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Hormalakh

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Everything posted by Hormalakh

  1. Do any of you guys ever come back and read what you write and just feel embarrassed? I'm just wondering, because sometimes some of these posts remind me of why I can't be known for playing video games.
  2. I find that history majors (one of my friends being one) look at the world and think very differently than most other people. I wonder how much your education has influenced your game design and if anyone in the industry has ever mentioned this to you? You obviously make good games, but how often have you heard people inside the industry tell you, "That's a different way of looking at this (most often, very common problem)," and how often you ascribe that to your education/interest in history?
  3. I love all of these armchair game developers and self appointed games publishing experts dispensing advice. It really warms my heart. From reading the first few pages, everyone's just worried about bugs, that's all. I don't see it as advice more as concerns.
  4. I wonder if anyone has seen this? I found it interesting and relevant to this topic. http://extra-credits.net/episodes/game-music/
  5. In Obsidian's other games, they've had a publisher. In most cases it is the publisher's responsibility to conduct the final quality assurance. With PE, the responsibility of QA befalls entirely to themselves. Wow I would recommend not the devs watching Extra Credits, but us the gamers. That stuff is really interesting and helps us get a better idea of how things are done.
  6. Two things that concern me: 1- QA. As someone who used to work in software development and as a QA, I realized early that the more you know about the systems you are testing, the better a tester you can be. Knowing how things fit together and how things are inter-related can help with better QA. Why is this important? Most outsiders not invested in the game won't know these systems well enough and might not find those bugs that someone would otherwise look for. 2- In a lot of the older IE games, there were a lot of unfinished business mods where developers just didn't have enough time to incorporate all that "stuff" into the game. I really hope this will be minimized, because the more unfinished business left over, the less "completed" stuff gets into the game. Too much stuff that isn't well implemented is just as bad as too little stuff. Not trying to be rude or tell how Obs should do their job. These are just the things that I've noticed while playing older IE games. I'm sure they know what they're doing.
  7. Yeah seeeing Arronax in Arcanum in a cutscene really helped me picture him in my mind and later empathize with him.
  8. I have always loved how they've rewarded their forum readers though. it was interesting to read about the Unwashed Villagers.
  9. Well fallout has quite a few monty python refs... but i agree. we're adults here and this is an adult game. the gimmicks can be left for the kids who eat that stuff up. /gets off high horse.
  10. I'll only come if you bring lots of chocolate cake. To the OP. Well said.
  11. While a grid setup makes sense - I use a pseudo-grid for SC2 - some players are accustomed to having WASD for camera control. I've been playing a lot of Natural Selection 2 (team-based FPS/RTS) lately, and holy **** does making the jump from soldier to commander ever get disorienting for that very reason. Going from running on ceilings with WASD to having those keys as your construction hotkeys leads to a lot of accidental units, buildings, and upgrades. I don't think that we'll be having a lot of camera control in this game, though, since everything is pre-rendered 2D. Maybe moving the map around, but that could be handled with the arrow keys.
  12. Interesting approach which I kind of like. Baldur's Gate 2 had something like this. The biggest problem I had then was the huge amount of actions certain party members (mages, clerics, paladins, druids) had, and the relative lack of actions others (fighters, thieves, barbarians) had in combat. Hotkeys are useful outside of combat, but in a real-time game they are most useful inside combat. Being able to play more complex actions using hotkeys and without having to pause would be quite satisfying.
  13. How do those of you who want XP for killing monsters play any other games that include monsters and killing them while giving no "experience" for it (like Action games)? Do you still try to fight your way through the enemies, or try to avoid all of them? What do you find enjoyable in those gaming situations, since experience isn't your reward? What about when you level cap in RPG games that give you XP for killing enemies? What do you do then? Do you go around avoiding every single enemy in your path or do you kill those that require it? Are you a stealthy sneak, a blood-ravenous barbarian, or a discerning executioner of those that demand death? Are these games any less fun for you when you don't receive XP?
  14. Yes I very much like this idea. There's really no reason for hotkeys to match the first letter of the action especially since keyboard users use much more muscle memory than actual brain power to find the key they wish to press. It might have a slightly higher learning curve (if that), but the advantages are worth it. I will just say this though, having a customizable menu would be better, but the most important thing is to actually have hot keys that are useful and intuitive. Without hotkeys implementation, standard grid doesn't much matter.
  15. If I worked at Bethesda and read these comments I would probably drink myself to a severe depression...clearly some gamers absolutely HATE the devs over there in Maryland.
  16. Welcome to the boards. Don't let the angry hordes beat you down, they're mostly harmless.
  17. If the story is good in P:E, and they keep making games in the universe, I would like to see a game sometime in the future with some sort of LAN/MP play. The game mechanics would probably be different and it wouldn't be a classic cRPG, but it might be fun. Some sort of Action RPG style whatever. But that would probably be several games down the line.
  18. I'm really thinking that having ingredients able to create more than one possible thing for party-crafting is a huge MUST. I keep hearing the same notion that carrying ingredients in your inventory and only being able to make one thing from it is really annoying and I agree. I think Obsidian should keep that in mind when considering party-crafting. I personally do like party-crafting or personal crafting especially for the ammunition because it's nice to know that you're never too far away from creating something useful. The one example I truly enjoyed is Arcanum's technologically-based crafting. I think that there are aspects to that that I found extremely satisfying. It was less crafting and more technological "spellcasting" using ingredients. I really loved that aspect of it. Instead of using mana to cast fireball, you'd have to gather the ingredients to make an explosive grenade that you then threw. It was fun.
  19. Man someone should definitely do this mod when the game comes out. And it should be released in Movem...I mean November.
  20. I'm just so happy that the guys who made all these games are working together on this one. It's like you couldn't possibly get a better group of people to do this. Every game mentioned has basically been "made" by these superstars.
  21. Contemporary, yes, but working in Heisterbach Abbey, near Westphalia, some distance from Occitània. His work is the only known extant source of that quote. Regardless of the authenticity of the quote, the crusaders made no distinction between Catholic and Cathar in Béziers. Hey Josh, Is this what you concentrated in during college when you were studying history?
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