Jump to content

TheDogProfessor

Members
  • Posts

    114
  • Joined

  • Last visited

Posts posted by TheDogProfessor

  1.  

    BTW, it's pretty telling that DA:O, an analog with simpler controls still got significantly lower metacritic scores on console than on PC.

     

     

    Pretty much. I bought DA:O for the XBOX 360 when it came out. By half-way through the game, I got frustrated with the controls and gave up. I bought it for PC years later on sale and loved it. I even persevered through areas that crashed almost every time I loaded them because I liked it so much. That game suffered a lot on console. 
     

     

    Man...I can't even imagine the level of join pain from trying to play this game on a console with a controller.  The level of micro needed is already excessive on the PC with a mouse and KB.       

     

     

    I thought I read somewhere that PoE now supports the steam controller. Could be be wrong though. I've definitely seen mods for gamepad profiles.

     

     

     

    ...

    Yes.

    Story mode implementation has absolutely taken *months* away from development time.

     

    Wait, what!? There's a story mode? Ye gods... someone explain this devilry!

  2. Having beaten my first playthrough (hard difficulty) with the stock companions and relatively little power-gaming, I'm planning a PotD run with a party of mostly created adventures when the White March part II comes out. 

    Having looked through a lot of the builds shared, I'm noticing a lot of stats dumped to 3 or similar. And while I understand why you'd do it mechanically, it frustrates me from a roleplaying perspective. I guess my question to collective forum intelligence is: 

    Is PotD doable and enjoyable without such intense min-maxing or is that kind of the point of setting?

    Cheers.

  3. Actually, I can't seem to get the widescreen to work at all. I ran squizzy, but the game still runs in it's initial resolution (800x600 or something). I then tried UniWS, it doesn't work for me; the custom resolution boxes and the the patch button won't respond and when I click find it for me, it searches for a bit then freezes (educated guess says upon coming across the game folder) for a while then informs me that it can't find the game. I'm using the Steam version of the game.

  4. Okay, so to allow me to play it on 1366x768 with a fixed minimap for the Steam version, disregarding the other mods, I need to install Squizzy, then UniWS and then the minimap fix? I'm a bit confused.

     

    Also, would someone be able to explain the installation process for the Save Game Editor for the steam version in layman's terms, please?

     

    Cheers,

    Ape_Style

     

    EDIT: Please disregard the widescreen question; upon rereading the article I now understand the process.

  5. Fallout 1 & 2 had bodies after killing someone so it shouldn't be a tech problem nowadays. I would love to see the same bloody mess after carnage my party makes. Body's can disappear after party leaves the area (for example a city street, but maybe not in dungeon unless there is something that can eat corpses still alive). And the corpses should be more detailed than in fallout after death, blood, insides and all the fun stuff.

     

    Second.

  6. If you're familiar with the ruleset and confident in adapting it at little bit, I would recommend sticking with WHFRP. A friend of mine has been running a WHFRP 2nd Edition campaign for which she devised her own world that is heavily influenced by Gaelic and Germanic folklore and it works really well. Her Fae are bloody scary and we run screaming when we encounter them.

     

    I GMed WHFRP for over a decade, so it is the ruleset I am most confident with and always end up using. But I have been trying to broaden my horizons.

    You should run screaming; Warhammer roleplaying is a horror setting more than a fantasy setting. Tell your friend to look into the 1st edition Something Rotten in Kislev campaign book, if she can find it. The first of the three adventures is rather good and introduces kislevite nature spirits. You guys probably will love those :)

     

     

    Awesome; I'll look into it.

  7. ^ Kaine nailled it: when multi-classing, all classes -- except favoured class -- cannot be more than one level apart without incurring an xp penalty. Although I, personally, don't know any DM that uses the xp penalty rules.

     

    EDIT: Grammar

    EDIT: In Icewind Dale II, you won't need to worry about any multi-classing xp penalties for the builds you have mentioned.

  8. Hate to be "that guy", but this sounds way to vague to me. I mean I get that, that's the point but I'm not too tough to admit that without journals/quest logs I would have no idea where the eff I'm going.

     

    [...] with this there definitely also should be the option to make manual entries to the journal (possibly having it's own tab), so you may log stuff yourself to not get confused much later in the game...

     

    ^Second: with this type of quest system an editable journal is a must.

     

    EDIT: This was what I was attempting to say earlier:

    I'm also a big fan of this. It makes exploration feel more worthwhile, and makes the world feel deeper and more real to me. Completing a quest that someone in the inn gave me is all well and good, but piecing together something from scraps of lore in the world is a much more rewarding experience. It makes the game feel like it's set in a real world with a history that extends beyond my quest, rather than it being some sort of WoW-like "go to next location to pick up today's batch of quests" experience.

  9. The issue I have with the traveller idea is that it works for an NPC, or maybe even the PC, but not really for a whole class. Presumably, if the devs are including a class, there will be a substantial number of them and, for me, having every member of a major class be a traveller from a far-off land doesn't quite work. Another issue that I find common in rpgs with the traveller from far-off lands is that it's quite difficult to actually make the character seem like an outsider. Often it isn't done very well.

  10. I'm not saying that it has to be entirely historically accurate, but if the world is inspired by Medieval Europe and the cultural environment (architecture, dress, technology) resembles Medieval Europe the introduction of a class that is oriental in origin feels out of place. I believe that Obsidian will implement them in a both appropriate and engaging way, I'm just curious as to how people suggest an essentially out-of-place class is to be fit in to the game.

  11. I'm currently working a campaign setting for Traveller with my girlfriend who's new to RPGs. Our idea is that I'll act as the main GM and she'll primarily play NPCs and then GM quests that she either creates or wants to run. It's kind of like GM work experience. I think it's going to work really well.

  12. When I was in primary school and earlier high school (I'm currently studying for my final high school exam; woo!! :D) I had a friend who's dad DMed an AD&D campaign for him and his sister. I played an AD&D campaign in Primary School (DMed by aforementioned friend) after being introduced to the rules through Baldur's Gate. My brother, dad and I were also going to start a Gamma World campaign but that never got off the ground (I'll need to ask about that).

     

    Kind of related to the post: I'm currently creating my own universe for a Mongoose Traveller campaign. From what I've heard, Mongoose Traveller is very similar to the Classic Traveller ruleset; it's been updated to include computers and stuff, but essentially uses the same mechanics.

  13. Dimitri Volkogonov is a Russian historian, who used to work for Stalin, but later "switched sides" so to speak, with some really great insightful views on the Russian Revolution. I probably should have actually read the thread before posting. I apologise for my comment that could very easily appear insensitive and out-of-line given the actual content of the thread.

    • Like 2
×
×
  • Create New...