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Mor

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Everything posted by Mor

  1. Do we have a name for the world, continent or whatever that we can refer to as other than that place where Project/pillars of Eternity take place? We have been told its colonial time, so how the newcomers call their new world?
  2. ahh.. I actually was wondering why you didn't do 180 to the portraits/actions and docked it to the conversation/combat log. I don't know about disabling(start as minimized?) the log, my gut reaction says no, but to be honest if they design the UI right much of the reason for its existence goes out of the window, especially on expert. Anyway, I wanted to note, that out of all the UI I seen, your is one of two that actually kept to the design concept provided to us. It seem that most people just moved things around to look pretty, forgetting its function i.e. the portraits space was used to show active buffs(spells,curse etc). Obsidian use something similar and added those little flags under each portrait.
  3. I don't know why people enjoy Shadowrun. Is it the theme/nostalgia, turnbased mechanics or isometric look? because as far as RPGs goes, its just not very good and seemed more linear then most large Action-RPGs now days
  4. @Sensuki, I looked at the concept again and unless we separate the portraits/indicators from the actions\abilities\spells etc bar and put it on the side. I can't think of anything major other than a pretty paint over. Absolutely, what we have now, is hardly enough for all the abilities/potions/spells/etc we have been told about. I would be surprised if the current "action" slots didn't doubled up into another row for additional options.
  5. Did you see Update 54? Most people wanted it to take up MORE space. My mock up was the only mock up that took up less space than the original UI in Art Update 54, until Karkarov made his. I have yet to make any comment on their final result, my comment was about making smaller interface than what we used to like in Bg2, per my mock up and technical explanations. Good to know. Also I just took another look at it, and apparently I mistook that menu for an action menu(move/attack), so you can disregard this change.
  6. 1. Developer decision to make UI smaller is correct and reflects what most of us want. Because bg2 interface doesn't work for wider resolution and much of is just dead space. Here is the best case with overly large buttons: With that being said that doesn't mean we are proponents of minimalistic approach, or want bars that lack any style, this and BG interface are just two extremes. 2. If the UI ends up as bottom bar. I agree that we should use all available space to provide more functionality. But keep in mind that this is not 1999, there are many various resolutions and more importantly several aspects ratios i.e. the max available space for their UI design will not necessarily be your max screen width. Here is an illustration of 4:3(800x600) like BG, compared to much more common 16:9(1366×768,1680×1050,1920×1080): So unless they are going to develop a UI for every aspect ratio(very unlikely) those "wings" on the side will not be used for any functions. Which is why UI are commonly docked to the middle/corner(like here or diablo3) or combined of several elements they allow you to customize according to your preference. Btw I rearranged your UI, it makes more sense to put the action buttons near the portraits/abilities. Also can someone confirm if the UI will be on the bottom or not?
  7. Why that little green dot on the frame, at the bottom of the backer site, links to fraps?
  8. I am in with several projects and I also would like to see a final product before I go further. Also to be honest I hoped that those kickstarter show there is a market for such games and give the companies the push they need to move forward, NOT become their sole funding method. But with so many people willing to cough up many times the standard price of a game, who can blame them. Let the gold rush continue..
  9. But we have a finite hitpoints(health), and if you can't kill stuff before anyone runs out of health, you just straight-up die.(or maimed depending on the mode you play) As I noted in the comment above, how stamina works is hard to rationalize. But in its way it makes more sense, instead of shrugging off being raped with spiked club and your entrails leaking from your body, with couple of a "health" potions. Now you have to return to camp and being treated and get rest to allow your body to regenerate.(It also ties up with your inventory/stash mechanic) BTW Stamina has been described as resistance to short-term injury.
  10. A fight isn't a mental exercise as such, its mostly about your physical attributes and instincts/memory muscle/skill(whatever you want to call a whole lot of training), even things like appraising your opponents weakness and deciding your tactics/position is also largely based on previous experience/study. In either case as far as the game goes, IMO the only "intellect attribute" that will effect combat is the players
  11. Can you confirm if character can be attacked while unconscious? Because right now it seem that even in expert mode, the only way to loose a party member after resting is by being very stupid with excessive healing or by loosing the whole party/game. So if i am to rest after each encounter, party members would never be able to die, which seem like an odd concept. However, Considering that you always take health damage, which you can't heal outside of Restpoints, which are presumably spread many encounters apart. Basically you removed death, which annoyed a lot of people and lead to instant reloads. At the same time you ramped up the difficulty and introduced a reward/punishment mechanic, since health damage continues to accumulate, each encounter counts, and those who can't cut it, will have to backtrack before they can finish it. Which is very very nice, I just hope that you don't mess the rest("check") points.
  12. They can cram whatever they want, as long as the final result makes sense. Such holds isn't a new concept for them, they had great examples in BG\BG2 and the whole world for reference and they have very skilled artists to make it so. Btw here is De'arnise hold from BG2: I used the early concept art for my copy&paste to illustrate what I don't like, because it was pointed out that they are not likely to drastically change style midway(and I can't draw for s*** by myself) If it was upto me as a point of reference i'd suggest Posbi design and something like this(just bigger court yard):
  13. Nice attention to details all the other subforum logos are still here
  14. If you wish here is some other examples of great looking locations from a Robin Hood game: However, its important to remember that this is nothing more then a picture of the day thread martial and has very little todo with early concepts arts. If you prefer something with some finishing touches, @Mazhlekov made a very nice paint over couple of pages back. Also IMO its VERY important to click on those concept arts in the OpenPost, to see them in full size as intended to be seen in game, not scaled down to forum post size. (feels completely different)
  15. Well your message would make sense if EA and Obsidian had the same financial situation or the same role in the industry. I've nothing against financing the developper but I'd feel kinda confused if the distributor asked for money, i already consider him useless so... He is spot on, in many sense kickstarter is glorified pre-order i.e. pay and pray. If EA did it i'd be frothing at the mouth, because it would fore and foremost benefit them, and **** gamers even further. The only reason I pledged was because in this case it was a necessary evil. Your post is built on the assumption that triple A title can be released at any time, regardless of consumer habits, proximity to other titles release dates, your own development cycle, etc.. I am just guessing that the contract that Beth offered came with an expected delivery quarter.. (p.s. I really find this blame game pointless, so please don't see this comment as taking sides)
  16. Sorry, I don't follow. Why having a different way for various class to access soul magic (like Monks mortification of the flesh, Ciphers meditation, Priests devotion/ritual, or Mages mastery of occult) make this like a non party base multiplayer game mechanic?
  17. I think it might be best. The massive walls suggest its much larger location, at some point it was probably rather important/populated, but atm it supposed to be abandoned and rebuilt by us, so I'd be surprised to find many buildings standing still outside of few rebuilt clusters(maybe we can have sheep herd in the ruins of the rest, or something). Here is quick copy&paste of this idea:
  18. I am sure they'll be more then eager to supplement any game, so it would use their trade marked system ($$$) I'd be cautious about any developer using non modified/tailored ruleset form a tabletop game for a video game. In our case, it is my understanding that compared to BG games, we will have less restriction in your character development, and combat will be more tactical i.e. if before only magic wielding char's had to make any meaningful choice, while fighters just hacked it the right direction, now each class will have "magical"(soul) abilities. I have been told that in D&D terms it is more inline with 4th edition then 3rd. (which is IMO great for a video game, unless they mess up the AI)
  19. Exactly, which is why I dismissed all the fortress designs from the start, and went with the design posted by Posbi, which offers realism and enough space to incorporate all the necessary buildings in our stronghold: Btw about your drawing. I think it makes sense to have at least one stone building within, considering how massive our stone walls are. Though I the proportions are off, the keep entrance is twice is big as the stronghold gates. Of course they need to include all the planed buildings, however, those are nothing but visual aids(you want be actually growing or training there) and only need to make sense in grand scheme of the stronghold. Which is my main issue with this early concept art, that it looks like a walled in exhibition of utility buildings for our skill bonuses as opposed to a real stronghold where people would live. Btw how many "essential" buildings we are still missing, two/three? training grounds which would fit in any open area, Curio shop which would fit in any house with some tools outside and a Prison which might be underground.
  20. Ohhh for gods sake the only thing I don't understand is why have you been going about 1:4 again, again and gain. I don't know if its my poor English or you just trying to win some unknown argument, but from the start the issue ever been the same. Your statement that we "do not need to worry about your Health until you are down to 25% or less" because your assumption that "In one encounter you can only ever lose roughly 25% of your health" I can't make it more simple than "losing Health at a 1:4(25%) ratio with Stamina" =/=> "loosing 25% health in an encounter" i.e. which is "ridicules" notion as I said. I also explained why: Expanding on that: 1. We know that stamina is design as quickly lost and rapidly regained resource. That fighter have a passive ability that auto regenerates Stamina, Priest can regenerates Stamina for allies, Paladins can revive unconscious allies with Stamina boost, Monks has special ways to deal with damage taken etc etc. 2. When Stamina reach 0 you fall unconscious, when Health reach 0 you are dead/maimed, no one said that you can't attack an unconscious character.(in fact I'd argue that would be the most advantageous tactic for the AI) So if stamina is rapidly changing resource, your calculation with initial stamina levels is pointless other then trying to reach your 25% obsession or showing the minimum damage a character who fell unconscious will take. To sum it up in someone else words, in the most simplistic way: Also like I said that info about stamina/health levels, is both intriguing and new to me, thank for bringing it, but it has no bearing to the above(other than explain your calculation)
  21. That is interesting. I wonder if this means that stamina amount is determined according to your max HP or current HP per battle(which IMO would make this poll even more pointless). Regardless: i.e. I still don't agree with your assertion that "In one encounter you can only ever lose roughly 25% of your health".
  22. Are you certain of that? Because the idea that you can't die/maimed during a single fight, only loose ~25% of your health is ridicules. Yes normally you soak up 1 point of damage for each 3 points stamina damage dealt. But no one said that you have the same amount of health and damage, that your stamina isn't regenerated/depleted during that combat(actively/passively) or that you can't attack an unconscious character until he is maimed/killed.
  23. Here on the left original, on the right my edit(sorry for my meager pain.net copy&paste skill). I added couple of houses to make it feel like its more than just huge utility lot for your skill training buildings. I cleared the road from the gate to the manor house and added a clearing in front of it(there is always a town center of sorts). On the main path you got all the daily/main buildings, the forum and three house "hood" where you can have your craftsmen(blacksmith working in the yard?), behind you can have a horse perches(? the thing you tie horse to) and wheat stack. Bellow in the unused space near the wall I added another house maybe a guard house. You can put the Botanical gardens near and behind one of the houses, no need to take a full lot for it.
  24. You don't need to change it too much, only fill it up a bit(even if you double up buildings or leave some in ruins) and move things around so the layout looks like it has more purpose. Other than more living houses maybe a blacksmith? stable? a farmland outside? don't waste a huge space on a botanic garden put it behind a house. Everything else will be taken care off in the last pass when the fill up the inside with as much details as the walls. Its hard to offer more than that, because we don't know where the project stands, all the elements/restrictions/events/etc and anything my poor skill with paint can do will be eyerolled or laughed at by the pros...
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