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Ralewyn

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About Ralewyn

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    (1) Prestidigitator

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  • Website URL
    http://www.tomvinita.com

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  • Location
    Redmond, WA
  • Xbox Gamertag
    Ralewyn
  • Interests
    Game Design & Development, giant robots, tabletop gaming

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  • Pillars of Eternity Backer Badge
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  1. While I found bloodied mechanics interesting in 4E, and this would offer good feedback, you have to consider that this is one or even potentially multiple animation sets added to nearly every creature in the game, which is a rather daunting task. "wounded idle" is one thing, but for it to really look right you may have to have a "wounded limp, wounded swing, wounded punch" etc. It adds up very quickly unless your animator can make it look right transitioning from the idle state to any other animation, which takes time. There's a reason DOTA 2 is the only MOBA that does this, and also happe
  2. It would be trivial to code, but it's less a matter of programming implementation and more a matter of UI design. Sure, it can just be tiny numbers in the corner, but those are still tiny numbers that take up some amount of screen real estate--however slight--that are not related to the actual game in any way. This makes for something extra to account for in designing and actually making the art assets for it all for something that doesn't have an impact on the game. If it was telling the game-world time, however, this would be a different story. Besides, what cell phone doesn't have a clo
  3. A release date is anything but arbitrary. Release dates exist because money runs dry. A single programmer makes somewhere around $70,000 a year at Obsidian, and this is roughly the industry standard. Every single person on this project has a five or even six-figure salary, likely greater than $40,000 and Obsidian has over 100 employees. Costs add up. Very quickly. Sure there's no publisher in this equation that can get tired of incurring losses and force a game to ship so they can profit, but now Obsidian only has $4,000,000 to work with. If that dries up during development there are going to
  4. I absolutely love--and I mean love the way Fallout and Planescape: Torment handle attributes. Where the attribute scores are highly significant and core to who your character is, what your character does and how your character solves problems. Where you can make some kind of genetic mutant right from the get-go that's min/maxed to hell and back and still manages to keep the game interesting all the same while making you feel like the choices you made at chargen really and truly mattered every step of the way. I love the progression where gains are slow and plodding if any but each point counts
  5. I know I've always had issues with consumable items in RPGs, and always end up compulsively hoarding them for 'when I'll need them,' which more often than not turns out to be never. In that regard, while I'd like to see something new and exciting done with holdout consumables if the players don't want that then hey, I'll just pawn my consumables in Project Eternity like I do in Planescape: Torment. 600 copper is big money for something I'm never gonna' use. I think much of the issue with modern consumable design comes down to a bloating of variety. Skyrim's a strong example of this--near h
  6. Oh, something just occurred to me. Having someone to come back to was always a motivator for me in these games. Gave a warm fuzzy feeling in most cases. I trust Obsidian's writing staff to be able to write a proper, organic romance that isn't annoying. I'm playing through Planescape: Torment for the first time right now, and though I suppose it's not the mechanically-defined romance we're used to in the modern RPG I'm finding a lot of the interactions with Annah hilarious. Granted, this is partially because since I know it has no mechanical basis I know it's no big deal that she's being catty
  7. I don't really have anything meaningful to say regarding sex or romance. But as far as bro-mance goes, I want at least one character I can be genuine friends with. Though I'm aware not necessarily all of these characters end up likable for everybody, I like characters that you can have a genuinely healthy dynamic with, even if some of it is imagined. Khelgar and Morte come to mind as examples. People who through your interactions you can imagine your character sharing a beer with when this is all over. People who aren't following you because you're the hero of legend, but because they're y
  8. I'm not necessarily trying to argue that there's absolutely no merit in Vancian magic, if that's what it seems like then that's my bad. I've just never liked the sort of gameplay that Vancian magic often promotes in games I've used it.
  9. [Apologies if this topic should be posted elsewhere, this was the best place I could think of for it.] I've been noticing a rather disturbing trend on this forum as of late when it comes to discussions on Project Eternity, and I figure somebody should probably bring it up. Now, I understand we all care very deeply about the success of this project and a lot of us are expecting Project Eternity to be the grand glorious return to the golden age of yore. However, a lot of people have very different and often conflicting ideas on what will make this project successful, as is obvious in the
  10. I'd like to bring up New Vegas' prolific list of hair and facial hair options, all majestic and complete with ridiculous names.
  11. Vancian system does't do anything of that. It's encounter balance, enemy numbers and how reconnaissance is handled in game which affects player's knowledge of how he should fill the slots. Even then, there is no problem whatsoever in creating a multipurposed set of spells. Noone forces you to memorise three fireballs, when you can memorise Fireball, Haste and Dispel Magic instead. Actually, that *is* a whole point of strategy there - balancing a battle unit (and party is a battle unit) to be multi-purposeful and able to handle what game/DM throws at them. Which means making decisions, and ei
  12. I personally despise Vancian magic for being un-intuitive, unsatisfying, and requiring heavy amounts of bookkeeping, but most of all I despise it because Vancian magic demands the player make choices about their abilities for situations they have little to no information of. A choice that isn't informed in a game isn't a choice and it isn't fun or satisfying, it's just annoying. Vancian magic explicitly punishes players for not knowing what the game is going to throw at them in a given dungeon or on a given adventure where unless they're reloading a save or using a guide they shouldn't know ex
  13. I've always loved the idea of crafting systems in RPGs, but never really the implementation. There are a scant few games I could name where I actually enjoyed and was engaged with the crafting system. I'm less concerned with what it makes and more concerned with how it's made. People keep mentioning New Vegas, and though I'll admit I never bothered with ammunition crafting, as much as I love New Vegas its crafting system is the exact sort of crafting system I despise in games. I hate crafting systems that involve you having to hunt for pages upon pages of unique components and reagents tha
  14. Because it was the name I came up with at 6 AM after finishing Dishonored and I thought it was a nice name at the time before I'd actually written my post. If you take offense to this name I apologize.
  15. Second, I recognize that the primary people who care about a rogue's backstab/sneak attack are going to be people who play those characters. Other people, who tend to play other classes as their primary characters, likely won't feel too strongly about it simply because they normally don't benefit a whole lot from the sneak attack ability anyhow. They probably mostly control their own character and casters in combat, and find it tedious to position a rogue to maximize their damage output. That's fine.** I think you should be able to make your rogue the way you think he/she ought to be. I am
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