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About SGray

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  1. That's what I'm talking about. By gimping player income you allowing him less variability. Say - I need money for that sword/cloak/spell later to be able to progress, so, now - no fancy combinations of potions, no to this "non-lethal" consumable, no experimenting with gear, etc. So highest difficulty would become not about fighting the challenge by different means and having fun, but about running the only sure route. If there are less harsh limitations, and if to remember ability to gear-up with loot - everything becomes even less fun. You simply would not spend money until you really need t
  2. On my perception - changing shops economy based on difficulty is not a good thing. At first - it would be either rudimentary (like scaling down sell prices, say from 30% to 10%) or tough to balance if attuned individually. Could outcome in something interesting like higher prices for buying consumables and little to no cost when selling, but still - tough to balance. Second, and the most important thing: are you really sure that shops are so crucial in equipping your party? Especially on second and further playthroughs? By crippling economy you simply forcing player to be equipped solely in
  3. Love concept when precise information about surrounding world is quite an expensive thing. Both selling and obtaining by player. Second part is somehow limited by consequent playthoughts, but could be based on randomized things - tips about unique monsters, creature packs migrations and habits, bandits on roads, cleared or blocked by snow mountain passages and caves, etc. And obtained such way information could be not only resold, but used in quests or in dialogues. Like - suggest a better route for a merchant, suggest another adventurer on where rare creature could be found, or simply get in
  4. Can't fully agree with that, but even if so: if smth like in my previous post is implemented - how often would you want to change an inner setting of where to put other settings, saves, etc? If you don't care about that / convenient with MyDocuments - never. So it lays there as a simple static game file. But. If you by any case (like stated in the OP or dozen others) want to change those paths - they are available to edit as simple plain text, without need to dig in game files or modify binaries. That approach helped greatly with running older games and is quite convenient to use, if those p
  5. I meant that suggesting to use a virtual disk is not-so-good suggestion ) Using side apps to manage game files is not much better, and totally not the best decision if that need could be avoided by design. And I've faced plenty of apps poorly designed for server use too, but PE is a game, and user-pc design is less restrictive. I meant either choice between quoted upper and "<gamedir>\SharedStuff", or ability to change variable name that path is using in some config file. *Doubt that OP had in mind any OS other than different installations of Windows, tho. (If he is referring to .
  6. Self-confidently deciding by yourself what other people want is a bad thing. Even worse thing - theorizing some groups from your head, and insisting that all who you wish to put in that group are completely same.
  7. You have pretty strange statements here. Creating and writing files anywhere except writing to drive roots, touching system directories like "Program Files", or overwriting files belonging to other users - does not require administrative privileges, neither triggers UAC. Your impressions could appear from dumping everything to "Program Files", but then you're doing it wrong. "There are tools available, might I suggest PowerShell remoting and/or using a virtual disk." Yep, agreed, absolutely "no" to this. The bad thing Windows has NO such strictly defined thing considering us
  8. Could argue that. Final "I'll find you." was pretty much worth it. Even if you hadn't any feelings except friendship to her. Btw, more memorable when it's so, imo.
  9. You're drifting somewhere strange. What I told about you are controlling one character (for rare ones some short-timed summons without any active abilities, as an addition) and you are focusing in controling only your hero abilities (4 at a time + ones from items) and be aware of 20 or so enemy skills from which less than 5 are dodgable by positioning (not breaking the range). All that is for half an hour of gameplay, and more so, you are familiar with all possible skills and most of behavioral patterns already. Completely different gameplay. That's all about user interaction and attention fo
  10. ? Told not about display, but about programming implementation. It would require creating completely new entity in code to represent projectile which can be interacted with, instead of spells with start and destination point (or area) and graphical effect in between (how it's done now). Either that or trying to hack in that mechanic using existing ones (like replacing itself aoe), and there would be some concerns regarding collisions and some more I'm not aware of. First thing: LoL is based on single hero play, and each hero has roughly 4 abilities. And there are 5 heroes at max which yo
  11. Such thing could work in 3D environments or for teleport. In 2D (well 2.5D) it would take much effort to not to allow jumps through solid objects (roofs, tents, etc.) Even just implementing forbiddance to jump through dungeon ceiling to near corridor would take some work through all the game locations. (In Diablo 2 it was done by primitivising the lanscape and architecture, and trimming every possible obstacle. And it still resulted in awkward moments.) Semi-solutoin for this concern could be implementation of "jumpable" objects, but that's another (and not so small) task for lvl designers to
  12. First concern (technical): if you wish to actually track spell projectile movement in game mechanics - you should create a new entity for each spell projectile, not simple visual decal on it's flight (completely different mechanics from currently present). Or make each projectile small moving aoe effect. Both could lead to further concerns and bugs. Second concern (gameplay): Why do you think it would be right if you could dodge most of spells at all? Ever heard about dodging magic missile? First lvl spell is clearly homing one. Why not the others? Btw, there are spells in D&D that c
  13. Erm? Nope. Finally got time to start PS:T for a first time a month ago - that was one of rare games that stood up to the expectations. One of the best games I've ever played, and that's not nostalgic, it's fresh impressions. Couldn't count moments when I've backed from the monitor and thought (or even told) - "Wow! I hadn't expected it, great thinking." or "Beautiful concept. Damn, really beautiful." or just laughed in surprise or joy. Games relying heavily on concept and plot just do not age. (Instead of ones relying on visuals.) PS:T felt really like exploring the whole new world to me.
  14. All described above concept is good, reasoned architecture-wise and so on. But first thing: in Windows it's still inconvenient to have game files split and more so - part of them on system drive. Generally dislike many games intent to write something on system drive (unregarding installation folder) even if it's totally unnecessary (sometimes - lazy programming, left default "c:\<target dir>" path instead of relative references, sometimes - relying on system paths). Specifically that thing caused many annoying bugs in older games, btw. Next thing - what if I wish to install the game on
  15. Not talking about book description but about in-game and art looks. Like this (big pic): Noticeable scars, alien-looking eyes, but strongly doubt that pic could be called ugly. And not sure if he was ever called ugly as a man in books, when it's not an insult or irony, and not phrases like "ugly scars". Hordes of Geralt-fangirls, and good part of female population in books and games wouldn't agree with "ugly" also. You couldn't argue that it has enough badassness to get any job requiring it. And it wouldn't be hard to Geralt to lure some random baroness to the bedroom. I'm not arguin
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