-
Posts
437 -
Joined
-
Last visited
-
Days Won
2
Content Type
Profiles
Forums
Blogs
Everything posted by Cultist
-
-
Nope. So far Mythic was one of the worst companies in terms of game support. Especially spectacular failures with Wrath of heroes and Warhammer Online.
-
Different currencies only make sense if there's actual economy system working in the game, otherwise there's n difference between 150 gold or 100 gold and 50 silver. Reason - we are playing a computer game. All calculations are made for us. Unless, of course devs want to implemet athmospheric, but insanely annoying system like street money changers. And I bet noone would like to deal with it. So better have one currency.
-
After people petitioned for Sunset Invasion sequel in EUIV I fear for the future.
-
In Baldur's Gate, NWN and some other RPGs usually we can choose to specialize in certain Weapon Classes, or example Two-Handed swords, daggers, axes, bows, crossbows or Polearms. Yet sometimes RPG only provide us with options like One Handed, Two-Handed, Ranged weapon mastery or dual-wield, allowing every weapon class to receive bonuses from chosen mastery. So characters could be equally skille with both Bow and Crossbow, halberd and Spear etc. In my opinion, Baldur's Gate approach were more interesting. You could invest more "personality" in your characters and also had to search for specific weapons and act according to your chosen weapon mastery. Should we have more general weapon mastery system, then players would simply exchange rare axe for more powerful sword, then sword for even more powerful mace and so on. Reducinggameplay aspect to simple item exchange. Yet Baldur's Gate had one grave flaw that harmed this approach tremendously - some weapon types were seriously underrepresented - game were stuffed with two and one-handed swords but almost no top tier polearms, same goes for other weapons. IMHO PE should have more specific weapon classes to master and avoid generalization of battle skills.
-
Linear vs non linear story
Cultist replied to Malekith's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I am all for flexibility and non-linear stories. Non-linear provide much immersion, yet have one very serious flaw - they create tremendous problems for sequels as devs have to deal with various consequences of player choices. Ambitious projects that started with non-linear gameplay and multiple choices could easilysuffer if devs could not handle player's choices from prequels. Example - Mass Efect 3. With accumulated mass of various choices players made in ME1 and ME2, they promised we would see the consequences and how our choices shaped the world. In the end, absolute majority of decisions were discarded, streamlined, dumbed down and had no impact at all, turning them into an illusion of choice. So if Obsidian is going to create a number of sequels for P:E, then non-linear gameplay can add a lot of complexity. Yet as they are doing it in Unity, they would not face problems cinematic arcade with RPG elements like ME and DA3 face - no expensive cinematics, no voice acting for main character, les motion-capture and so on and so on. -
Raiders vs Power Armor
Cultist replied to Cultist's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Level scaling can solve the problem easily. Once some kind of "power level"(sic!) reaches over 9000 then certain NPCs change status from agressive to passive, representing muggers take caution and stay away from your party. At the same time, more powerful criminals, who before concidered you not worth their time, take notice at your progress and can move to rob you. -
Schools for Class training
Cultist replied to Scottfree6000's topic in Pillars of Eternity: Stories (Spoiler Warning!)
The most annoying thing I can remember from Skyrim is the long introduction and initial dungeon. That was awful experience. So IMO tutorials should be strictly alternative. -
Armored Princess had horrible exploits, especially with Black Knights, that allow you to wipe armies ten, twenty, thirty times stronger than yours without a single casualty. Others as well, some combos remained true even in Warriors of the North. Sadly, in WotN you can't play as Undead, but still can have overpowered demonic armies. A lot depends on chance, especially if you get super effective units like Evil Eyes or Demonologists early on or extremely powerful spells like Book of Evil lvl 3.
-
Paladins+Royal Thorns+Evil Eyes+Rune Mages+Archmages. Spam expendable units and resurrect lost ones. Make phantoms of paladins to repeat. Then, replace units with dragons and Archdevils.
-
Might & Magic X Teased by Ubisoft, To Be Revealed at PAX East
Cultist replied to Infinitron's topic in Computer and Console
What makes you think freeing demon lord is the canon ending? is there any official statements about it? -
Might & Magic X Teased by Ubisoft, To Be Revealed at PAX East
Cultist replied to Infinitron's topic in Computer and Console
Because HoMM VI was in the continuity of HoMM V and Dark Messiah of Might and Magic? I'm surprised that Ubisoft would ask such a small studio to handle their first foray in the RPG genre, you would think that they would go bigger! Bcause HOMM 6 set 400 years BEFORE HOMM 5 and virtually a new setting. but my complains mostly not about new setting - they could expand it as they like, but about how bad it was implemented. Low quality of HOMM 6 will harm M&M X in the end. -
Might & Magic X Teased by Ubisoft, To Be Revealed at PAX East
Cultist replied to Infinitron's topic in Computer and Console
HoMM VI was a product of incompetent, and now rightfully bankrupt, studio. Why they decided to build their story upon this crap? Well, i bet they will once again pay IGN for high ratings, like they did with HOMM VI - IGN back then praised it as a new era of turn-based strategies and bezt gaem evur!!!111oneoneone. -
DLC is not a bad thing. It's bad when you act like EA and cut chunks from complete game and present it as DLC, like they did with prothean in Mass Effect 3.
-
Help required - we need your opinion
Cultist replied to Anton Levitskij's topic in Computer and Console
4chan will approve the idea. -
Raiders vs Power Armor
Cultist replied to Cultist's topic in Pillars of Eternity: Stories (Spoiler Warning!)
@Lephys Like Red Dead Redemption leopard hit and run attacks? Anyway in RPG with top view it wont work - this we have to deal with. Yet some animals at first will try to warn the trespassers, and only when threats fail they will attack. Even snakes try to warn potential enemies. There's an issue in fantasy with "altered" animals - like blight animals in Dragon Age or possessed, rabid, affected by magic etc. For humanoids there's may be chracacters who will drink some berzerk-potions and then attack you. -
Good riddance
-
Might & Magic X Teased by Ubisoft, To Be Revealed at PAX East
Cultist replied to Infinitron's topic in Computer and Console
Part of M&M6 and 7 success came from the fact that both games were a munchkin paradise. They set new, and I'd say very high, plank for munchkism. Even today few games can beat it. -
Might & Magic X Teased by Ubisoft, To Be Revealed at PAX East
Cultist replied to Infinitron's topic in Computer and Console
VERY subtle, just as messages that devils are actually kreegans, invaders from some far far away, but you never get blasters and fight robots. You just travel to their Hive, killed Queen and prevented reactor detonation. But not in sci-fi way - you just read scroll that localized the explosion. MM7 - way better system and gameplay but the ending with blasters and droids, who turned out being powerful bows and powerful enemies was so out of place it killed all athmosphere. -
Raiders vs Power Armor
Cultist replied to Cultist's topic in Pillars of Eternity: Stories (Spoiler Warning!)
The way most RPGs treat enemies as just win-or-die situation. Even charm in Infinity engine games was used in purely combat ways - to get temporary ally and kiling charmed person shortly after. Animals could go berserk when, for example, protecting their youg, lairs or due to lore - some fantasy animals could be very territorial. The problem is with self-aware and sentient living beings. They are treated in the same way - attack until death. the only way to prevent it so far - is when developers decide to add some kind of dialogue before, when you can threaten or otherwise persuade opponents and prevent this confrontation. -
Might & Magic X Teased by Ubisoft, To Be Revealed at PAX East
Cultist replied to Infinitron's topic in Computer and Console
Not in that way - it's ok o mix fantasy and sci-fi. I'm talking about the way it was implemented in M&M VII - you played 90% of the gamewith purely fantasy system and then BAM! - blasters and robots in the last mission, with VERY loose connection to the main plot. Its like in the end of Deus EX: HR you would discover that everything was orchestrated by the leprechaun. -
Might & Magic X Teased by Ubisoft, To Be Revealed at PAX East
Cultist replied to Infinitron's topic in Computer and Console
HOMM4 crippled the series' story beyond any repair. And the result - reboot. Not quite good story-wise but at lease they recreated mechanics. As for M&M VI revolutionized the game, turning it into one of the first open-world games of that time. M&M VII expanded functionality and choices option but the sries started it descent into sci-fi, with blasters, robots and other crap.