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Everything posted by JFSOCC
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Even ridiculous amounts of humour can be done well in a game, but it does change the tone(anyone ever played Quest for Glory games, terrible terrible puns?). I want the tone to remain serious enough that the setting remains believable. So that means I prefer humour that isn't meta, but in-game, arising from in-game situations, comments and characters.
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I love puzzles and riddles in games, that said, I sometimes find that riddles use language that build on cultural knowledge, English or American sayings. These become indecipherable for someone who doesn't know these sayings, like those who speak English as a second language. So be careful that the riddle can be solved by knowledge that most players ought to have, preferably from the game itself.
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Potions Suck and Here's Why
JFSOCC replied to anubite's topic in Pillars of Eternity: Stories (Spoiler Warning!)
The dragon breathes a foul breath, if you are to slay it you must first collect the blood of a pegasus, From that I will craft a powerful fire potion, hehe. ahem. What do you mean I don't need pegasus blood for a fire potion, and that I already have a fire potion right here? I think they would feel much more useful if their use was valuable (but maybe not essential) for use during the game. such as my rather lame example of a fight against a foe which you may see coming. but the same could be said for any number of items used in your campaign, you want to find the sword of a thousand souls and have it be special, that means that you can't find new swords of awesomeness under every stone. If potions are used, make them valuable. (but not so valuable as to never want to use them) -
Underground Big City
JFSOCC replied to slopesandsam's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
maybe we could make it a more general question, since everyone seems so happy to put their ideas here (and that's awesome) Not "Do you like this underground big city idea" but rather, "what cool ideas do you have for a big city" I like most suggestions I've seen so far, though some have problems that have been pointed out. It might not fit the game world, but I enjoyed the "City of Union" as described in the DnD epic level classes rulebook. (I hope some of you know what I am referring to) -
people like me? I think I made a pretty good case earlier on how I've learned that this is not enjoyable. but that lesson did come at the cost of enjoyment of a game I otherwise would have enjoyed from the outset. Edit: Why the hell do I feel that I must defend my character? I was hoping for constructive discussion.
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it's a prediction. People have been shown time and again to be very poor judges of what will bring them happiness. There are some very interesting studies on the matter.
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Ok, I'm a little upset, some of you clearly didn't read what I said, if you're not even willing to hear me out, why are we even discussing? If you'd seen the suggestion you'd have found that it imposes no limits, you can still save whenever you want. I've also suggested that penalties at other times would not be severe or even extant at all. it depends on the situation, that can include combat, or a tough dialogue, but doesn't have to. If you had even bothered to read you'll find that I'm not limiting save games with my suggestion, at all. I'm not even going to bother with the rest of your useless post since this statement illustrates your incapable frame of mind so completely. You should have. your argument is invalid because you didn't even read what I said. talk about wilful ignorance. Why do you want to impose on other people your definition of enjoying? Personally, I couldn't care less about your childhood expieriences. If you feel cheating ruined game for you - DON'T USE IT. If you feel saving ruins game for you - DON'T USE IT. But don't demand your attitude be "encouraged" with game mechanics. Everyone and their dog has own idea of enjoyable gameplay, yours is neither better nor worse. That's incorrect on 2 levels: 1. I do not force my way of playing it on anyone. you can still play however you want. 2. Save scumming actually does make the game less enjoyable. it's just counter intuitive to believe that because the brain is hard wired for efficiency. The bolded part in particular is a good example of the flaw in your argument for this mechanic. The problem with your suggestion is you're assuming every player thinks like you do, and thus this mechanic serves its intended purpose only if that assumption (which is clearly wrong, based on the replies in this thread) is correct. You know what two game mechanics would ruin *my* game? Not being able to save at any time I want, or being punished for saving my game when I felt like it. wel 1, you'd be able to save whenever you want, 2, you would only be punished when it would give you an unfair advantage. it would be minor, it would be temporary , and it would make you use discretion when you do save. but if you must save, you could still do it. It wouldn't be the end of the world, I don't even think it would be annoying, it just encourages you to be a bit more tactical. finally, and I cannot stress this enough, I'm merely trying to suggest possibilities. try to work with me, rather than be rusted stuck in your absolute view that player freedom is the highest good ever and can never be wrong.
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Which tier did you choose?
JFSOCC replied to Althernai's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I've pledged 25$, it's all I can afford. -
This serves no purpose. There's no true reason for such a mechanic. None of the "arguments" put forth as to why it's a good idea to limit saving are convincing. And really, there's a vast difference between "encouragement" and "punishment." You really think your debuff idea is an encouragement? Wow. Ultimately, your stance is meaningless. There's Trial of Iron for ya, probably other difficulty options to tweak saving too. It's a single-player game, so someone else doing the save-reload dance 30 times against Firkraag shouldn't bother you one whit (and if it does, well.... pathetic). /facepalm The purpose it would serve is to discourage players from ruining their own game, without making it impossible for them to do so if they feel it's important enough. temporary debufs are proposed because it means it doesn't permanently penalize a player. Ah, yes, Obsidian needs to discourage stay-at-home Moms from frivolously jumping up whenever the baby cries ... Seriously, folks have lots of reasons to save frequently that have nothing to do with save scumming--and really don't need designers of entertainment deliberately adding a debuff to the annoyance of interruptions. Because mothers with babies are the main target demographic for Project Eternity. When I go and play an RPG game, I know I'm going to be behind my computer for a while. And how do you justify that from an in-game perspective? I don't. I was merely trying to "think with the team" and offer suggestions and alternatives to help out with what some consider an issue. As to the last post, I'm not a zealot, I too believe everyone should be allowed to ruin their own game as much as they please. that doesn't mean that making that easy is the correct design choice. The developpers have some power to influence how you enjoy the game, and discouraging people from doing something that seems to make sense (maximizing efficiency, - something which is hardwired in our brain to attempt) but may actually ruin game fun (because it can kill challenge, -you can keep going back infinitely till you brute force your way through by trying everything) And people who make the choices to ruin their game fun might not do so deliberately, they may not even realise that it is the effect it will have. When I was about 11 years old I played Delta Force 1, I cheated all the way through, mostly because I was not confident of my abilities. Later I realised I had deprived myself of an immersive and tense experience, of getting skillful because I had gone the easy way. I played it again and without cheats found I enjoyed the game much more. Most of the replies to me have been of categorical thinking: Things that prevent save scumming are bad, because it decreases player freedom to do what they want. You hold this player freedom sacred. The consequentialist philosophy is that this will lead to many players unwittingly ruining their game, they might end up with a less than satisfactory experience of the game. The issue is not one of Freedom VS constraint, but rather one of "How can I encourage the player to enjoy the game the most, without holding their hand and deciding everything for them" In this case I think that there is some merit to the idea of preventing save scumming. though the precise method that works best is up for debate. (aside from whether to do it, how it could be done.) I thought of debuffs, but I also said that this should only be in places where save scumming may negatively affect enjoyment the most, by killing difficulty; During conversation trees and mid combat (but not just as combat starts), and how in some cases no penalty is needed at all (safe locations) Mothers who need to take care of their babies no doubt can use the pause option, and if you want to save to come back hours or days later, I'm sure you can use 5 minutes time to go through this encounter you're busy with now, or if it's early enough during the encounter, replay it from the start. I don;t foresee a situation where a pause will not suffice at a moments notice, and if it's more than a moments notice "I really start having to do something else NOW" I wonder if you maybe aren't brilliant in planning your game session.
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I would think about humour that doesn't break immersion. it has to be in-game. No paintings that feature Sonic the Hedgehog or something like that. Earlier in the music thread I suggested something like an inn that you enter where the music is so loud that you have to go outside in order to speak to whom you want to. (done by lowering the volume of the voices, so that the music is louder, not by actually blasting music into your ears) That's funny and situational and feels like it comes from the world. Sarcastic remarks about atire, or an NPC character that speaks with a voice that is so incredibly over-acting "evil" that a player can't help but comment on it could also work, but you have to be careful not to break immersion.
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40k like facebook
JFSOCC replied to Forber's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
unfortunately I am alone amongst my facebook friends in caring for this project. -
Customizable Stronghold
JFSOCC replied to HumanFlesh+5's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
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what I'm proposing is not to make it impossible, but a choice. Yes I can save, but it will be a debuff directly after load, for a few rounds/dialogue panes. This way people can still save whenever, if it matters enough to them, but they'll be encouraged not to do so frivolously.
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NO!: I would enjoy a desert oasis, a big one, as an option. Other: You can do sandship stuff, I guess, would maybe even add to the magic and flavour of the world. Edit: you could explore ancient ruins, find lost treasure, battle sandstorm devils that seem to come out of nowhere, sand animating to form an avatar.(maybe too much to ask?) You could have the cold night-time desert, where glowing lights in the distance maybe attracting or foreboding. Other: Expansion for sale. not DLC, not in this project.
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You don't need extensive dictionaries of arane languages, fun as it may be to those inclined, amongst I would count myself. What you need is consistency. If you're going to do an "elivish language" that's fine, make it sound like it is a real language, like arabic or swahili, people will pick up on clichéd overly florid sounding languages for elves, deep booming words for dwarves. THAT is a cliché. But I do believe that it is not worth the effort I think would go into such an endeavour. I'd consider it a bonus, not something essential.
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Customizable Stronghold
JFSOCC replied to HumanFlesh+5's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
each cleared level can be used? that would be an intersting thing. "I would like to build a laboratory, let's go and clear level 2". \ Edit: would be cool if instead of a dungeon, they'd make it a floating tower. Big and dominant in the countryside, in a valley towering between the mountains, Big, and Wide, and Dominant and Scary looking. Clearing the dungeon would yield a powerful castle (the cleared out tower) which would imperiously stand over the player's realm. that would make me feel awesome. I like feeling awesome.- 43 replies
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let it cost the player to save. not much, but significant enough that it is annoying. certain spots will be free to save, other spots (middle of dialogue) will be costly. just a thought.
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I think you know what I'm getting at. I've always enjoyed roleplaying sneaky characters, social during the day, busy during the night But travelling with a party means that the options for using stealth effectively are minimal (unless you can somehow have 6 stealthy characters ninjaing through everything) Stealth is usually a single person job. I like roleplaying a lot, and combat is actually one of the things I care little for. however, in many ways it is often unwise to avoid combat. combat gives xp, xp goooood. I was wondering if the team has thought of this, and what they would propose to do in order to make stealth a fun part of the game, and not a gimmick. Or perhaps will they do away with it entire? (I surely hope not) My suggestion would be something like having multipart missions, where you have to have a team of characters each at their own place. this way every character in the party gets a moment to shine. it's the stealth characters job to enter the castle through the sewers, get the the gate room and kitchen room, and poison guards (secondary) and open the gate. I enjoyed in baldurs gate II the thieves' guild tests, sort of an obstacle course for the thief, but that too is a job alone. What are your thoughts, perhaps letting a party survive on the highest character's stealth? that would bring it's own issues. I'm curious what ideas you may have.