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Posts
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Everything posted by dorkboy
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Why not just cut out the middle man, and have the enemies drop gold instead? Or is there some kind of alchemical significance to the conversion process itself? (Personally, I'd be more in favour of having enemies drop 0 value items - with interesting descriptions/[emergent] narrative connected to them being the main attraction. No, I don't expect a lot of people to agree with me there.. )
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Area looting confirmed
dorkboy replied to Infinitron's topic in Pillars of Eternity: Stories (Spoiler Warning!)
@Lephys We seem to agree on the first part? And, in the spirit of apologizing for potential lack of clarity, I didn't mean to suggest you were in favour of pixel hunting for arrows. I was merely pointing out that in both cases there is some kind of player control over the outcome ("how many arrows"), it has merely shifted from pixel hunting to character stats. The thing I actually disagree with you on (apart from rather liking the occasional pixel hunting), is that you don't have to remove all of [good thing] for [bad thing] to occur. This is art, after all. On a more positive note, I don't need a total absence of [bad thing] for the game to be highly enjoyable, either. -
Area looting confirmed
dorkboy replied to Infinitron's topic in Pillars of Eternity: Stories (Spoiler Warning!)
@h3st and agris: You may find this post by Mr. Adler interesting. (Possibly optional looting range patched in later, but no individual tabs.) @Kal Adan Loot markers are like other UI markers that tell me where to go/look; it takes the piss out of exploration, because I know up front what I can and cannot ignore. If I don't have that knowledge then I have to pay [more] attention to the environment and examine it (by way of mouse hovering) more carefully for clues and interactable objects. I have no problem with other people not wanting to play it in that kind of slow poke manner, as long as those obvious/unambiguous UI markers ["go here, do this"] are optional. Oh well.. -
Area looting confirmed
dorkboy replied to Infinitron's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Which argument would that be? The part you quoted out of context simply to have something to argue against? Or do you just dislike it when people provide general reasons for specific preferences? Let's put it this way - the petition wasn't my idea. -
Area looting confirmed
dorkboy replied to Infinitron's topic in Pillars of Eternity: Stories (Spoiler Warning!)
That's odd, because when you quoted me there you seemed to imply that I was thinking of looting as what the entire gameplay should consist of, rather than just being one aspect of it. -
Area looting confirmed
dorkboy replied to Infinitron's topic in Pillars of Eternity: Stories (Spoiler Warning!)
I forgot that this game is Looting Simulator 2015, and its gameplay consists solely of looting bodies. Do you people have any idea how crazy you sound? I agree. Nor is it a Chuck Yeager style combat flight simulator. However, I don't think it's insane to discuss specific looting mechanics and the implications thereof in a thread clearly devoted to.. well.. specific looting mechanics. -
Area looting confirmed
dorkboy replied to Infinitron's topic in Pillars of Eternity: Stories (Spoiler Warning!)
It does shine, so there is no problem in knowing what has been looted and what not. Your logic is weird - first you complain about not knowing what you looted (so you'd have to check everything just in case) and when there is something that helps you to keep track of what has been looted you complain about that mechanic to go back to the square one: complaining about not knowing what you looted. I find it easier to manually track which corpses I've looted if I actually have to click on each one. Area looting somewhat obfuscates that process, making it less easy to do manually. Yes, with shiny markers I can probably do that in my sleep, so what's the problem? I don't want to play games that put me to sleep. At least with optional loot glow/optional highlight/mouse cursor changing on hover, I can play in a way that I find engaging - without necessarily impacting the preferred playstyle of others. However, if they're adding this area loot feature for the sake of convenience, then it seems unlikely they'll also add functionality which potentially makes the same feature less convenient than before. I mean, there's gotta be a cost/benefit analysis in there somewhere, right? -
Area looting confirmed
dorkboy replied to Infinitron's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Which details would that be; nose sellion ratio and eyebrow curve? Rather depends on who you ask and what the overall game system looks like, wouldn't you say? At any rate, if you remove all the detail control/responsibility/freedom from the player's hands it becomes a rather passive and not very engaging experience, IMO. Area looting is of course a very minor delegation, all things considered, but it delegates nonetheless. At what point does it become too much? Let's say that in your limited arrows example, instead of having to manually pixel hunt for them, the character's stats determine how many arrows they find. The player still has some active control over that aspect via the character speccing, even though the process is somewhat abstracted. (I think WL2 uses the Perception skill to modify the "loot range", but I'm not entirely sure..) -
If the only reason for taking a good look of the enviroment is pixel hunting, then the background art sucks. Thankfully in PoE it looks great, so I hope you will take a good look at it even without pixelhuntin. You haven't taken my meaning. I specifically mentioned this being regardless of how beautiful the environments may initially be. --- @Voss Well, with this feature it seems to me that the devs are going to be less likely to make loot markers/glows optional. That is the downside, IMO.
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I like pixel hunting. I know I'm not supposed to like that, but I do. It gives me a reason to give the game environment more than just a brief glance. If all the lootable/interactive/descriptions/objects are pointed out to me with various, not-so-subtle markers, then I have no reason to keep examining the area. It ceases to hold my attention, and becomes uninteresting. I don't want to play games in which I find the environments to be uninteresting (no matter how gorgeous they may initially be). It's not a question of convenience vs chores (which would be a very easy choice), IMO, it a question of convenience vs freedom (both of which are good things, making the choice much more difficult). So where is that balance struck? The answer, in this case, is: 3 meters away from the initial corpse.
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Area looting confirmed
dorkboy replied to Infinitron's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Sounds to me like what WL2 did. How will the "take all" button function - will it take all from only the currently selected corpse (of the 3m radius group), or will it automatically take all from all corpses in the group, or will there be two different "take all" buttons? More worried about mandatory glow/markers, tbh. -
"Alleged grass roots movement blames favourite victim group for media bias, assigning unrealistic influence and motive to group." Meanwhile, issues like Youtube's copyright strike practices go relatively undiscussed.
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Angry Joe LOVED Pillars Of Eternity
dorkboy replied to kozzy's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Ok, so Angry Joe loves PoE. What's unclear to me is why? -
In some parts of the world people get sentenced to serious prison time and 1000 lashes for creating websites dedicated to democratic discourse. I think some times a little bit of perspective is in order.
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I think we can all appreciate the notion that picketing someone's funeral is a **** move, regardless of which opinion you have. Freedom of speech, while essential to a healthy society, shouldn't be seen as the absolute and only consideration - nor does it have to apply equally everywhere. You want to make a website where you put forth your views on everything from children's toys to geopolitics? That should be your right. You should have that liberty. But that doesn't mean other people should have to listen to your opinions, or have any moral or legal obligation to host your opinions on their own website. This website, afaik, belongs to Obsidian Entertainment. It is theirs to do with as they see fit. They may allow dissenting opinions that they don't agree with, but they have no obligation to do so. (At least, that's how it seems to me..) As for what is 'politically correct', I think that depends entirely on context and consensus. In Soviet Russia political corrects you (and no, you cannot make a website!)
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I doubt that would be very constructive. If you actually care about WL2 crashing, then sending, or encouraging others to send/submit, detailed support tickets to inXile's support e-mail or on their forums would possibly prove just as effective - if not more. Ironically, after the recent patch (which wasn't the balance pass some had hoped for) some people complained (and cited "people on steam being very upset about this!", to paraphrase wildly) about the fact that inXile had prioritized bug fixes over balance..
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Why realistic ___ if not purely for realism's own sake? One reason is consistency, both causal and stylistic. If all barrels are 30% realistic, then a 15% barrel might seem like a bit of a false note. Hard to unhear it once you've heard it. That doesn't mean that everything has to be 30% all over the place. We're capable of quickly arranging game elements into different categories and holding them to different standards. The problem is when an NPC starts talking about their Hit Points - unless it's the kind of game/situation where it seems obviously intentional. Another reason might be that realism is a lowest common denominator. People probably won't see eye to eye on who really runs the world or whether or not Jackson Pollock's paintings are brilliant, but I reckon very few are going to need any explanation of how chairs and tables are supposed to work and what they generally signify. So the world is populated (or stuffed) with objects that need no further introduction. Elves, dwarves, dragons and magic - being shared cultural goods - also fall into this category to some extent, I guess. Does that make the game better? Well.. it will probably be more immediately accessible to a wider audience.
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A lot easier to know how long it's going to take once you actually know (ie. in hindsight). Also, KS doesn't (to my knowledge) allow project creators to change the estimated delivery dates of reward tiers that someone has selected. If I'm not mistaken they can only add stuff to those tiers, but unselected tiers can still be changed during the funding campaign. It would perhaps be better if those stretch goal charts also included updated delivery date estimates. I would think that delays and cut features/content is more the norm in game development, rather than the exception. I don't have any solid numbers to back that up with, though.
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Yeah, definitely not a toxic forum.
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Yeah, thanks a lot, that really helps