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Everything posted by Lephys
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... Hiro, he's literally referencing those facts. Are you... feeling okay? o_O Are you really just pretending people are arguing the exact opposite of whatever you decide? He didn't even say anything about when a release date was mentioned, and he specifically acknowledged the DA:I release concern.
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If you could, Hiro, please discuss the topic of Obsidian rushing the game, and not the topic of "what are all the strange, irrelevant faults and flaws of people I don't like, because I can." You're not trolling, but you're certainly not being productive here. If you want to call people out on stuff, how about sticking to stuff pertinent to the actual topic. Not "Hahaha, you didn't watch the Matt Chat!," and falsely accusing me of calling the OP a troll, which I never did, and you haven't even bothered to attempt to prove. On said topic, the OP was, indeed, wrong. If Obsidian were rushing the game, they would simply not-delay it. Whatever your reason for delaying a game, "because I want to get the game out as fast as possible" cannot possibly be the reason. And, on the note of the claim "The beta is actually just an alpha," no evidence was provided beyond that simply being the thread author's opinion.
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Could you please provide your definition of trolling, Hiro? I don't quite understand how to not-troll, based on the random stuff you describe is trolling. Thus far, disagreeing with you (or in this case, the OP) seems to be trolling. Yet, you can accuse me of calling the OP a troll, without any proof or evidence, and that isn't trolling. Also, how might I go about easing into a thread, instead of jumping into one? Can I maybe post like... half a post, then post the other half later, so as to make the process less abrupt? Or should I just refrain from posting in any thread I didn't start? Because, I figure if you authored a thread, you can't really ever jump into it, since you're in it at the time of its creation. *ponder* Anywho, on-topic, Obsidian's lack of desire to rush the game is apparent in their completely voluntary decision to delay the game based on empirical evidence of its need to be delayed.
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Class review: The Rogue (The Assassin more like)
Lephys replied to mutonizer's topic in Backer Beta Discussion
"That's what the role of the class is" cannot be the reason why the role of the class should be that. That would be a paradox. You misunderstand my meaning. There's a difference between a class being a heavy hitter, and a class's role literally being "DPS." A Wizard can do a lot of damage-per-second, too, with the right spells. However, the function of a wizard isn't "generate oodles of damage per second." It's "cast spells that do lots of different things." You can easily build a Wizard to not-maximize DPS. If you use a Rogue's class uniqueness, you deal oodles of DPS. You can't Sneak Attack differently. All you can do is more damage. Again, there's nothing wrong with a class being prone to deal more damage, in general. But, I find it less-than-ideal for a class's core mechanic to be "boost DPS." I think it's, at the very least, weaker than the other classes' functions (as well as more restrictive). The Ranger is a Heavy Hitter, too, and its animal companion doesn't restrict it to a damage boost. -
What did the bald guy say when someone shaved his magnificent beard off? "You're going toupee for this! >_<" 6_u
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Class review: The Rogue (The Assassin more like)
Lephys replied to mutonizer's topic in Backer Beta Discussion
Yeah, sorry. I realize my comment was confusing. I was meaning in regard to: I think their being nondescript DPS is heavy-handed class design. Separately, the fact that they currently do way too MUCH damage ('cause o' multiplier stacking) is also an issue. But, even if they're all nice and balanced, I don't think "DPS" is a quality class function. I get classes being more geared toward/optimal at that particular role, but I don't think that role should be what that class inherently does. -
For what it's worth, it's pretty easy to restrict yourself to no-pausing. A regular Twitch streamer wanted to challenge himself beyond the bounds of the game FTL, so he instituted his own "No pause" mode by simply un-mapping the key for Pause (I think it was spacebar in that game, too). He knew he would probably reflexively TRY to pause, so he just prevented himself from pausing (Unless he clicked on the GUI somewhere to pause, but that's a lot harder to reflexively do in an instant before remembering "oh yeah, no pauses," and simply not-doing it.)
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Delayed to early 2015
Lephys replied to C2B's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I don't think it'll be complete and utter asterisks. I also don't think it'll be the most glorious game ever made. I suspect it might actually be worth playing, though. Maybe I'm insane in the membrane. -
Yes, and therefore, we had no choice but to assume their intentions were to rush the crap out of the game, clearly. And I don't understand... was my mere observation of a simple fact somehow an expression of butthurt? If so, I would very much like to be instructed as to how to observe a fact without doing so.
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Class review: The Rogue (The Assassin more like)
Lephys replied to mutonizer's topic in Backer Beta Discussion
I agree that the uber-focus of the class on pure damage boosting is a bit overkill. It wouldn't be difficult, however, to simply adjust the Sneak Attack mechanic to be a bit more dynamic, and the rest of the factors mentioned can all be tweaked. It might take a few iterations, but I don't see it as impossible to get "right." -
And yet, their willingness to delay it in the face of evidence of the delay's necessity does the exact opposite of suggesting that Obsidian is rushing the game.
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Quite true! I would think that a simple, brief delay between actually stopping moving and being able to execute an action would suffice. I mean, I understand that it's a little silly to be running in the opposite direction, then IMMEDIATELY about-face and fire an arrow. Although, such a system could allow for that type of instant action to be a limited-use, tactical advantage. "Quick Shot," "Quickened spell," etc.
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It's hard to "continue" with something that I never stated. But, so speaketh the mighty prophet Hiro, so it must be true.
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Is anyone else getting severely pissed off by the new Party AI ?
Lephys replied to Sensuki's topic in Backer Beta Discussion
Sounds to me like it's AI and a bug. Like the AI isn't yielding to manual command traffic. -
Delayed to early 2015
Lephys replied to C2B's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
You could try using beta lockpicks, but you might jam the lock. 6_u -
Delayed to early 2015
Lephys replied to C2B's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
You mean games made 10 years ago using only Kickstarter funding, or games made 10 years ago with 100-person dev teams and publisher funding? They know that they need more time. Doesn't mean they've "screwed up." Or, if it does, then a thousand screw-ups were already accounted for in the plan to tweak the game until it was finished. However you want to look at it. -
Delayed to early 2015
Lephys replied to C2B's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
They've completely cut out all their electrical costs by designing offices and electronics that are powered purely by forum outrage.- 262 replies
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Delayed to early 2015
Lephys replied to C2B's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Just further proof that they're rushing the game, u_u... *puffs away at his bubble pipe* Also, I second Malignacious's sentiments. When you make this ~5-millon-dollar game, hold it to the standards of all those other 20+ million-dollar games that you made under contract with big-money publishers! Full voice-acting, cinematics... I want to see rain-drops drip from my character's eyelashes. MAYBE, if there's time, you can actually put in like 2 quests and a skill, and 2 different weapons instead of just one. ^_^- 262 replies
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Yeah, people are completely over-reaching on the problem being described. As if people are saying "*gasp*, if you have two quests at once, that's INSANE!" It's about not having some crazy huge grocery list of things, and not having them all at the same time, either. What are the odds that, the second you walk into a city, there are 30 problems that people need help with. But then, as time progresses, there really aren't ever very many more problems that crop up? That doesn't even fit with the game world. More than likely, there'd be some stuff going on, and you'd go take care of some situations, and after some abstract amount of time had passed (doesn't even really matter how much, as it's more just about the idea that it's later now that you've spent time handling time-requiring situations), you'd run into other problems, etc. The universe doesn't implode because you have too many quests. Just, non-ideal things occur, is all.
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I hate to tell you, but, technically, jumping in and telling people to stop feeding the troll is actually still feeding the troll. It's like a delightful snack between meals. Anywho, the biggest thing I don't understand is why Malignacious seems to think that nostalgia and quality visuals are somehow two combatants in the thunderdome. There are different types of quality graphics. Hell, there are purely 2D games that look AMAZETASTIC, without any physics or "advanced graphics." The nostalgia is mainly for the mechanical aspects of the game -- the class system setup, the leveling, the narrative, the application of character factors to dialogue, the ability to explore, etc. Really, the most significantly graphical nostalgic aspect would be the approach to the graphics -- the hand-done 2D environments and such, a component of which is the fixed camera perspective. Also, a game with a fixed camera perspective probably gains the least from ultra-advanced 3D visuals and physics. Especially with things like projectiles, etc. You're watching some people fire bolts and arrows from like 50 yards up in the sky, from the same angle all the time. What difference would there be between perfect physics simulations of projectiles striking people and/or people getting knocked about, and simple animations of the same things happening? Not much. Lastly, if the game "looks and feels abysmal in every way" then what good would it do to "fix" the graphics? "Oh, the rest of the game is still horrible, but at least you blew several million more dollars on eye candy." Making a graphical "improvement" that in no way supports the gameplay/mechanics is like making a cake out of plastic; who cares how pretty it is if you can't even use it?
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I'm not sure how that would really differ much from the current system. You can already set auto-pause conditions to whatever you want. That, and, while the ability to queue up actions is nice (cast shield on this guy, and then cast Haste on this other guy, etc. -- you pretty much know you want to perform those two actions in that order, as fast as possible), having the system revolve around queued up actions would become quite troublesome, as it's the nature of tactical combat to issue commands in reaction to combat occurrences as it unfolds. It's very hard to react to things that remain in the future. 8P So, I dunno, I understand your tentative concern, but I don't think it's really a definite problem, at least not as precisely as you've described it. Definitely voice your concerns with how combat might end up, to make sure the devs get that feedback. But, they've still got plenty of tweaking to do before this thing is finished. It's current state isn't "Okay, we think we've nailed everything down perfectly! What, do you guys have a problem with it or something? We MIGHT tweak something if you have a big enough issue, u_u..." As someone else pointed out, it's a very iterative process. The easiest way to figure out what exactly needs tweaking/changing is to roll with sort of an educated guess for your current build, then gather feedback and data and refine your educated guess for the next build.
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Because you acted like anyone who hadn't seen the Matt Chat obviously couldn't know the release date had been changed. It's a good thing, for my sake, you haven't yet typed "Lephys is dead," as your keyboard apparently has the power to manifest whatever you type as true, without any kind of explanation or evidence. You didn't even directly address anything he said.
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*shrug*... If you look at martial arts, it seems like the intelligent people are the ones creating their own entire style and building a school around it. And/or the people who are mastering moves/stances and even improving upon them before everyone else. So, in a way, it does seem like it at least factors in. It's not like raw intelligence has to either make you a better fighter no matter what, or never make you a better fighter. I think, like everything else in the world, it can matter a lot in some instances, and not-at-all in others. However, in a cRPG stat system, a stat abstractly provides a mathematical, definite modifier to some factor. Because that's the only way we have to do it, at the moment. I mean, I guess you could make it a conditional thing, based on a talent or a skill or something. "IF this, then apply Intellect for a bonus." But, to say Intelligence has nothing to do with fighting is far from accurate, methinks.
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This is really minor (and I may just be not remembering things correctly -- I haven't gotten to play the beta in a little while), but... Having some music continue during loading screens really makes even short load times less jarring and annoying. Maybe just have whatever music was playing when you entered a loading session (went to world map, entered a building, etc.) continue, then transition into whatever's supposed to play in the new area. Hearing jolly tavern music, then abrupt silence for 8 seconds, then travelly forest music just kind of kicks you in the face with the Boot of "Hey, Your Game's Kind of Just Paused Right Now!"
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