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Co0n

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Everything posted by Co0n

  1. I dont like the PE Portraits either. They look more like sqetches with very low detail and also quite random. The BG 1 Portraits have an amazing level of detail, they look natural and tell something about the character. I hope I can change all the portraits ingame so I can use the BG1 portraits for the NPCs...
  2. Thats a problem with the size of the inn, it should be smaller if it only has that few customers. anyways, a few more tables and chairs would make it look much more crowded. No inkeeper would use that much room for... nothing. There should be drunks and good-for-nothings hanging around. It should look like a place where people actually go too and that is not setup for that 1 NPC and the party to have a resting place.
  3. IMHO: Spell Icons look horrible, I was hoping for BG1 style icons (less flashy, more clear, looking "handwritten") Character Animations look a bit odd, but I hope this is still W.I.P. Terrain looks awesome The Inn is way too empty (more tables, more customers. Compare to the "Friendly Arm" in BG1 for example) Interface elements are too clean, specially in character creation. it just looks completely artificial. Combat looks awesome
  4. I made maps for BG II (which uses prerendered images just like PoE) only with photoshop using already existing objects and adding new ones found in photos or other games. Its pretty simple like that and should be pretty similar for PoE, except that it requires a higher resolution. (I also made complete dungeons, but I dont have the files anymore) The problem in PoE is fog, lighting and water. But I'm pretty sure there is a reasonable way to get a workaround... Not adding the modding tools seems ignorant to me. if there are problems, the community WILL figure out solutions. give us the tools, we do what's left to do.
  5. So I think we can agree, that there is no "one solution for all of us", and thats why the game needs to allow the different options people talked about here. The Player comming home late night and just wanting to kill some Dragons may not want to read books or ask around or even take notes himself. For this kind of player some convenient questmarkers are essential. For other players it kills the experience and prevents them from finding stuff out themselves. If PoE offers the questmarker solution + the Journal solution + enough ingame information to get to the goal without those, I think we have the perfect base. Then Add the option to turn off Questmarkers and toggle journal infos (Full/Medium/Off) then there is the right experience for all of us.
  6. Dude, the last update was like... last year! (someone had to make the joke, sry 'bout that) Imho even game developers have christmas and new years eve (not yet confirmed), so no need to worry about future updates.
  7. Another IMHO by me: I dont need 1 Companion for every available class. I prefer to have diversity in terms of behavior and characteristics. in BG1 I could chose many thiefs, mages and warriors, what made them different was their personality and some minor changes in skill and attributes. Loved it. And there is nether enough wilderness to exlore. Firewine Bridge, Ulcaster etc. was an awesome experience when I stumbled upon it the first time
  8. That's how I read it. But really, he's not saying anything here. BG2 is freakishly massive. With the exception of maybe the Elder Scrolls, all games are going to be smaller than BG2. Me, I just want good density. I'll take 2 wilderness areas filled with lots of stuff to do in them, vs. 4 wilderness areas where there's nothing to do but walk around, look at the scenery and maybe engage in a couple of fights. BG1 for example was the complete opposite of that and this was exactly what the game made believable. Even in a fantasyworld you dont stumble upon a dragon/troll/bandit every 5-10 meters once you are out of town. This doesnt mean there should be empty areas, but a game that is as crowded as Skyrim is just not creating a believable feeling for me. Finding awesome stuff in the wilds was always a huge feeling and made you get this sense of achievement. In Skyrim there is a Mine/Town/Dungeon every few steps and it gets more annoying than exciting. In BG you always felt like really traveling the world, with everything that comes with it: lonelyness, fatigue, atmosphere, bandits, wild animals, etc. conclusion: As in BG1, I prefer to have more wilderness and less densitiy in exchange for quality content and storytelling. finding new stuff ist just not exciting if you EXPECT it to be nearby.
  9. I dont think turning them off entirely ist the way to go. Even not allowing to change that via options is something, that only a very small playerbase would enjoy. My suggestion would be: 1) At Gamestart you are asked how you like your Journal a) Detailed (the no-brainer version) b) Normal (the BG-like version with the option to add your own hints) c) self-written (no automatic journal entries, just what you write down) 2) You can always change the Journal in the options menu, with the option to: a) affect / add previous entries b) only affect future entries IMHO, this is not too much of a deal to implement since its pretty much only 1 variable on each journal entry.
  10. The idea of beeing able to make your own notes sounds fun, but you can do that with pen and paper easily yourself :-P But it would be definitly cool to be able to controll how much your journal tells you.
  11. Taken from: http://www.pcworld.com/article/2071423/deep-dive-with-pillars-of-eternity-project-lead-josh-sawyer-the-full-interview.html?page=3 Okay, great. So how does the quest system work? JS: The way the quest system works—and I know from that slide it’s difficult to parse that stuff out sometimes. So in the good ol’ days, if you got a quest entry or a journal entry for a quest, it wouldn’t have an explicit quest objective. It would typically have a timestamp, and you’d have to read the text to figure out—not in the sense of a puzzle, but you’d have to read the entry and be like “Oh okay, that’s what that guy wants me to do.” By default, we also have explicit quest objectives. You have the journal text that says, “I talked to Captain Stupidface and he said maybe I should look into what’s going on down by the docks. There’s been some murders and blah blah blah.” And the objective says, “Go talk to this guy about the thing,” and it’s a very specific, “Yo, do this.” You can turn that off, so it’s just a timestamp and it’s like the old games where you read the whole thing and figure out, “Oh I guess I should go down there and talk to this guy.” In that way it makes a person actually look at the entry and think about what they’re reading and it will engross them a bit more. I think people will like that. Is it going to be Morrowind-style where it says “Go past this house and take a left at the fork”? How are you going to direct people to where they need to go? JS: People say where you’re supposed to go, generally speaking. We don’t try to be ambiguous about it, but we also don’t give turn-by-turn directions. “This dude, his house is on the west side of Brackenbury.” Exploration is one of the things we wanted to reinforce for this game, and part of that means look around. Walk around. Figure it out. We don’t want to be vague, but talk to people. Use your eyes and brain. Is it harder to make a game like that now? Obviously you were backed by people who want that sort of game, but is it a tough sell to people who have grown accustomed to the big “Follow” sign? JS: I do think it might cause some dismay, but I think it will be initial dismay and I think people will get used to it. I feel like if we write dialogue and journal entries that people are interested in reading, then when they get used to the fact that that’s how the game is played I don’t think people will have a big problem with it. And I think if a person really couldn’t stand it and always wanted a quest objective, a lot of the stuff we’re doing in this game they wouldn’t like anyway. Like, writing dialogues that branch in a lot of ways and are very reactive—those are probably the same people who are, not to generalize, but the same people who are not going to be interested in those. So it’s okay for them to not like it, but we’re not really making it for people that don’t. It’s like a suite of things we think our players are going to enjoy. I am soooooo relieved that you can have the good old timestamp journals. Playing skyrim recently made me feel like an idiot. "Go find the hidden secret bandit camp -> Questmarker" The Questsystem modern games are using make NPC interactions completely pointless. I dont need to talk to an NPC just to get a an Objective that tells me to do something. If you just skip the dialoge, you miss nothing - boring. The Baldurs Gate System (AKA the Pillars of Eternity system) brings back the need to communicate and makes you feel like you are really interacting with your surroundings (and for you lazy 12y-olds, you can keep the no reading required version :-P ) What do you thin about this design choice?
  12. More Wilderness? Hell yeah! that was what made BG1 so much better than BG2 (imho). you could spend hours of exploring the wilds and you would find awesome stuff to do, or - just the wilds. Those calm areas in between really gave me a sense of achievement when I found something cool and unexpected, be it a group of other adventurers, a dungeon or simply some people to talk to.
  13. Are there any plany to make use of the Dual Class / Multi Class system? I really liked this in Baldurs Gate and to be honest, this was one of the things that made NPCs unique to the group!
  14. https://www.youtube.com/watch?v=pS32GlvalTY still giving me the chills Just hearing the soundtrack makes me wanna play it again. all night long. for the rest of my life.
  15. Definetly Baldurs Gate! Those characters were so much fun. Their interaction with the world, their stories, their behaviour - everything. The characters were just so good, that the player really cared for them.
  16. I designed areas (mainly dungeons) for Baldurs Gate Mods in PS. Thats a very simple task if you have some general knowledge. What bothers me is the dynamic stuff going on in there. Thats nothign you could easily solve in PS :-/ So I really hope the devs will give us the required tools to get started soon after release!
  17. What do you think, will there be the possibility to mod the game? IMHO mods made BG an incredibly intense and huge game, it would be a shame to miss this.
  18. Paladin sounds really great. At the same time the first thing I thought was "might be overpowered" Well, we can't say that until the game's out :D Really looking forward to it!
  19. Awesome landscape! But: Don't like the characters movement. (I know it's WIP!) The feed slide over the floor while walking, the animation looks a little robotic. Anyways, keep the good work up
  20. Can... not.... breathe.... need.... more....artwork... help!
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