-
Posts
2573 -
Joined
-
Last visited
-
Days Won
13
Content Type
Profiles
Forums
Blogs
Everything posted by injurai
-
You pretty quickly meet Aloth and Eder. But that first map after the intro, non-melee casters really get screwed. It's a pretty fun 20 minutes of gameplay where you are scarred to push into the fog of war. That bear encounter... makes you sweat bullets. But even still the per rest mechanic makes you abuse camps far too often early game.
-
Hmm I guess that's not so bad if that's the case. Health in PoE is this sort of weird second reserve that goes down in fights but also isn't as critical as endurance. The thing I like about PoE is that it did have these two layers. In general I like that. Such as in Halo, you have a shield but also health. It's nice starting battles somewhat consistently refreshed but also can be chipped away at. I think the problem with PoE is because it was a gradient system. It was hard to gauge how low health was effecting you. Injuries seem to make that more clear. The thing I didn't understand was when injuries were incurred. I thought they would be happening intermittently during a fight, not just when your endurance reaches 0. Personally I don't like the idea of incurring injuries at chance from crits, which is I think I was interpreting it early. Maybe that still is the case, but I think I can warm up to the system that you describe.
-
Party Dialogue Options
injurai replied to draego's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
From what I've seen in the fig updates (they said they were going to give a new update during or right after E3 though), it sounds like that's what they're trying to do. It would be great to see a preview of how it works. Yeah, I sort of figured that was the direction conversations would be going. Specifically due to the new relationship mechanic. How else are relationships going to play out other than the watcher and the companions playing off of each other during conversations. It should all be about towing the line between what you want/feel, what your companions want/feel, and what the npcs what/feel. -
Party Dialogue Options
injurai replied to draego's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
I think that should be handled by allowing the watcher to give an opinion on their own parties opinions. The Watcher is key more or less to unraveling the mysteries that are going on, so I see them as more or less deferring or putting up with your actions. Since they ultimately want to reserve control over aspects more directly related to their reason for being with you. If they say something that upsets an NPC I'd like options to clarify or resolve that conflict. As far as I see it, going that route only can make interactions better. -
Party Dialogue Options
injurai replied to draego's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
1. I really doubt you'll be able to build a party that passes all checks in the game, even all dialogue checks. 2. Why is it weird that people standing next to you devoting their life to the same overall mission as you, wouldn't chime in on a public conversation being held in front of them when they have pertinent knowledge or thoughts. It would be weird for them not to. In fact PoE had too little of this chiming in imo. -
I remember when they first showed PoE1 in action, they had that dynamic lighting, the moving stream, and blowing grass. Well some of that made it into the game, not so much the moving foliage. But yeah, Deadfire really turns that up to 11. The world just looks so much more alive. Also everyone, take a second look at the wake behind the ship. Hnnng. Perfection!
-
I'd like to think the Watcher works with whomever rules Raedric's hold to prevent a power vacuum from befalling the Dyrwood after the fall of Caed Nua. Essentially growing the Gilded Vale into a formidable kingdom like Raedceres. One which operates as a satellite of Defiance Bay on behalf of the Free Palatinate of Dyrwood. Sort of a forward position against Raedceres.
- 14 replies
-
- 1
-
- PillarsOfEternity
- DeadFire
-
(and 2 more)
Tagged with:
-
This game has some of the best forest design of any game I've seen ever. It doesn't care about looking scenic, or facilitating game-play. The forest are design as cumbersome as they would be in real life.
- 503 replies
-
- 3
-
- kickstarter;
- rpg;
-
(and 3 more)
Tagged with:
-
That would be cool. Maybe an option to treat a pet companion differently than partying companions. Where you can have the bird perch or at least "stay clipped" to Maia's side more or less. But also just shove the bird into the normal party formation as they are doing now if you are so inclined. But this is a mostly cosmetic thing, it's kind of fun to think this bird is as much of a team member as anyone else and can operate independently of Maia. I doubt there would be any rp writing that would specify the bird as being a war pet or an animal friend, so the player could probably just choose what setup they most prefer. I mean why it is a bird if it won't operate any different than a walking animal companion? Taking up space, not flying more than 1 meter above ground... maybe it'll be an effective scout and might have special uses in scripted interactions tho. It's the sort of thing I'm willing to suspend of disbelief for. But as far as the little things and making nitpicks, it'd be cool to see it done that way.
-
That would be cool. Maybe an option to treat a pet companion differently than partying companions. Where you can have the bird perch or at least "stay clipped" to Maia's side more or less. But also just shove the bird into the normal party formation as they are doing now if you are so inclined. But this is a mostly cosmetic thing, it's kind of fun to think this bird is as much of a team member as anyone else and can operate independently of Maia. I doubt there would be any rp writing that would specify the bird as being a war pet or an animal friend, so the player could probably just choose what setup they most prefer.
-
Wow wow wow! Adam, Josh, & team, proud of you all! - This is looking really nice. The whole exploration already seems to be a hugely enriching angle to experiencing the game. I see the Fallout parallels and I'm liking it. - PBR is A++ - New conversation panel is a nice improvement. - Skeuomorphic UI looks beautiful. - I'm not seeing any visual cues on injuries and I'm not sure where that system stands at the moment. - Inventory and Paper doll looks great, I like the stash no longer being hidden. - Combat field highlighting is much more clear and easy to read. Edit: Also the ship seems too small and too narrow, I know this was an earlier complaint. Is this still the WIP ship?
-
Official E3 Thread (I forged the paperwork)
injurai replied to Malcador's topic in Computer and Console
The unified memory is much better for performance, but it really limits how much of asset data you can load. Since you can't be swapping with disc on every frame, even culled stuff needs to be rendered again at a moments notice, all that has to be loaded into main memory. With the GPU all you really have to store are assets and shaders, most of the rendering api is hard coded in the hardware. But with the CPU it's a far more generic structure and you'll be allocating a lot of memory for various algorithms. All that GPU asset data cuts into your ability to track dynamic entities and to generate algorithmic data structures. Ideally in next-gen consoles we'll see upwards of 24-32 GB of unified memory. I do agree that optimizing for consoles is a slightly different beast. Of the course of a console the hardware changes drastically less, and the developers become far more intimate with all the nuances of the system. You start to feel where trade-offs can be made, you start to have a much better feel of what sort of in-line asm could be written. Where on PC you might target x86-generic as opposed to native. But yes consoles are more or less PCs these days, save for their APU design which is a sort of game-centric architecture. I just wish that GPUs in consoles move towards a more PC-centric design while still sharing the die. That feels two generations out though. I think we are getting Navi on the PS5 though. -
Official E3 Thread (I forged the paperwork)
injurai replied to Malcador's topic in Computer and Console
https://www.theverge.com/2017/6/14/15801280/beyond-good-evil-2-preview-michel-ancel-interview-e3-2017 Only just got the technology up and running that could power Ancel's vision. Says BGE2 at "day zero" of development. Two weeks ago they had no graphics, right now it's just place holders. Wants to do "early access" to develop the game to people's liking. Description is basically No Man's Sky but in Cities that have SimCity like features. Premise seems like it's Lego Island meets Futurama. Delivering pizza on foot until you build up a space crew and captain a ship. Ancel is also busy working on WiLD which he still has to finish for Sony. It's uhh... an interesting pitch. Basically sounds like Ubisoft has a vision for a game and they are letting Ancel keep his IP alive if they make No Man's Sky but good. I wonder how much this is a hail mary by Ubisoft to find investors other than Vivindi to stave off a hostile take-over. Playing on audience fervor, hype, and nostalgia. They want a piece of that "FFVIIRemake, Shenmue III" tease investment boost me thinks. -
Official E3 Thread (I forged the paperwork)
injurai replied to Malcador's topic in Computer and Console
Perusing the web, a wide spread sentiment is that this was a terrible E3. In reality I think it was an E3 low on hype. For whatever reason people that live on forums thrive on hype to an unhealthy degree and I've been there. I'm trying to look at E3 less as a form of entertainment onto itself, and more a of show case of what is upcoming. The games I'm left most looking forward to I either already had seen earlier, or I knew they were in development before the reveal. But I must say, what is forthcoming looks really good and I think overall we are in a good era for gaming. -
3.06 Live on Steam, GoG, and Origin
injurai replied to jbritch's topic in Pillars of Eternity: Announcements & News
You're just re-downloading a big tar ball of sorts. It's not 1.4 GB of new content. I bet the changed instructions are only KBs worth of data.