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Sedrefilos

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Everything posted by Sedrefilos

  1. Like it, though I never care much about combat logs. Very rarely I use them.
  2. Brilliant post! In the same way as they become better at lock picking by solving fed ex quests or gettng better at conversation while crafting a fancy item. XP is a abstract unrealistic way of tracking progress. There is always the Elder Scrolls experience where you become better in what you train more. But I don't believe it'll fit here.
  3. Why, what's wrong with elevator music? When I want to listen to music, I pick my best elevator and start going up and down for hours
  4. Why is IE games combat so idealized by many? IE combat is outdated. I wouldn't want to go back there again. I like what's happening in PoE thus far. It's far more interesting.
  5. Like it. I take it MIG increases BOTH physical AND magical damage as it is right now (but needs to be specified at char creation), right?
  6. Completely black when entering a new area. Reveal everything within line of sight (objects block line of sight). Revealed areas that are not in LOS are grayed. Tbh, I can't believe in 2014 fogs of war are still an issue.
  7. To allow for the possibility of creating diverse, yet still useful, character builds. It's not at all "tacked on"; it's the main goal of the attribute system Diverse classes do not require equally useful attributes. You want all attributes to make sense? Then fine that is doable. You want all of them to make equal sense on all classes? That makes them pointless. If each class needs specific stats (say 2 or 3 from 6) then why have stats at all? Have each class with it's own abilities and that's it. You just upgrade them. But you need also to roleplay based on stats, else you have a combat-only game. So, you make stats equally useful so everyone can choose to build a character they want to roleplay but also be effective in combat.
  8. It's not strength, it's might and might don't always mean buff muscles. You can be a mighty wizard as well.
  9. I agree with the OP. Wasteland 2 has this option to either choose a portrait or a shot of your 3d model character. That's what Obsidian should do here too.
  10. Go Obsidian! This is the future of crpgs in terms or roleplay!
  11. all new isometric games since XCOM have big weapons to be easyer to spot from afar. Make's sense and it's practical too.
  12. November 20th, because I need time to finish DA:I and don't want to wait much for PoE
  13. Indeed. The only thing more amazing is the inability of the industry to do what those games did so well again. It seems like the tech upgrades have largely had a regressive effect on gameplay. So excited we are so close to release and it looks just great. I believe the big companies that make rpgs are trying to attract more people into the genre. This isn't necessary bad. They pushed the genre forward in some ways. The action-rpg genre was created and evolved. The Gothic, Risen, Witcher, Mass Effect, Elder Scrolls series are good examples of that. You can't say that because they left the party-based prespective they don't do well. And Bioware is coming back with Inquisition, that looks amazing so far. Truth is, there were elements of the classic games that were left behind. And that's what these new, low budget rpgs (Shadowrun, Divinity, Wasteland, Eternity etc) are about to brig back and evolve. There is not just one way to make an rpg. There are many. And is good we can have so many takes to how the best rpg should be by all these teams. We'll have more games of our beloved genre in the future, and, I believe, it's going to evolve even more in all it's aspects
  14. At Giant Bomb and IGN sites. Just type "Pillars of Eternity" in their search boxes and voila!
  15. The longer it's increased, the less the sweat
  16. One thing I noticed at the demo video (don't know if someone else has already said that - didn't read all the posts) is that when you are about to use something (like lite a pillar with a tortch or throw your weapon to the enemy) there is no indication of how many of these things you got. So you assume you just use that thing and that's it. But we know that you lose it after using (or throwing) it. It'd be good to have an indication when you're about to use something, telling you how many of these things you got. That way, first, you know you're abou t to lose it, second, knowing you're about to lose it, you are reminded how many more you got. Else you'll have to know by heart how many of each little thingies you carry with you. Hope they implement this detail.
  17. Larger font size for the text... Check! Great, we can read without using a magnifying lense! View distance increase... NOT check! Characters still sit at an open area without been able to see past 3 meters away. Please, please, please do something about this. It is, at least to say, ridiculous. Characters should be able to see where their eye goes not 3 meters straight forward and everything else covered in darkness! Animations where not that good I guess. They were a bit boring. Character model at char creation screen also didn't look very nice. Like a toy or something. With the IWDish inventory and menus I am indiferent. I'd like something more modern, larger icons but I don;t bother much. Other than that, loved it. Many choices at character creation, all stats matter no matter what. SUPERB roleplay via dialogue and drawn interactions (stats matter, items you carry matter, reputations etc - impressive at least). Puzzles - great! Environments were very beautiful, especially the dungeons. Great atmosphere. Enemies have abilities that matter even the easyest ones. Loved that. Fast moving characters - loved that also. To be honest, I didn't expect that I'd be dissapointed. I knew we'd deal with the beast role play in the genre, because... Obsidian without publisher and I just loved seeing that in action. I can live with not so good animations and outdated inventory/icons design - they' re not gonna make me love the game less. The only thing I care about right now is the SHORT, 15-YEARS OLD (at least!) VIEW DISTANCE BS!!! Other than that, I have complete faith in Obsidian that this will be the best party-based crpg till now.
  18. So I guess this is the thread where we say our oppinion about the demo? If no, just ignore me Ok, let's do this... First, regarding my two bigger concerns (some may laugh): font size and visibility range. Font size is nice. Everything is readable. ALL IE games and their successors (NWN 1+2, ToEE) had, for reason unknown, such tiny letters it made it painful to read! I used to skip dialogues because of it! Now it's fine (took 'em 15 years to realize?! ). Now visibility range, on the other hand... Man, I don't get it. You stand at a big open place and all you can see is 3 meters away! And I don't mean the fog of war (the place you already uncovered but can't see at the moment), I'm talking about the area you are currently exploring. Take a look at Wasteland 2 and Divinity OS. Your characters can see as far as their eye goes. Maybe it's because of the night in the demo? Then again there are areas in the dungeon that are lit and there's no excuse for that. HOPE they'll change it. It's annoying for 2014! Now to the other stuff... Things I liked: - Roleplay. That was super cool! Plethora of dialogue options - stats mattered. And it's only the first 15 mins or so! Loved that. - Environments: All the environments shown ware either great or fantastic. Especially the dungeons. - Game speed: Game speed was fast. I like that. Models moving fast etc. - Puzzles: I love puzzles in rpgs so I loved when we're introduced one that early on. And there are several ways to pass through it. Super cool! - Character creation: yeah! That's the stuff! Many many things. Love it! - Drawn cut-scenes/interactions: nice stuff there too. Loved you get choices according to things you got with you. - UI: I liked it minimal. I believe Josh said to one of the videos they'll change it an have it occupy the entire bottom line? Hope not. - Visual effects: those shield and burning effects where pretty cool. And the soul sucking effect also. - Enemies: not many of them, but they all had some special ability. Nice. Things I didn't like much: - Animations: well, I expected somenthing more... they're a bit... boring? That speed run of the barbarian was ugly. He just moved his feet a bit faster and that's it. Hope they work 'em a bit more. - Character model: hmmm... I cant say I liked much the character model at the character creation screen. Seemed like a toy or something... It's gear too. Indiferent stuff: inventory and menus are nostalgia-driven. They almost seemed identical to the IWD games. Don't care much about them but I'd prefer something more... modern? Bigger icons for the gear and abilities would be good too, but I'm ok with them as they are too. That's what I can think of the moment. I guess I'll watch those vids some times more and come up with more stuff
  19. IWD2 (and 1) where first dungeon crawlers and then rpgs. PE will (supposedly) be a mix of Baldur's Gates, Planescape Torment and Icewind Dales, with some new stuff so to be it's own thing.
  20. Holy Avengers are for super high fantasy childish settings. Don't like 'em
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