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centurionofprix

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Posts posted by centurionofprix

  1.  

     

    Whatever the case, these are the mechanics of the game and the vast majority seem to like them. Everyone believes it needs some improvements but not radical changes. What's the purpose of spending precious time of you life ranting in the forums of a game that you don't and won't like? Unless this is the best thing you can do with your spare time.

    Vast majority likes **** pop singers like Gaga or Spears. PoE was being marketed on KS as a IE spiritual successor and made promises they didn't keep.

     

    Opinions are like ****. It's all good to have one and be proud of it, but nobody really cares about yours nor particularly wants it shoved in their face.

     

     

    oi, speak for yourself.

    • Like 1
  2. Found this old thing and wanted to thank you guys again for all the suggestions - we just finished the campaign last week.. Only took 5 years heh..

     

    I'm totally curious now -- why did you need so many vampires in London?

    • Like 1
  3. Y'know if a whole game was made with that kind of lighthearted tone, I'd totally be into it. Then I realise it's just another way of expressing my long-held desire for an Oglaf CRPG.

     

    I've been playing Corruption of Champions lately, but I don't think I'm very good at it. I keep getting ravished by all manner of creatures...

  4.  

    It isn't really "cutting their romances out" as much as it is allocating the effort required by writing romances into writing something more relevant to PoE.

    I wouldn't quite put it that way -- "something more relevant to PoE," since PoE doesn't exclude romance. It's not as if a proper implementation of romance would make the game cease being about anything-not-romance, and suddenly revolve around romance.

     

    Of course not. A proper implementation of, say, artistry, likewise would not cause the game to be "about" art, but just as with romance, there is no particular reason to include art to the exclusion of ideas considered more relevant to the story. It also seems a "proper" implementation would require art or romance to be somehow connected to the themes of the game.

     

    Both are potentially meaningful themes, and equally meaningful as aspects of human existence or whatever. Yet I don't see anyone clamouring for art mechanics to be included specifically and without regard for whether these have any relevance to the game.

  5.  

    Well we KNOW theres no romance for the players, but i have yet to play an obsidian game that didnt have some type of love story in it (albeit ones that were between npcs). So u very well may see some romance stories, just not with the player.

     

    Thats really not what I was looking for, so many of these games are just cutting their romances out. Shame.

     

    Thank you both for the information, rather dissapointing.

     

    It isn't really "cutting their romances out" as much as it is allocating the effort required by writing romances into writing something more relevant to PoE.

     

    It's not like romances are a more essential element to a CRPG storyline than any other theme. Most RPGs don't have romances.

    • Like 2
  6. Footwork is a big part of melee duels. That's why it looks odd to have opponents nailed to the ground. The inability to move around an enemy even a tiny bit might be a current bug, but I have an idea I'd like to share.

     

    What if...

    - a critical hit made the attacker gain ground

    - a critical miss made the attacker lose ground

    ?

     

    I guess it wouldn't matter much in the grand scheme of things, but it would make melee combat look less static. And add a little bit of unpredictability. In similar vein, several abilities could have an additional effect of pushing both engaged duelists around a few steps. Things like shield bash, trampling attacks, unarmed grapple(this one would pull). An unarmed brawler could grab the opponent and drag him out of sight of ranged allies, so that they can't support him.

     

    It would be a mess. Positioning in the RTWP is hard enough to control as it is, without the characters moving around of their own accord.

  7.  

     

     

    Lolwut? Baldur's Gate is widely recognized as single-handedly reviving the CRPG genre and both games were universally acclaimed for setting new standards and raising the bar.

     

     

    And yet, there seems to be a lot of dislike for the game from a lot of posters on this forum. Especially BG2 and the arguments how bad it was and how it handled things. eg. spells, ruleset, no variety, etc

     

     

     

    That is b/c most young people today prefer to mash a single 'attack' button, kicking arses and calling that thing a RPG.

     

     

    TBH most of the criticism of Baldur's Gate comes from people with a preference for earlier games, compared to which BG is seen as a dumbing-down.

  8.  

    Synchronized walking speeds. Probably has been mentioned, and perhaps implemented already, but it would be nice to have a toggle to make party members walk at a step with the slowest one so as not to break formation.

     

    I find having to manually prevent faster members from straying ahead frustrating in the IE games.

    Looks like you get your wish on this one:

     

    http://forums.obsidian.net/topic/63701-the-hassle-of-increased-move-speed/?do=findComment&comment=1331520

     

     

    yaaas Sawyer, you are so beautiful.

    • Like 1
  9. Synchronized walking speeds. Probably has been mentioned, and perhaps implemented already, but it would be nice to have a toggle to make party members walk at a step with the slowest one so as not to break formation.

     

    I find having to manually prevent faster members from straying ahead frustrating in the IE games.

    • Like 4
  10.  

     

     

    In other words, the thread's subject is nothing more than general gaming discussion. It has nothing to do with Pillars of Eternity nor is it meant to have anything to do with Pillars of Eternity.

    Or, it's an attempt at an intellectual discussion of the aspect of romance in a cRPG, which *gasp*, is what PoE is!

     

    Fallout New Vegas and South Park Stick of Truth are also cRPGs. So why is this thread here, instead of on one of those forums? Oh wait. I know why. Because the OP's point was to whine about Obsidian's decision to not have Romances in PoE and to put up an "intelligent" argument for why PoE should have them.

     

     

     

    " was to whine about Obsidian's"

     

    You see the moment I see a comment like this I realize that despite all the apparent endless discussions about Romance some people in the anti-Romance crowd still don't understand what promancers have been saying. We aren't whining, we are logically and intelligently articulating the various reasons why Romance enhances the RPG experience. I have yet to see a single valid reason posted by anyone that explains how optional Romance dilutes the anti-romance gaming experience. But there have been many reasons posted why Romance adds to deeper interaction with party members and a more memorable RPG gaming experience :)

     

    Stun if you are honest with yourself you know I'm right :yes:

     

     

    This has been posted repeatedly, probably for years now, but there are many crucial aspects to human existence besides romance that make for meaningful themes in RPGs. Philosophy, art, groovy things like vanities and pop idol culture, parties, science, and theology, to name a few. Not all of these can reasonably be implemented as elements of gameplay in one game*; to include one aspect will inevitably divert the focus of the game from the others. Resources and development time as a matter of pragmatics are likewise limited. There is no reason whatsoever to clamour for romance to be included over other parts of life if another (say, philosophy or theology) is more relevant to the story. Romance would be as detrimental then as forcefully added, abstract explorations of philosophy or theology in a game otherwise about romance and adventure. Strangely, one never sees someone beg for those to be included in stories to which they aren't relevant, which kind of suggests one is dealing in the case of "promancers" with a yearning for a selection of waifus rather than with a general concern for meaningful themes.

     

    I like playing romances sometimes, but that is no argument at all for their inclusion over other equally interesting themes, and, crucially, over ones deemed more relevant to what PoE is about.

     

     

    * (certainly not in a game like PoE, which also concerns itself with combat and an adventure storyline.)

    • Like 1
  11.  

     

    So Torment's "thematic sequel" will not only have completely different characters and setting, but now completely different gameplay as well? At least they got the name right I suppose.

     

    Also could someone tell me why AAA devs get crucified for reviving decade old franchises as completely different games, but inXile gets a pass?

     

    2/10, wouldn't read again.

     

     

    The new Thief has more in common with the original games than this Torment does with PS:T.

     

     

    The choice of combat system was not central to the original Torment*. How the treatment of the theme aligns with the original is more important, and how the gameplay supports the treatment of the theme. This latter aspect is something at which the original PST clearly could have been improved.

     

    There's absolutely no reason why a "thematic sequel" couldn't use a different setting and characters, as the theme itself obviously isn't tied to a specific set of characters or a specific setting. Take Final Fantasy for example (also a fitting one because an inspiration to the original Torment). And it was known from the start of the campaign the setting would be Numenera and, if I recall, that the combat system was yet undecided.

     

    The Thief sequel, on the other hand, seems to change things that were central to the original game into something much worse by the criteria by which the original was judged good.

     

    * (I don't know, but it may have been as simple a matter as having to work with what they had in Infinity Engine)

    • Like 1
  12. 4real dude, just get TuTu or (imo, better) Big World Project for the original BG. It won't be so intolerably bugged or blurry-looking, and if you want to add fanfic content, you can download more of that for TuTu or BWP than comes with EE.

     

    BWP will even download the mods for you, you just tick some boxes. http://www.shsforums.net/files/category/72-big-world-project/

    • Like 1
  13. Aw man, you got the "enchanted" edition. It's cursed and will torment you to the point of insanity with stuff like this. Get the original games instead, install a couple of essential mods (these will do the very thing promised by the cursed edition, and were actually used in its creation - fortunately the originals remain uncorrupt) from Big World Project, and rock out.

    • Like 2
  14. K. Let it be said that an ending that only resolves the premise (that you're personally affected by some extraordinary event) but has no ramifications for the rest of the world I don't consider satisfactory. :)

     

    I completely disagree. Of course, given that most games don't have much nuance to the personal storylines, their endings must mean something EPIC for the rest of the world in order to have any weight at all. This isn't true if the personal aspect of the story is decently strong, however.

    • Like 2
  15. Yeah, I mean... an RPG character portrait reaches for a definite goal, and that is to portray the visage of the character one would see if face-to-face with them. It's kind of a detailed zoom-in of their tiny model-self in the bird's-eye gameplay area. So, excellent style or not, a Picasso portrait would be achieving that goal nowhere near as well as an accurately-rendered, "realistic" portrait. I mean, you can play with things like lighting and color and stroke type (painterly versus smooth with crisp edges, etc.), but you've gotta maintain things like proportion and general shapes and sizes, or you start venturing into caricature territory.

     

    There's nothing wrong with caricatures, but if you say "Which is a better portrait: this caricature, or this portrait?", the answer you're going to get is the portrait. You can make an extremely lovely anchor that weighs 5 lbs, but it's not going to do its job, no matter how lovely it is, half as well as even a hideous anchor that weighs 50 lbs.

     

    Again, not that the BG2 portraits in question are somehow at 0% effectiveness, and the BG1 ones are at 100%. But, I'd have to agree that they seem to be a bit more effective in portraying an actual character's visage that seems to be engaging others, as in the context of the dialogue interface.

     

    I'm not sure if I agree with the notion that abstract pieces or caricatures are worse as RPG portraits, but in any case the BG2 portraits were trying to be realistic rather than expressing something through abstraction, and a few of them didn't do this very well. Overall I do prefer the BG2 style, especially given its appropriateness to the change in atmosphere between the games.

    • Like 1
  16. The Bone Gnawer (a fragment)

    There was an old couple who went to church every Sunday - at midnight. This had been their custom all their lives. One sunday night in church the man said to his wife, "Wait here. I'll come back soon."
    The man disappeared behind one of the doors. She waited dutifully. Soon the man returned and the couple went back home. From then on, the man would disappear behind that mysterious door every time they went to church. She was curious to know why she wasn't allowed to go with him, but he sternly forbade her.
    The wife decided to catch him by surprise. After the man walked through the doorway, she waited a moment, followed, peeked through the doorway and saw the man gnawing on a bone. The man said, "And the next victim is YOU!"

    • Like 3
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