reading word by word and not skimming, researching even some on the internet. Putting both energy and soul into it. That pretty much sums up my Baldur's Gate experience. I had to slow down and change my mindset "This is not League of Legends" (which is pretty much the only game I'm playing nowadays).

     

    You can't expect to get it (or anything for that matter) handed to you on a silver plate. Which is kind of what modern video games are doing today (comparatively to the olden days). There is also you, you probably don't play games as much as before (none of us do I'm sure) which is also a factor.

     

    EDIT: I'm wondering if this is "Computer and Console" more so than P:E?

     

    TL;DR: If you don't read wall of texts on this forum, does that mean you don't like to read or you don't know how to devote/engage/please yourself? (that pretty much sums up my post as well)

  8. In before moving the thread to Widgets & Bytes (though I personally think this is a General topic, but everything that got something to do with modding seems to end up in "Widgets & Bytes"). I think most people hang out in General+Gameplay (and announcements once a week).

     

    That's kind of what the Legend of Grimrock Modding community is going for, they want to expand the world's lore and the world's locations (one guy is in the midst of creating outdoors, he has created house, trees, stars and sky models/textures as well). I think this is a post-release topic mostly though. Or further down development (6-7 months from now?). Difficult to say anything when there are no tools in hand.

     

    Modding for a game, regardless (if it is good) and you release it, is good ground for a professional career. I would theorize that everyone that worked on Black Mesa (Half Life 1 remake in Half Life 2 engine) probably has a job by now in development. Likewise, some people who've done great mods for New Vegas and more importantly Baldur's Gate, possibly has a job in development (if they don't, they at least have a good portfolio).

     

    If there is a modkit included, even more so munchkins will want to modify it with petty mods that doesn't really impact much except equipment, skins, inventory, a quest or two revolving around romances. If P:E will be overwhelmed with such mods (with a modkit) it'll be difficult to distinguish the "content" mods against the "metagame" mods. So in that way I kind of feel that it shouldn't be too easy to mod.

     

    Legends of Grimrock's editor is great because it challenges the actual creation of dungeons, locations, of expanding the world rather than expanding your inventory. It'd be cool if there was some "easy to import" .JPEG's into P:E and be able to put on "Path masks", "Lighting/Shadow masks", "Obstruction masks" and similar in a toolkit like you do with the "Lasso"-tool in photoshop~ being able to add in areas onto the world map and expanding the world map.

  9. Alundra has, in my opinion, one of the best running mechanics (it is just so difficult to master though!).

    http://www.youtube.com/watch?v=AisGdMqiqi4

     

    At around 0:30.

     

    Running could be way more dynamic, out of combat, you are running from that boulder chasing you, or just running due to low health (with mortality mode on) or just running because running. Like "Drifting" in a car racing game, rounding those corners like a boss. Dynamic running animations.

     

    What say you? Good? Or as ominous as the music in the Alundra video? Not talking about a skill based running, but if you are running you'd "slide" towards the end of the location you've pressed.

     

    I'd like 2 different ones, Running (for out of combat) and Charging (for in combat). Mostly because in that way you can do more with it depending on situation.

    • Like 1
  10. Hi!

     

    Wanted to first say what an amazing piece of art. Good job. It is very beautiful.

    project-eternity-first-screenshot-690x388.jpg

    I've looked at it with a zooming glass, just because I appreciate the detail :) you managed to capture half a face in the waterfall as well, an angry God perhaps? Maybe even a statue in the waterfall which the water runs off from? No matter. The rock just next to the boat looks like a bearded man's head as well.

     

    Has the thought struck you about one big world? One giant canvas? How intriguing does it seem versus the workload it naturally presents? Out of the scope or possibly a reality? A sandbox painting. There'd be prestige in it, no doubt. But is it something anyone would like to touch or even work with? Is it easier to create split areas instead of having a large painting?

  11. ^People were expecting "Advent Children" and got "Hollywood". Of course they were disappointed. I've been amazed at the level of detail in that movie ever since (even today, this movie was made before its time and a revolution in 3D graphics at the time for the public). 11 years later and it still looks really good. I watched it as its own story, and not something that should fulfill my desires. Square did a good job :yes:

     

    I'm not talking about post-apocalyptic setting, but that the world is dangerous. You don't want to walk in the alleyways at night (PST, that was epic), you don't go into the haunted forest in either Day/Night (well, we do, but people warn about it). Our character is the "catalyst" in the world, we interact with the world and we find the mysteries of the world whilst the rest of the world could see it as odd or dangerous.

     

    I think that a good inspiration to look at (real world) is hitchhikers and real life adventurers. They are doing stuff we aren't doing because we think we aren't capable of it, lots of it we probably view as dangerous. Climbing Mount Everest? Yep, dangerous, an adventure. Hitchhiking? Feeling any fear and/or prejudice towards it? If you've seen "Into the Wild" I would like to say that it is pretty much like that: Magical. Traveling up mountains where there are Bears and Mountain Lions and camping out at night? Yep, that was pretty scary but still an interesting adventure. Bears and Mountain Lions are shy of people regardless and won't attack out of the blue.

     

    In Planescape: Torment I feel that the world is threatening.

    In Baldur's Gate I don't, except Sarevok is a threat for the world, but the world isn't very "threatening" by itself.

     

    I wouldn't like "Spirits Within" style, where the world is completely "off-limits" and people are hurdling up in a Big City for shelter and protection (Though, in Mass Effect 3, I do enjoy the portion of everyone gathering up at the Citadel because of Reaper attack on various worlds). I guess what I'm trying to say is just "I'd like to see a threatening world, but others travel it too". Hardships and struggles in the actual act of traveling, and an abstract personal reward for it.

     

    Thought: A God going chaotic might cause villagers to evacuate a village or whatnot, until you deal with it.

     

    EDIT: I want to challenge the world of P:E, not just the enemy AI.

    • Like 1
  12. Something that actually did rekindle my love for Baldur's Gate (and the reason why I finished it). Me and my friend started making our characters, discussing on Skype (he had always wanted to play Baldur's Gate). So we made up our characters pre-game, but when we started it we realized we were a little bit disappointed by the main protagonist as we began (limiting our character models that we had made up). So we made up a main character together who was our generic main character.

     

    Whilst we were really playing the characters we made.

     

    Start a multiplayer game with yourself (or with a friend) and make 2-3 characters. The main character, and more importantly, your​ character(s). It really does help traveling through the world (even if your character is the "follower") but it is a new character with a new agenda and a new story than what the main character has. Making an entire party is fun too (imo, IWD style). Me and my friend got past Candlekeep (Chapter 6) and then we just stopped because we grew too tired (we both wanted more control in the game, not being able to communicate well in the game interface made it difficult to get our strategies and tactical combat roles across, apart from that it was awesome). We narrated sections, read books out loud before camping and other small tidbits. It was super fun and we got further than I had ever gotten and to a point where I felt "What happens next!?" so of course I had to make a Single Player campaign and continue (I choose Casual, we were playing on Core rules, ran through the entire game, fast, and loved it).

     

    Another thing we did was that we took party members that we met along the way, so we only had Minsc and Dynaheir for a short period, Xan for a short period. We pretty much escorted Ajantis to Baldur's Gate and that was that, dropped him off in the city limits and bid farewell. This to me feels important in the Character Creation process "Who is my character in this world?" comparatively to "Who are the companions of the world?". In Baldur's Gate the main character isn't some great character (mechanically) and that's something to think about. In modern games the main character is powerful beyond powerful. Dragon Age: Origins does capture the feeling of that your character isn't stronger than anyone else (if they would have been built the same way) which is why I enjoyed it. In Dragon Age 2, not so much, there it feels like your character is a Bhaalspawn on steroids and speed, gallons of caffeine. That's something to take into consideration about modern versus old. Modern = The characters are mechanically and visually powerful, Old = not so much.

     

    One thing that did give me fatigue in Baldur's Gate 2 was facing some 8 Hobgoblins and 2 Shamans that just wrecked spells all over the screen the instant I saw them (SCSII ofc). Sure, they were a piece of cake to take down but still annoying, tedious. It took longer than it had to. Later on I get to the slaver's, and I meet another group of mages (Some bandit priests/mages and some Yuan-Ti mages). And I realized exactly how "tedious" this game was going to be (Long battles with easy opponents). There's pretty much 1 mage in every single encounter and that makes the mage rather boring (specially with Athkathla's policy about mages, it makes no sense and this is probably because I've got 20GB worth in mods).

     

    Horror spell is probably the most annoying spell ever and I haven't found the counter-spell to it (Resist Fear doesn't seem to work). Even if I manage to ward it off there's something else the mage has up his sleeve (even for these mindless mob encounters and is around every corner) to make the battle longer than it necessarily have to be. Adding in that Aerie, Yoshimo, Kivan, Jaheira, Minsc + Fighter isn't as good a party composition as Khalid, Jaheira, Dynaheir, Minsc, Imoen + Fighter is (seeing that I've played the latter for an entire game it takes some adjustments for the second game as well). This is very important for an enjoyable experience, get the proper party members for how you want to play. I'm probably going to kick Kivan and Aerie out of the party, keep Yoshimo til I get Imoen back.

     

    Many of the modern games follow the trend of "Press Start to Play" whilst Baldur's Gate has some pre-preparation phases (mentality) regarding how to tackle the game. Who is your character? What does he want? What kind of Class and how did you really build him? What's the goal? Where do you go when you've explored every area with a looking glass before?

     

    Finally, get Shadowkeeper to modify your character slightly (go beyond the limits of what the core game presents you, letting you leave an impact on the mechanics of the game). DLTCEP and NearInfinity is fun to play around with as well. I made a couple of armors (with colors) to represent the profile pictures of our characters in our multiplayer session and that also made our characters spring to life even more.

     

    Here's some tips n tricks.

     

    "My Documents -> BGEE -> Saved folder"

    Copy+Paste this folder into your BGEE installed directory, there's also a "Baldur.ini" that you need to copy (note: Not "Cut", you still want the .ini file and save folder in "My Documents").

     

    Go into "languages" where you will find en-US or fr-FR or whatever their names are, pull the "dialog.tlk" out of your language (copy+paste again) into the main BGEE folder. Now you can edit your save files, and when you are finished you have to copy+paste the save file into the "My Documents" folder. There is a better way you can do it (with a command script) but I don't remember it and doing it like ^that didn't feel too tedious too me. I have high micro though.

     

    Planescape: Torment? Awesome game, don't have a wall of text of issues with it in terms of "rekindlement", I have a great save and a great pure Mage character. I've just been pre-occupied and haven't gotten around to it, but it does require devotion as well (wall of text on wall on text on wall on text game, so much dialogue. It is a great book).

     

    Managed to make a good party that I enjoy lots in IWD, I'm at the Severed Hand. That's something about Baldur's Gate too, part of the "Wall" and all of the IE games. The character you make is pretty much Trail & Error until you get a good concept. I probably spent a good portion (in total) on just creating the character I wanted to play in the game. Making one, got bored with the character, making another one, got bored, making another one, struck Gold. One suggestion, make a generic character, finish Candlekeep tutorial then Save the game. Now you can import/export characters without having to replay Candlekeep over and over.

    • Like 2
  13. How does it make you feel that you will never be anything remotely close to your heroically glorified self-insert character?

     

    It feels good :)

     

    Does it bother that you will never have the physique of the warrior you imagine yourself as (you're actually kinda chubby, let's face it)?

     

    I'm ripped.

     

    Or that- despite having stooped so low as to call your wizard after your embarrassing middle name- as a muggle in denial you will never sling magical spells?

     

    I don't know, but I hope I am slinging peaceful ones. You know, vibes.

     

    Is it a disappointing realization that none of your so-called friends see you as being even remotely close to the ultra-suave and persuasive individual you fancy yourself as?

     

    Yes! They should bow before my rightful fist! Jokes aside... yes. but I'd prefer it if they saw me as me :)

     

    Do you actually perceive your unbecoming facial features as elven?

     

    Never really gave it a thought.....

     

     

     

    Nope.

     

    How does the self-insert subculture of the Project Eternity cope with their startling inadequacy relative to the exemplary characters they create?

     

    That's opinionated good sir. Difficult to answer, as I don't see it lacking. However, I still think it's an interesting question. Broken down:

     

    How does our ideas/imagination for subcultures, here in the forums, work with Obsidian's world? I don't know, that's up to Obsidian. Or did I misunderstand the question?

    • Like 1
  14. Torches aren't just Torches but a limited amount of wood that you can carry with you for camping resting as well? Weighing tons. Either you've got 12 torches in your backpack (as you wouldn't be able to carry more on 1 character) or 1 camp for 3 torches. This way you'd be both conservative with using torches and, more importantly, abusing the "Camp" function.

     

    Could "Camping" cost resources?

  15. Sid Meier's Pirates

    sid-meiers-pirates-live-the-life-20070122053124862.jpg

     

    Wondering if I should relocate that disc...

    Pirates_610x458.PNG

     

    This was great a great game EDIT: :facepalm:

    sid-meiers-pirates-20050706022109782.jpg

     

    There's also an RPG for the snes (top-down classic) where you control the oceans~ Uncharted Waters. But they were purely based at sea. Same thing with Suikoden IV. Final Fantasy games touch good ground with general world exploration (conceptually). Well, if Obsidian painted the entire map as one entity, one huge isometric canvas with no transitions or "areas" (but one giant sandbox area) then it'd be easier to have ships and the like I think, that'd fulfill a dream.

     

    Unrelated, but it would be fun if you could find the edge of the world, still half-painted in the game with a sign/stone (encarved with "W.I.P.").

  16. There definitely is an adjustment phase when starting a decade old RPG with old graphics and old gameplay.

     

    Yep. Pretty much this. Society is different today, and games too. How long have we been fed acceleration? Nowadays you pretty much have everything at your fingertips. By the press of a button.

     

    @General: Old games requires devotion, even for someone who has never experienced the entire story. But it is outdated. Putting myself in your perspective, you used to play Baldur's Gate a lot when it just came out right? "Been there. Done that" mentality is also a part of it. I just finished Baldur's Gate and I loved it (I was devoted), but now that I've finished it and I'm playing Baldur's Gate 2 right after it I'm fatigued (2 huge games in a row and they play exactly the same? Phew). Also I really enjoyed my party composition (Imoen, Jaheira, Khalid, Dynahier, Minsc + Fighter Kit) and half of it is taken away at the beginning of Baldur's Gate 2. That sucked balls. I'm not too fond of Yoshimo, Aerie and Kivan taking their places. Heck I feel as if no one can fill their places.

     

    I usually do this though: Decide before I am playing that I am going to make progress, no matter how small (I get swept away though). Makes it so much better to enjoy :) small steps at a time, brick by brick, but yeah. If casually playing Baldur's Gate its going to take some time. I played Baldur's Gate like I play League of Legends, fast. Explored every area, saved a lot, rested a lot, moved on. Hotkeys for the win! I was playing it like it was nobody's business (many times without pause and only reaction). I guess that's an aspect of it too, old games requires time and energy, it is like working in a sense. Also, I played in Casual because I wanted to finish the story. Might need to crank up that difficulty too. "Easy" can make a game awfully boring.

     

    Still, I'm hoping that P:E goes back to the roots but is slightly more speedy (talking especially about movement, but I think in general too). Specially in fights, I want my characters to be able to run (or charge). This is going to be in P:E (Update #15-#16 don't know which one). Out of combat I'd like a decent speed slightly above IWD and BG, but not much. It is something part of the "charm" in my opinion. Enemies should swarm you, they should charge, at first creeping, but when they see you they move up. In Baldur's Gate the encounters are "fixed" in a way that they are very static. Dynamic encounter would be awesome in where the enemies patrol, they do **** whatever they do. I think that's one thing about Baldur's Gate, many of the enemies don't have a "soul". Tasloi, Gibberlings and Xvartz are all fodder and could very well be related in type of species. Ogrillons against Kobolds. Bandits. I felt more like they were all in the way more than anything remotely intriguing "Who are these guys? No matter. Chop chop".

     

    A game with Soul might need to have encounters with Soul. Enemies with battle shouts. Druids that can shake your screen just as much as when you shake the screen with Earthquake spells. Sound plays a very big in that hurricane. Though I don't think we have anything to worry about regarding spell animations. It's 2012. The paper doll of the IERa ("Yera") is vastly inferior to how 3D models. Dwarf's won't just look different, they'll walk different, they'll swing different.

     

    I think P:E will feel more alive, I hope it'll stay more to the roots than taking inspiration from modern games. Dragon Age: Origins had a nice pacing in combat, it just felt dull. I'd really like to see a Baldur's Gate-esque reaction. When an enemy dodges they dodge, movement is part of dodging. Not just "You missed!" in a text or in the log. An enemy blocking with a shield and virtually physically so, different enemies having different types (I think the wolf in DAO had something like it, like a stun lock). Probably not going to happen but it would be cool. Clashes, struggles and wrestling for power (decided by a dice roll).

     

    I'd like to see Stamina be apart of running somehow, but not walking (or as a time based stat). I'd prefer if it was static for a purpose (combat & OoC running/activity).

     

    I hope it'll be similar to Baldur's Gate in movement, maybe +0.1-0.2 faster walking speed with running at maybe +0.6-0.8 of what Baldur's Gate is.

  17. As much as I loved Minsc I would be quite disappointed if a character even remotely similar to him was in this game. Not only because it would feel like a rehash, but I honestly believe that his character was quite shallow in comparison to other comic reliefs that I've seen in games. Minsc wasn't a very deep character and, no matter how much I had enjoyed his antics when I was younger, I always felt that he existed as a joke and nothing more.

     

    I disagree with that. Similar, but different. There's lots that can be done with the template of Minsc I believe. If "Copy+Paste"? Yes, I'd agree with you, but taking some aspects (comic relief being one) and being inspired by Minsc is all good (in my opinion).

     

    Remotely similar: So a wise character is out of the picture? (I find Minsc to be one of the wisest characters, he's likely inspired by "child mentality", and children are wise.. before they start school).

    • Like 1
  18. Hot linking this thread for later (when the thread itself gets thrown back a few pages) makes it easier to navigate in the future if you'd come across this thread later:

    Torches!

     

    Also, I feel that night should be dangerous, depending on the area. The Scum of the Slums come out at night, and a [monster]/[animal] hunts prey at night. I watched a Let's Play for X-Com before I bought it (the classic one, on Steam) where the guy shot down a UFO and speeds up time until its Day because he doesn't want to deal with the aliens during Night. Now I don't think P:E should be that difficult, but at higher difficulties Night could actually have an impact on your own play style (in a way that you'd rather avoid it but deal with it if you have to). "Dungeons" like the Cloakwood forest (but you can't fast travel back and forth between the latest area you explored, so you have to go through the entire thing).

     

    A set of areas (4-5?) that you have to travel through, and it is most certain that night will fall during that time. A sense of urgency, I know there's more than this that have been discussed but could only find these 2 threads:

    Thoughts on urgency

    Urgency: Please have it

  19. Amentep: I think a fantasy setting and cultural background for these fictional races is fine, as long as it can be backed up in a good way in the Lore of the world. Something that makes it authentic to the world. However, if there were some sort of obvious or subtle propaganda in the game that's another issue.

     

    There's a great video on Extra Credits about the subliminal message. Can't find it now. But it's out there somewhere. Something about propaganda games.

     

    EDIT: Found it.

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