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Everything posted by JFSOCC
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http://www.exitmundi.nl/ that site is awesome.
- 58 replies
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- Mayans
- Apocalypse
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Men in Black 1+2, Enemy of the state, persuit of happiness. But yes, wild wild west was awful. so was 7pounds. I am legend was cool until it became Christian evangelical crap. I'd say good actor who sometimes chooses bad films. anyway, this trailer looks really good.
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today I did some stuff and then went back to bed. only 3 months and 11 days till spring.
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Sawyerism and High-Level Design
JFSOCC replied to Hormalakh's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
How about colour coding stats so it's apparent when something is good, mediocre or bad, or even excellent.That way, even if you don't care about figuring out the stats, you can see at a glance on your character sheet what your strengths and weaknesses are.- 81 replies
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Watched the Bourne legacy. not very good. too much a slow start, tonally very different from the other bourne movies, doesn't stand on it's own. good acting though. I think this was probably Edward Norton's worst role yet (as antagonist)
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The Role of Rogues?
JFSOCC replied to TrashMan's topic in Pillars of Eternity: Stories (Spoiler Warning!)
this and only this is why I think the rogue should be a debuffer. not because I'm a particular fan of playing my rogue that way, but because if you want all classes to be viable in combat (as I believe I read somewhere the intent is) you best have something fun and tactical for the rogue to do.Once the rogue has a role in combat other than just the backstab/sneak attack, you can re-imagine the class and it's purpose. -
Let us see the whole area please!
JFSOCC replied to Hormalakh's topic in Pillars of Eternity: Stories (Spoiler Warning!)
or how about if you've cleared the map for 93% the rest gets filled in as well. -
Yea, GW2 is a multiplayer game where you play one character. They took away the healer so that no one would be forced to play as a healer (or tank for that instance), and everyone could play DPS. That is not an issue in a single player game where you control 6 characters at once. that's a fair point. but it does prove that you can make a good game without depending on the holy trinity of tank healer dps
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Defeating linearity in one sentence
JFSOCC replied to anubite's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Dragon Age Origins has more than five ways to enter the game, though, I would agree it's about five 'main' ways. Sorry, but you used Dragon Age Origins as a positive example, I will now precisely tell you why you are wrong, and how wrong you are. (very) That game had HORRIBLE game design when it came to encounters. I played that game once, as a human noble rogue. 1. there was a town which needed defending, when I got there it was pretty apparent that it was going to be attacked at night. this was told to you in so many words. I as a rogue, thought I would better wisely prepare. So I built a ****load of traps, and then I laid them all the way on the approach. to say it was a minefield is to do a disservice to the killing fields I had laid. it cost me quite a bit to craft, those resources were utterly wasted however. since when I signal my readiness, I got teleported to a different "nighttime" map where non of my traps were located. That's bad game design. that's the game punishing creativity. 2. I'm off to kill morrigans mother. Now she's known to be quite a dangerous woman. when I get there I drop into stealth, and I decide to lay a ****load of traps around that woman... just in case. I talk to that woman, she HOLY **** turns into a fricking DRAGON! now, my traps should have been enough to at least weaken the dragon to a manageable chunk. Except that the Dragon spawns in a different location thus never crossing my traps. Again the game ****s me hard. 3. I told you, I'm a rogue. I'm incredibly stealthy. I find myself in an elven camp. in that camp I see a delicious locked chest. I do what I do. I approach the chest, stealth on. I touch the chest and... "BOOM" I drop out of stealth and someone walks up to me and talks about how I betrayed the trust of the elves. that's again the game punishing me for being smart. 4. It's pretty late in game, there is a mission where I have to rescue the princess from an estate. I get notified beforehand that some people might see through my disguise. so, partway down the map, I see a room, and like I told you, I'm a rogue, so I have to see if there is stuff to steal. I drop into stealth, walk into the room and BOOM! I drop out of stealth AGAIN, a mini-cutscene plays where the man who I would easily have been able to ignore alerts the whole base. Again, the game takes control away from me to force something that shouldn't have happened by following the logic of the game mechanics. 5.A. Same mission, I've reloaded, ignored the room, gone down into the cellars killed my nemesis in a rather anticlimactic battle. I open the door the the princess's room. And I I proceed to walk her out of there. when, just before I enter the hallway, I see a bunch of dudes. and my spidey sense is telling me that it is best to avoid that trouble. the game designers had a different idea though. they loved their set piece so much that I couldn't avoid it. you see, I scouted it out with stealth first. except you guessed it. I dropped out of stealth and a cutscene plays. 5.B.**** that, I reload. I noticed on the map that if I go through the cellars, I will be able to bypass the trap laid for me. So I walk the princess and her dumb ass aide back to the cellars, I get a message from the aide "now is not the time to do that, blah blah" and I CAN"T ****ING ENTER THE CELLARS. again the game took control away from the player to do what IT wanted rather than allow me to do what *I* wanted. THAT is linearity per sang and you cannot ever ****ing tell me that DA:O was good. because it wasn't. it was crap. desperately trying and failing to be a baldurs gate spiritual successor. The plot was contrived, the characters one dimensional, many locations only relevant once, lots of bugs(though that is forgiveable, on its own) and it's godawful level design. Sure you had maps that allowed you to approach something from more than one location, but you had to pass the set pieces everytime, regardless. Hell, in the elvish area there was a map you couldn't access if they found you hadn't completed a quest yet. it was the only approach to the werewolves den. (so I guess that's 6.)- 31 replies
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Kicking babies to prove that you're evil. "Muhahahaha. And before I did that, I took away it's lollipop and ate it in front of the little runt. His tears sustain me." No. I hope not to see that.
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Buffing your party
JFSOCC replied to Hormalakh's topic in Pillars of Eternity: Stories (Spoiler Warning!)
I've only ever seen it done right in one game, which is guild wars (the first) where you can buff your party with shouts. IE instant activation. -
I too have some trepidation for the hobbit. the trailer showed me just a little too much slapstick comedy I ****ing hate slapstick comedy.
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To be fair, some chaps like Doenitz may have benefited (he was acquitted, with good reason IMO) Found guilty, I'm pretty sure, and in parts in rather dodgy fashion too. IIRC he was the guy who had Chester Nimitz say that if he (Donitz) was found guilty then he (Nimitz) should be as well since the US used the exact same unrestricted submarine warfare tactics wrt Japan. Whoops, he was found guilty on 2 counts (war of aggression and crimes against the laws of war), but not war crimes or crimes against humanity. came here to say that. Nobody at Nuremberg was tried for genocide or crimes against humanity. they were tried for planning and waging an aggressive war.
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stronghold
JFSOCC replied to keiichimorisato98's topic in Pillars of Eternity: Stories (Spoiler Warning!)
There's some threads on the stronghold already, you may want to use the search function and read them through. As far as I know, nothing is yet set in stone, other than that 200k is going towards a stronghold. -
What will the real name be?
JFSOCC replied to drake heath's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
As long as it's not some terribly uninspired title. "Shadow of Etherion: revelations" or some bull**** like that. -
Sawyerism and High-Level Design
JFSOCC replied to Hormalakh's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I thought rogues were just walking trap-be-gone until I easily took out an entire room of enemies that were single handedly dropping my whole party using only Annah and liberal backstabbing. Rogues indeed rule and I wouldn't know that if the game hadn't challenged me. I don't think that you're a bad gamer if you didn't figure out the exact mindset of the game developer when he created a challenge. I often find that, especially in older games, solutions to puzzles (especially in adventure games) would be so incredibly contrived that only the game designers could have thought of it. If a sizable chunk of your playtesters fails to buff for 6 (!) rounds to get past an encounter, the failure is not in their understanding but that of the designer. Not because the player shouldn't have to buff, that may well be the case. The trick is to teach it subtly, not handholding the player, but showing them how it's done. If they come across enemies which they have trouble defeating not because the enemy is so strong in attack, but because the enemy keeps buffing, then that demonstrates to the player how powerful buffs can be. Rogues are indeed powerful tools and it goes to show that a good game has more than one solution for every encounter, even if both solutions are combat. That shouldn't make the game easier, just different. I'm firmly a "story-timer" Playing Baldur's Gate Enhanced Edition has thought me much that as a teenager I couldn't figure out.There are more ways to play a Role Playing Game than just shining through combat. That's not to say being great at combat isn't a fine way to play. But I do expect some freedom that allows for more than just a few playstyles to be correct. Maybe you could challenge yourself for your second playthrough of PE and try to avoid combat. maybe then you'll come across similar problems as some story-timers do in combat. One a different note. I think good teaching mechanics never insult the players intelligence, they don't hold hands, or point to themselves and say "YOU MUST LOOK AT ME" Rather they should take the form of doing similar things with ever increasing elements. A simplified example: First encounter, man vs man, second encounter man vs man with a special ability, third encounter man vs man with buff, 4th encounter man vs man with buff and special ability. Seeing your opponents do what you can do, them telegraphing their moves would go a long way to helping players figure out combat systems. As for dialogue. maybe instead of [tags] you could have a player talk to an NPC see a few dialogue options, then achieve something come back and see that an additional dialogue option or two are present. Do this for the different influences a player's choices, stats and abilities can have, so it's apparent all of these can affect conversation, and you could do away with tags entirely. Sawyer is absolutely right that players can miss things, despite being intelligent. (I think RPG's draw a more intelligent crowd anyway) But rather than expect the worst and assume players will miss things, why not give the players the tools they need to become better, to figure it out. Let us fail, and then let us learn from our mistakes. That same intelligence which misses things can see them once it knows what to look for (and where to look) Otherwise you run the risk of handholding your players too much. it's a fine line, but I think that might just be the difference between a good game and an average one.- 81 replies
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Sawyerism and High-Level Design
JFSOCC replied to Hormalakh's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
This is the best thread yet I too have been using crutches to beat games in the past. As for Baldurs gate, I'm noticing I'm playing these types of games better than I did at 15, especially the buffing. A good tutorial is subtle enough that it doesn't look like a tutorial, but yes. rather than build on the assumption of ignorance from the player, you should rather subtly let your players know what they can expect. It's ok to fail them in places to force them to become better players. but they should realise why they failed, else they won't learn.- 81 replies
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Narrative Second Wind
JFSOCC replied to Osvir's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I think it would be a nice ability for the more tank like characters. -
I keep it updated: https://www.facebook.com/media/set/?set=a.3939576566016.2166994.1177976320&type=3&l=3a3c19016c
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- enviroment
- nature
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