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Everything posted by Sedrefilos
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Resting doesn't work, ditch it
Sedrefilos replied to Frenetic Pony's topic in Pillars of Eternity: Stories (Spoiler Warning!)
I said it before; I don't like resting at all 'cause, wherever it's been used, nothing good came out of it. Only frustration. The best mechanic, imo, was in DA:O; survive the encounter or game over. If one falls and rises after the encounter is over, they get injuries that they must treat or injuries stack up and give big penalties. Fast, strategic, meaningfull, well executed. On the other hand, since the devs said they're going for rest mechnics (and I don't believe they're going to change their minds now), I'd like to see their new idea of doing it. After all, this health/stamina system might work better with resting. -
I think your dialog concept is neat and is worth exploring further and maybe polishing a little - for example, what happens if more than two people are involved in the conversation?. Not sure about the rest. I don't *hate* it, but I'm not in love, either. OMG! THOSE TINY LETTERS AGAIN!!!
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It's simple as that: designers have their own vision of the game. By making an update and say "here is our new update, discuss it at the forum" they're saying that they want our opinions. Since they want them, they can just read the posts, keep what they think is positive and move on - which I believe they do anyway Thus far, I personally like 95% of Josh's and the team's general vision of the game (and rpgs in general), so, weather I like the UI or not, I believe I'm about to enjoy a great game
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I don't miss any of the classic UIs. When I recall the IE games I don't think "oh, man! what great buttons they had! What a superb interface...". Instead I think "what great stories thay had. Great battles, characers, atmosphere, exploration, adventure, character interaction" etc. These things had nothing to do with technology. Only with the devoper's vision of the game. The UI is just buttons to help me play the game and nothing more. Want "material" interface? OK, do this in character screens, journals, inventory, vendor screens and stuff. It's more immersive there. Don't take up may action screen space plz. The UI should be FULLY customizable so I can put things where I want the way I find easy to navigate and play. I don't need a button that pops up all the spells and abilities chategorized by lvl etc. I want to group them as I like. Buffs here, healing spells here, damaging spells here etc. In BG2 (which I replay now) I have to click 3-4 times to get a spell casted. Click "spell cast button -> click right button to find the spell at the end right -> click spell /or switch through cleric/wizard spells if dual class and repeat". Super annoying. Instead I should just open the abilities sheet, drag-and-dop them in my action bar the way I like and go back and play. The action bar must be near characters isons? OK no prob just as long as it is a FULLY CUSTOMISABLE action bar. Buttons for inventory, journal, map, options etc shouldn't be right in my face all the time. I almost never use them. Just the key shortcut. Make them slide when I move the cursor at the top or something (again DA:O style). Easy stuff. As for logs, as I said before, they are very useful but they'd rather be toggable. I believe I get more information through character icons and damage/effect indicators straight from the action screen. DA:O and Heroes of Might and Magic 5 & 6 are great exaples of UI evolution imho.
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I haven't read all the posts, but here's my feedback: About the UI: I prefer the more up-to-date UI. More minimal with the portaits to be put wherever u like, whether it is left, right, top or bottom of the screen. Hidden menu bar that slides when you put your mouse on the edge of the scree would be great ('cause I suppose there will be key shortcuts, so I'm gonna use them most of the time). DA:O did a great job there Imo. About the scripted event images: since there will be no cinematics whatsoever I like this idea, only not with that art style. Since these scenes will come out during gameplay I'd like something full color and closer to the overall graphics style. It'll be more immersive if it in the same mood as the rest of the game. I don't mind that style though if it is related to cut-scenes between chapters, intros and stuff like that. Now something about the combat/dialogue log. I like when these logs are present so I can refer to them when it is needed as long as it is toggled. What I like, and hope to be in the final game, is damage indicators during combat. Yes these numbers flying over characters' heads. Many don't like them but I find them very useful, since I can tell what is going on damagewise during combat and don't have to pause every time and look at the log scrolling too fast because of the hitrain during a combat. At least let it be togable. And something else I mentioned at one very early post, is the size of the letters. Now I don't mind the size in the combat/dialogue log since I rarely refer to them, but during dialogues I hope they are large enough or at least customizable. I REALLY had a very hard time with IE games and ESPECIALLY with NWN2 reading dialogues (when not in close-up dialogue scenes) because of the extremely small letters. I almost literally had to stick my face on the screen to read them! I doubt I have seen smaller letters in any other game. Is there a reason for this? I don't get it. Please do something about that - I don't believe it's that difficult.
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Translations
Sedrefilos replied to jerf's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
tbh, even if it is translated to my native language (greek) I'll still play the english version. I'd like to play the original since I know english. That and because every fantasy thing I saw translated in greek seemed "silly" to me -
Dragon Age (Origins) did most things right: nice dialogues, nice battles, nice character development, origins, characters, situations, immersion... The only thing it didn't do very good was the main story where you could guess the end by seeing their 1st trailer 2 years before the game came out; the journey, though, was so good that you didn't care that much about that at the end. Oh, and the role-play was avarage, typical bioware stuff, but well executed: The choices had not that much meaningful impact at the main story but where tough ones to make.
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Update #52: Monk!
Sedrefilos replied to Darren Monahan's topic in Pillars of Eternity: Announcements & News
Yeah! But ixamitl in my opionion have some mix between slavic and east cultures( like 30%/70%). Even word Ixamitl is not quiete slavic. I mean, i`m slavic and just cant spell this word in slavic manner, it`s just dont fit. As one mentioned before, Ixamitl look like Balkan (southern mostly) people of late ottoman period. Traditional greek clothing looks like these a lot (almost identical).- 242 replies
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I never ever liked such things. Who is to decide who is beatifull, who is gorgeous and who is ugly in the game? Who says a tall person is stronger than a short? Why a tall person can't be as dexterous as a shorter? This is stereotype shi t (and in some cases racist and sexistic) and mostly don't even make sense. Hopefully they won't be in the game either (I believe I can count on the devopers for that).
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Update #51: Prototype 2 Update
Sedrefilos replied to Darren Monahan's topic in Pillars of Eternity: Announcements & News
Super great! I'd love to see a complete playthrough the 2nd protype when it's finished. Well, you may show little of the big dungeon since it'll be aspoiler- 181 replies
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Limiting rest areas
Sedrefilos replied to Hormalakh's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Tbh, I never liked resting mechanics at all. I'd prefer the DA:O system: party falls -> game over. One survives -> all get up wounded (try to mend your wounds - negative effects if don't), carry on. But ok, if it is to play the greatest rpg of 2014 I'll suffer that too :D -
I'd also like to see people taking dump brakes as well. It adds to the realism Seriously, day/night cycles are cool, I'd love to see it in PE. And, since most rpgs feture that, I'm almost sure PE will too.
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Character Record Keeping
Sedrefilos replied to Chairchucker's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Hah! I started watching a Let's Play Little Big Adventure on youtube because of the op's avatar :D What a wonderful game that was -
Open world or Linear
Sedrefilos replied to Juneau's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Sandbox and IE-style don't mix. A sandbox game (à la Minecraft, a pure sandbox, or GTA, a mostly sandbox,) is more about dicking around and making your own fun, not story, companions and combat depth. Well, check out Fallout New Vegas then. Sandbox with story, companions, characters and freedom in roleplay to make your story. There were isometric sandbox games too like Divine Divinity and Sacred. Sandbox games aren't inferior to IE games and could have all the great elements to be true rpgs if the developers want that. But, other than that, I don't believe we'll have a sandbox game here and, to be honest, I don't care either 'cause this style of games can still deliver a great experience and is the way, Obsidian stated from the strart, that they'll follow. -
Dialog system
Sedrefilos replied to qstoffe's topic in Pillars of Eternity: Stories (Spoiler Warning!)
I really really hope so, but I tend to dislike keyword dialogue systems, first because I believe they mess up the immersion, second because I didn't liked it in the elder scrolls games (the only rpg I can recall that I have played with that system) and third because I didn't saw anything great about it in their video. Anyway I'm sure Eternity won't use this system so I'm relaxed about that here and I really DO believe they make it work great in Wasteland 2 'cause I'm really excited about that game too and I want to support inXile when it's out. -
The weapons info screen should have the following information, imho: Size: the exact length of the weapon in mm and weight in mgr. Materials: each of the materials that is made of. Creation procedure: all the steps that were taken to make the item. Creator name: the name of it's craftsman. Historical background: the fictional historical background of the weapon type and (if it is a magical weapon) the background of the exact weapon. How to use: how can one use this weapon. How to hold it, swing it etc All other info is minor. They can add whatever else they can think about, but I stongly believe the above should be the core info.
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Dialog system
Sedrefilos replied to qstoffe's topic in Pillars of Eternity: Stories (Spoiler Warning!)
I don't know what they are going to implement more in the wasteland 2 keyword system, but,as it is now, I only saw information tabs and "i'll do it/goodbeye" options such as the Elder Scrolls series had (which they changed it to normal dialogue system in Fallout 3 and Skyrim - though they still have crappy roleplay ). Keywords also are so dull and unimmersive. I'm happy we are gonna have the classic late 90's dialogue system. -
I, on the other hand, don't replay rpgs although I tried many times :D The reason I do that is because when I play a rpg I make the choices i would have made if i was in my character's shoes. And whenever i tried to replay a game I find myself doing the exact same things i did the first time, even though i promised myself i'll play it differently I guess that's just me. Now, seriously, you find that much stuff in NWN2? I mean Mask of the Betrayer was GREAT, but the original campaign... it was just OK... You know... generic DnD characters n stuff... It was more like Wizards of the Coast introducing DnD to new teenage DMs or like it was one's first DM try rather than an experienced team's unique Forgotten Realms campaign.
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Dialog system
Sedrefilos replied to qstoffe's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Keyword system (except hidden, typed from you keywords for extra info) sucks big big big big time imo. You cannot role play anything with this system. And to be honest, you cannot role-play if you start with a full party (rather than just "you") either. But this is minor compared to the keyword system. No keywords plz (although, I don't think Eternity will have a system lkike this. I'm 99,99% sure they'll go with the classic complete sentence dialogue system). -
What Is Ironman Mode To You?
Sedrefilos replied to Chippy's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Ironman is a hardcore game mode. I don't use it in rpg's. A i don't "trial and error" ever. I make a dicision and stick with it. Unless the game is so bad written i choose something and the game act completely different of what i imagined it would. It happens seldom, but it happens. That time and only that time i reload the game. So, ironman mode is a good addition that should be optional only. -
Open world or Linear
Sedrefilos replied to Juneau's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Since they said about implementing map skills I guess there will be some freedom on map moving. Maybe something like the fallout 2 map travel or a mix of classic IE games map travel and old fallouts. -
Creatures in Project Eternity
Sedrefilos replied to TRX850's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Orcs, goblins, kobolds, trolls and ogres Also dark elves and wild beasts I'd really like to see those creatures in this game cause they are not used much really in other games.