Jobby
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Hidden Experience
Jobby replied to Mr. Magniloquent's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Meh, let the metagamers metagame I say, If your Rping will isn't strong enough to play the game how you'd like because there's information on screen.. well then you're not a very good RPer -
Update #70: New Year Project Update
Jobby replied to BAdler's topic in Pillars of Eternity: Announcements & News
If the stretch goals include pre-orders for people who missed the kickstarter then with a bit of pr they could go pretty far, I don't think it should be limited to just those who have already paid for the game at any rate. That's prolly not the case anyway just the expression "additional strechgoals" conjures an image (in my mind) of existing backers shelling out cash for extra t-shirts etc..- 491 replies
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Hidden Experience
Jobby replied to Mr. Magniloquent's topic in Pillars of Eternity: Stories (Spoiler Warning!)
I don't actually see the point, surely ur char sheet will display experience therefore it will simply be a case of looking at the char sheet after every quest/dialogue to see how much exp you gained, besides, surely it makes sense for it to be transparent as to when and for what you gained exp for? Again I'm not hugely fussed one way or the other it just seems like a bit of a superfluous feature. -
It won't. What it will do, and is already doing, is create an outlet for side projects. You probably right as the inner cynic in me already knows, but a man can hope surely? It's only cynical if you let that GAMING IS DYING attitude fester. Just enjoy games. Don't make it any more complicated. I mean, unless you want to spend your days blaming EA for the ills of the world. Gaming as I once loved it as a child/teen isn't dying, its dead. Doesn't mean I don't put faith in the occasional game/project now and again but there was once a time when I could pick up just about any RPG randomly in a shop and know that I was in for an exciting story and interesting gameplay. Don't get me wrong i still enjoy games I just don't love them like I used to, not because I'm and miserable old bastard (well perhaps partially) but becuase they just don't have the same appeal anymore, I suppose the best illustration would be Metal Gear Solid (PS1) Vs MGS4, I mean wtf Regarding Kotor 2 I'll have to give it another go, the game was horrendously unreliable for me with constant crashes, game breaking bugs etc, I barely even remember the story or the chars it just became a chore to get it finished.
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How so? Did you play the first one? I expected so much more after that game personally. Admittedly i played the game only once shortly after release (perhaps patches and "unfinished business" style mods have brought it closer to what it could have been but so many issues and blatantly unfinished dialogues/quests/story branches overshadowed what could have been a great game imo.
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I have to admit i don't frequent Bioware forums anymore as (for me) their games have lost their soul as the years go on, I would like to think/hope that Kickstarter could generate enough momentum through reputable projects/companies to provide a genuine alternative to conventional publishers though. Regarding the article I don't like the finality/negativity of the term "undelivered" and it's apparent importance to the kickstarter movement/trend, I don't like the idea of the public putting unreasonable pressure on developers and thus forcing them to release unfinished buggy games. Much like a lot of Obsidians problems with publishers in recent years, KOTOR2 being one of my biggest gaming disappointments in recent years, (FF11 onwards aside). I would like a Kickstarted game to represent more than just "the publishers didn't want it so this is our last option" but rather a platform that could provide developers with a comfortable working environment that allows them to express their creativity as well as some kind of moral responsibility towards the consumer in regards to not releasing unfinished "broken" games that given a few months extra development time could have been great. Sadly the funds raised from kickstarter probably aren't sufficient to create this kind of environment due to the manpower cost required to create these great epics we all remember so fondly, and as I have come to realise over time, fans are just as, if not more demanding of a developer than a publisher, the only difference being that they don't have the legal power to force the developers hand. I suppose the point I am trying to make is that I would hope that backers would support a delayed re-lease date in exchange for a better game and that this should never be considered a negative thing to do but rather shows the type of desire and passion for a project that has been sorely missed in recent years.
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To be fair surely PoE could be considered not wholly Kickstarted considering that the startup costs of setting up an office were not taken into account but then again I don't know, either way I would like to think that a developer like Obsidian would be willing to put down some of their capital to polish the game if required (rather than re-lease an un-finished product if budgeting constraints prove too tight). Not that i expect this to happen as they appear fairly responsible, but I do remember Sawyer saying somewhere that Environmental art proved to be quite expensive (unsurprising given it's high quality) Out of curiosity does anyone know roughly what percentage of the market kickstarter occupies? What i mean is that effectively there have been $4milllion worth of pre-orders, what percentage of the actual market for this game is that?
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Critical hits and permanent effects
Jobby replied to Ibisshagrat's topic in Pillars of Eternity: Stories (Spoiler Warning!)
I like that idea, to add to this perhaps you want to keep your high dex low con theif away from the dagger/rapier wielder who can cause bleeding damage which would be more significant to a low con char than a high con char, etc.. -
Personally I don't think the idea of teleportation suits this game at all but I wouldn't spit out the proverbial dummy if they included it, my preference would definitely be the option to take control of your guards/spare companions, It could also give the npc's you don't use some kind of purpose, as opposed to just taking up space on your ship/camp/etc.. Perhaps you could be informed well in advance of events, i.e. Ivan Drago is marching his army of Soviet boxers towards your castle they'll be here in 20 days give or take, you could then make a fairly informed decision on who to leave to protect it or even plan your questing so you can be around to get revenge for him killing your pal Apollo etc.. I thought the morale checks situation with the hired help could be quite interesting, especially if they expand upon it and have morale checks for a tyrant (are they more scared of your revenge or the bandits that are attacking?) or for a leader (how loyal are they to you?) Perhaps a familiar could safeguard the base in your absence and provide you with mental messages? Although i prefer the idea of messenger hawks, that would be cool!
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Don't really like the idea of quest staggering for the sake of it, if it makes sense from a narrative point of view then great, but if it is simply a case of not getting Y quest because you haven't completed unrelated X quest then that's just downright silly imo.
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Wasteland 2 looks good, what's the fuss about? The current combat system isn't fully implemented and they iterating it through fan feedback, what exactly is your problem with the game? The fact that its turn based? Or that in this particular post apocalyptic wasteland they didn't nuke that big thing in the sky that provides light for free!
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The Heros you will roll
Jobby replied to Fatback's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Good or Neutral Godlike, not decided any further than that tbh, I like to spend a lotta time on the character creation screen. -
Can't wrap my head around some of the English speaker posts here, I voted for all languages.
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Excellent/favorite minor NPC's
Jobby replied to Jarmo's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I remember reading all that and thinking "wtf why is there all this unnecessary chat from characters that don't offer me quests!?!" The power of hindsight (and the loss of story driven cRPGS) has made me see the beauty and depth contained within that incredibly verbose game- 91 replies
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Instead of circle, use half-cirlces. That leaves a blind spot for vidual detection. Audio detection is another matter. And in which direction would the half-circles face? That was the difficulty he was mentioning in regards to line of sight as far as i could tell. Don't get me wrong line of sight would be a great mechanic but I think the circles are a huge improvement over I.E. systems and in my mind they represent audio and visual in an abstract way (the semi-circle behind the facing direction of the enemy could be considered audio and the semi-circle in the facing direction could be considered visual). It's not perfect but its certainly not bad. It's a matter of interpretation, but I read that as him saying that it was too complex for the player to deal with six separate entities and however many guards. Then there's the weird problem of mixing 2D and 3D, which would make lighting a difficult (but certainly not impossible technical challenge). They would probably have to have a small group of artists (or whatever) make / place invisible objects over the pre-made maps, which would add a significant amount of work for a game with 20 devs. Then It gets even more difficult when you take the problem of moving objects on maps with baked lighting (which is why the Torment promo vids looked weird, the spinning wheel didn't have a shadow). The actual movement part would be ridiculously easy technically. You would make a 2D cone (or whatever), and make it a child of the mob object. Then, rotating an object toward another object is only a line or two of code (vector3.lerp etc.) Showing all that in real time in a way that doesn't overwhelm the player in a game that is ostensibly RT is much more difficult. I do think it's an area they could profitably pursue in an expansion / sequel. If that is the case then LOS should be in in my opinion, Stealth is in no way essential to complete the game so i wouldn't say it's too complicated for the player, I never thought about what you said regarding 2d/3d and the lighting situation until now, that may make that aspect considerably more difficult, which is a shame, I love the concept of waiting till nighttime before you go prowling about.
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Fair enough, In that case I apologise Adhin and I'm slightly less concerned about what i thought was going to be a painfully simple combat system, I remembered the different damage types but I don't remember seeing that stuff, do you know which update it was in? Also, do you know if this sliding scale applies to magical damage as well as physical?
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One last suggestion regarding the might thing: Strength - Increases base physical attacks and "touch" magical attacks Intelligence - Increases AOE for everyone Not going to go any further but I think that would be quite a cool system whereby you could have a physically strong mage who focuses on touch attacks, or a weaker one who focuses on ranged attacks, not perfect ofc but further revisions could be made. I think I'm gonna leave it alone now and wait for a comment/announcement.
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Instead of circle, use half-cirlces. That leaves a blind spot for vidual detection. Audio detection is another matter. And in which direction would the half-circles face? That was the difficulty he was mentioning in regards to line of sight as far as i could tell. Don't get me wrong line of sight would be a great mechanic but I think the circles are a huge improvement over I.E. systems and in my mind they represent audio and visual in an abstract way (the semi-circle behind the facing direction of the enemy could be considered audio and the semi-circle in the facing direction could be considered visual). It's not perfect but its certainly not bad.
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Yeah I'm in agreement with you Prime, especially regarding the mutual exclusivity, It would be nice if there were ways to make your companions more effective as a result of a conversation but perhaps said conversations shouldn't be influence based. Alternatively, what if you had a fighter with anger issues, you as a good PC can try and control these and help them work through it which perhaps makes them more accurate at the cost of some damage or alternatively an Evil PC could try and harness their anger making them more powerful but less accurate, perhaps a bit ego strokey but could be cool imo.
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Your probability skills are weak my young padawan, Assuming you have an 80% chance to hit, and a 20% chance to critical, your net critical hit rate will actually be 16%. Now if we increase 80% to 100% your net critical hit rate will be 20%. So in fact in this example you are only raising the net critical hit chance by 4% (20% OF 20%).
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Well the vote was a bit redundant as most backers aren't going to refuse additional stuff in a game they've already paid for, I can't define your opinion on Steam early access beta as your tone seems fairly neutral but surely more money towards the games development is a good thing? As long as it doesn't come from out of the box DLC or partitioned episodic ****ing content. And yes the swearing was needed. Episodic content is more often than not a cash cow, the walking dead may be an exception but even then...