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About Pshaw

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    Farceur of the Obsidian Order

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    Games, books, art, dogs, aquariums, movies/tv, music, you know the usual stuff.


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  1. Well supposedly the game will be possible to complete through dialogue and stealth. That said when it comes to class videos combat will be focus as the things that serpeate the classes are (generally speaking) combat abilities more than anything else. If I remember correctly PE will have both a combat and non-combat tree/stats and I'd imagine the latter is shared between all classes to give all classes an equal opportunity to play through the game in somebody's chosen play style. That way you wouldn't be forced to say, make a rogue, in order to beat the game through stealth and dialogue. I a
  2. I agree with it the thought behind this but you also need to be careful in the execution of this. If you have the NPCs do their own thing too often then you'll just end up either needing to make blank slate NPCs or give in to the whims of your party which would take control away from how the player wishes to play the game. Which at least in my book is a bad thing. So I think this is more a flavor type of situation where a few disagreements between NPCs or NPCs and the PC go a long way but used too often it loses it's impact. Still NPCs going against the PC or other NPCs isn't unheard of in an
  3. I'd say 20-ish if you're just looking to beat it 40-50-ish if you're looking to really beat just about everything and maybe a bit longer if you're going to every last tiny thing and read everything you come across. Really I'm more interested in how much replay a game has than it's over all length. You can beat FTL in an hour or 2 but it's got near unlimited replay value. I'm just hoping there is enough mutually exclusive content that I'll be enticed to play through 3-4 times.
  4. For me it comes down mostly to believability. Their motivations, both past and pretense, need to make sense to me in the context of their personality. I just need to feel like, 'Hey this character could be the sort of person that would really exist in a setting like this.' This doesn't mean every character needs to be sympathetic or anything like that. In truth too many tragic pasts and that's why I'm evil now gets tired really fast. It's ok to just be 1 dimensionally evil or good so long as it's consistent. Granted what is good, what is cheesy or what is too cliche or acceptably cliche is rea
  5. The elder scrolls and fallout 3 are pretty much randomly/procedurally maps then they go back in and just add points of interest manually. You can't really do that well in a game like PE where each environment and room needs to be hand drawn. I'd rather have a smaller game with unique ares than say Daggerfall as Death Machine Miyagi mentioned or Dragon Age 2's awful recycling of the same bland hallways and alleys.
  6. I gotta say it's a bit of a let down, I like romances in my RPGs and tend to feel that it makes a character feel a tad more realistic when such things are included. That said I'm not holding out for any fan modded romances either. As much as modded content can be wonderful I've yet to see any original NPCs really be a worthwhile addition to a game. So I'll chalk this one one up to oh well and hope for some romance options in future rpgs.
  7. I love class quests, I've always enjoyed them in just about every game that's had them. That said they do waste a lot of resources considering many people will not play through the game with every class. So then you're making content that some (most likely large) percentage of the player base will never see. So while I love them on a project with such a tight budget I'd rather see them making quests that every class can complete. If you're going to be excluded from a quest line I thin it should be because of choices you made once the game started not based on what you pick at the character cre
  8. Considering the budget and the team I think quality of quantity is where this game is trying to land.
  9. The way I always wished addiction would occur in games as follows: When addicted to a substance your character would be unable to trade, sell, or drop it. If you came across it in a dungeon or something you'd instantly pick it up and if needed would drop an item to keep it. If you came across an NPC who was selling it you'd buy it instantly and sell items you had in your inventory if you needed gold to afford it. If you had a quest where one of the reward options would be the substance in question you'd be forced to take that option. If you went too long without using it you'd get a negative
  10. Like Metabot has already said FTL, there a kickstarter success story if ever there was one. Also while I find myself enjoying hearthstone a bit more than SolForge considering my time played in Solfore is at over 100 hours while it's still in Beta that's a success in my book any day. Banner saga seems amazing, though I admit that I haven't played it just yet. I was too broke to back it when it was being kickstarted. Shadowrun returns wasn't amazing. That said while I never backed it personally I never got the impression that the packaged campaign was never really intended to be the main prod
  11. For me it mostly isn't an issue, I will play and enjoy PoE thoroughly (I assume) even if I can't do it all in a handful of really long gaming sessions like I would have back in my school days. Still... A: The scope of the game should be fairly large for a game like this. Anything less than 40 hours (assuming a pretty complete play through) I feel won't be a properly fleshed out world for an RPG. So long as the game has a beginning and an ending the length can be as long as it wants to be. It's only completely open games like MMOs, and sandbox type games like say Don't Starve, Starbound, Mi
  12. I can relate to this. I love games of all kinds to the point where I buy many games because I love the idea or concept of the game but never find myself actually playing them. Not because they're bad games, but because I feel that the amount of time I need to invest into them in order to progress significantly is just too much with everything else I've got going on in my life. Where as I can complete a level of an action game, play a handful of games of hearthstone or magic, bang out a section of the map in a metroidvania, play a few round of death matchin a shooter, and so on pretty easily. S
  13. 90% of the games I play are single player only or single player focused so I'm not sure this is as big of a problem as it's made out to be. Yes some games have a multiplayer/online component added in that don't really need it. Still so long as they single player experience is still enjoyable I don't really mind the developers trying to get more longevity or mass appeal out of their game. If I get tomb raider or a naughty dog game I know that I'm primarily getting a single player game and the addition of multiplayer doesn't really detract from what happened in single player. Heck I even have a
  14. I say they do whatever they have to do in order to make the progression in this game feel complete. If that means they need to exhaust the normal array of high-level sterotypical fantasy creatures then so be it. This is their world so they can always invent stronger enemies beyond what we are used to seeing if they need them for future expansions/sequels. If we fight dragons and litches and so forth at the end of PoE who's to say that's the top tier of enemies at all.
  15. I really like more simple tracks even in my epic games, I'd love to see something along the lines of Diablo 1-2 (Matt Uelmen), The Last of Us (Gustavo Santaolalla), or Dear Esther (Jessica Curry). You don't really need whole sweeping epics composed to drive home emotion. In truth more than half the time when movies or games use them it reminds me of the cheesy tension music just before something jumps out and I feel like I'm being beat over the head with how I'm supposed to feel more than actually feeling it. Granted I admit that all of these composers are making music for games that have a b
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