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Everything posted by injurai
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vstshR might be: vitshR I also saw s at first, but I think it could be a lower case i with one of those little curly tails. I could go either way on the two.
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That looks fantastic.
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RANDOM VIDEO GAME NEWS - FREE WHITE HOUSE MONTAGE
injurai replied to Blarghagh's topic in Computer and Console
Good news everyone! Nightdive talks System Shock remake's change in direction, expects release 'probably Q1 of 2020' https://www.pcgamer.com/nightdive-talks-system-shock-remakes-change-in-direction-expects-release-probably-q1-of-2020/ -
RANDOM VIDEO GAME NEWS - FREE WHITE HOUSE MONTAGE
injurai replied to Blarghagh's topic in Computer and Console
I would not be surprised if it does release on the PS5/XB4. But it will probably be a cross-gen release with some rendering tweaks/optimizations. 2077 will benefit launching into the install base of PS4/XBO. Just how Rockstar operates with their titles which is the model CDPR is building into. Which is: 1. Focus on longer-dev cycles with a high-impact release. 2. Focus on best-in-business single-player experiences. (Role-playing in CDPR's case, Open-world in Rockstar's.) 3. Develop portfolio of stand out titles with little direct-competition. 4. Rockstar also focuses on releases games once a console has a large install base to capitalize best on marketing campaigns and strike while interest is high to the largest market possible. I'd presume CDPR is aiming for this, we already know that GTA6 will be an end of generation game with a next-gen polished version coming probably two years after. CDPR then additionally focus on PC first, with only marginally compromised console experiences. (Shoot highest, come in higher.) -
I'm curious what they will come out with next any idea?
injurai replied to IronMagus's topic in Obsidian General
There is a lot that they could do that would be fantastic, that included. I think there are a handful of Cyberpunk titles on the horizon so I think I'd like them to try something more like Modern Urban Fantasy or Sci-fi in the vein of Dune, Star Trek or Cowboy bebop (none of this ME / SWs high fantasy in space ****.) -
Isn't that a scimitar?
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Yeah, not bad. The video was neat too.
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Thoughts? Seems weird to be coming down from a bank, on the other hand some banks give you a gun when opening an account. Policy-wise, I think it's fine. I'm all for tighter gun restrictions.
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developers specific noted they were not trying for actual balance o' poe classes. the developers created poe with the idea min-maxers and build monkeys would get benefits from their efforts. goal were all classes being viable and fun. sure, some classes and builds were better than others, but developers were attempting to avoid disproportionate balance issues which would make some classes/weapons/abilities/attributes/etc pointless or no-brainers. 'course the developers did kinda throw in the towel on balance with the expansions. go figure. HA! Good Fun! Specifically they were trying to allow for min-maxing without creating any dump-stat, and instead a focus on an additive and linear power gains from attributes so no build all of a sudden lacked the basic faculties to be even minimally viable.
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Sexual repression is probably more common tbh. I think romance is very dependent on the circumstances of one's life, and is not guaranteed to makes sense or be appropriate given a story. Role-playing is about choice and freedom, but as it pertains to the scope of the narrative. It's also interesting to take part in an established world instead of just operating as the noble-liberal fresh out of the Earthly realm who will impart their other-worldly sense of values onto all that they meet. I think depicting some love and romance ambient in the world is fine, watching one companion fall for an npc or another companion, or otherwise is fine. But not when rolled out as a fully ubiquitous system that one's whole party is taking part in. The notion that every character is must be romancable in some way betrays a deeper and more natural sense of what relations are. What about the freedom for the character to pursue relations with well written characters that exhibit their own freedoms. That is life, relations should come up against road blocks whether on romantic grounds or otherwise. Which is why I'm really happy that Obsidian is exploring what they are. I'm even more excited over the inter-companion relationships, which will be responses to the environment that you cultivate in your party. It's the right decision because romance should complicate things, and writing unique character relations plays heavily with the emotional relation between characters and where they are in life. Take romance seriously, depict it well, don't waste time telling that many times over between many different pairings.
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As far as builds go, at least we are getting an expansion where there is an opportunity to correct any glaring pot holes in the game's mechanics. I'm of the mind that new-comers will be so enthralled by all the customization that they won't be too badly hurt by a sub-optimal build, unless they hit the hardest modes. In which case they might blame that instead.
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I think the multi-/sub-classing is probably a large reason why they went all in on per-encounter. Which I think was probably the right choice, otherwise you might end up with a build where you burn through one aspect of your build then get stuck with a gimped version of your other class. Which with some builds might lead to rampant rest-spamming.
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This is a really solid point. I think there was a handful of criticism laid at Obsidian's feet that was true in it's relation to other mechanics. But when you make a handful of changes, all of a sudden the justification of some changes vanishes yet you're left with the changes none-the-less. The new injury system seems above all like a superfluous change mechanically that strips away yet another foundational constant that defined the first game. I believe their justification was to make a system that was easier to learn, more teachable, less confusing to new players. It's one of those changes where I think a better tutorial or documentation would have sufficed, but they opted for a system change and thus there are some unintended side-effects with how the game's systems play off of each-other. If nothing else though, Empower makes for interesting "spice" that embellishes the combat system.