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About curryinahurry

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    (6) Magician

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  1. Valve is likely getting 30% from each sale on Steam. Then take out the publshers' cut, which could be another 30% or more. So the reall break even number on 600k sales is likely 12 - 15 mm us dollars.
  2. ^ Thanks for posting this. It's very informative and Josh Sawyer does a great job of laying out his thinking. It seems like the biggest problem, that manifests in different ways throughout his presentation is resource management. More precisely, how do you make changes to a game to improve on the previous version and account for the complexity vs time / cost constraints. It also seems like upper management made several decisions that impacted resources while not listening to warning from the development team. That's a recipe for disaster. I only recently finished POE and started playing Deadfire; about 30 hours in so far. It feels like a completely different game to POE. Not necessarily bad, but I can see how people got frustrated when this came out. Especially considering all of the early post release issues around difficulty, party mechanics, and ship management.
  3. Yeah, I've seen the posts about this and don't want to get into a silly argument,. I'm just pointing out that Dylan Holmes, the person who started this conjecture, specifically pointed out that he received a dividend payment of 192 dollars which translates, in his calculation to 110k in sales based on 580k breakeven, even though Steamspy has over 500k registered owners, Chris avellone re-posted this for his own reasons. The problem is that dividends are almost always payed only on profits. That is the structure of almost every investment agreement ever created. If you are correct and the game sold less than 200k, that would be a disastrous number, not just poor or disappointing sales. That would be about 15% of the sales of the original game. That's so bad that it would be hard to believe more than just the marketing director lost their job over this or that Obsidian would be purchased by Microsoft.
  4. Not sure how Fig investment agreements work, but I read a Reddit comment from the poster who posted this information. He mentioned it was a dividend payment from the initial investment. If that is the case, then in almost all cases, these types of payments are only made on profit . Usually one invests in something, they buy shares, so that is held in the investment until the owner sells the shares. Dividends are paid on profit earned by the shares to the investors. If that is the case, the sales number is closer of the sales to reach break-even + the additional sales. according to the post, that would be closer to 700k sales. Considering the Steam Spy sales numbers for this game are between 500k and 1 mm, the 700k total sales number seems more likely. But again, I don't know how the Fig investment returns are structure, so take it with a grain of salt.
  5. Thank you to the OP for the analysis; I haven't had much time to play the beta, but it seems my impressions line up with the analysis and what others are saying in this thread. Let me ask a corollary question to those reading and commenting on this thread that may have been asked already in some form: If we allow for greater granularity in the system by creating higher values for armor/ deflection, penetration etc.; does it make sense to go to a totally percentile system? One where all numbers denote a 1% change in determination? BTW, I am asking this question regardless of whether we stay with the POE 2 system or go back to POE1 (which is unlikely)
  6. This seems to be the simplest, most straightforward solution.
  7. To build on this comment, is the idea of determining where the 'sweet spot' in the level range should be (levels where the game is challenging and characters feel sufficiently powerful), and to simply ensure that a large portion of the game occurs in that range. If the game is going to take us up to level 20, then it might be the goal of the game design to make the sweet spot between levels 10 and 16. Thus levels 1 to 10 have a steeper power curve and levels 10+ it begins to flatten out a bit. That seems to be counter logical, but if abilities are now going to be more closely tied to time/ disruptibility, then the powerful feats/ spells can be tuned to that system. In doing this, the game can be designed so that critical path gamers can finish the game at level 12 and power-gamers/ completionists can finish at level 20, yet the end game scenarios remain relatively challenging for all.
  8. Fair enough. Those areas were a drag at times. Then again, perhaps a 15-level dungeon was destined to feel like a drag a some point. So you're suggesting that we only need trash mobs at lower levels? I could sort of get behind this, but then I could also see players complaining about later dungeons feeling "empty". Cheers More of a sliding scale; Lower levels could be 5 to 1 Trash to Set piece encounters Mid levels 3 to 1 Upper levels 2 to 1 One of the things that feels great in games like this is when you get to really unload everything in a single fight; and when that is necessary to get through the encounter. At upper levels, that type of encounter design lends to the feeling of characters being powerful. That is why trash mobs tend seem more tedious at end game; they just serve as an unnecessary distraction/ resource drain (that and wanting to get on with the story). I would rather have fewer, more complex fights; especially as the game gets towards its latter stages and the plot starts taking on more importance.
  9. You just answered your own question; trash mobs have some values at the beginning of games which diminishes as the game wears on and the player gets more skilled. At upper levels, one can incorporate new skills with a half or quarter of the trash as at lower levels. Cheers,
  10. Hard to tell without seeing equipment, but check what the combat log says, as it will display the actual attack calculation with the correct accuracy. There have been bugs in the past with the character sheet UI displaying incorrect numbers
  11. ^ If I remember correctly, to have both a greater field of vision and to show more of the environmental art on screen. Josh sawyer made a few posts about this early on in Development.
  12. @ Anaeme The guy you're quoting is stating that knockdown hasn't effectively changed; not that it's effectiveness is in question. Also, the way this person has built his fighter, by dumping Intelligence, makes any abilities like Knockdown pretty useless. If you build a DPS fighter with high Intelligence, it's easy to crit Knockdowns for 10+ seconds. Combine the -10 deflection from prone, with + 15 from Disciplined Barrage, and you're looking at 3-4 attacks with a 2-hander with a +25 attack. That likely means at least 2 additional criticals. Most enemies won't get up from that.
  13. Chanters still get spells, they just don't get Vancian casting. If you want to play a melee rogue, you can dual wield stilettos (better DR bypass than daggers). But you can use pretty much any weapon and deliver plenty of damage. Melee requires careful positioning and a bit of micro as rogues don't take punishment very well PoE is not an IE clone, you need to learn game system and plan your characters accordingly.
  14. Chanter is the PoE equivalent of a bard (ninja'd). Chants can buff and de-buff (enemies), chains of buffs lead to invocations which are best used for summons but can also be used for spell like effects like charm, damage, etc. Chants don't have huse AoE so they need to stay pretty centered in the party. They can be built as either ranged, back line or off-tank with reasonable dps. Rogues take a lot of micro management, but are excellent damage dealers. Ranged rogues are great with casters or frontline that can create hobbled, prone or other status effects. Melee rogues are trickier because they go down pretty quick, but can do loads of damage. key thing to remember about PoE is that attributes are important but less so than talents/abilities. How you choose to build your character through level progression (and equipment) will effect the it a lot more than the starting stats
  15. My point is that the game developers can't and shouldn't try to anticipate gameplay that either goes to extreme lengths to ensure a fully loaded party; whether those extremes are trudging back and forth to an inn (what I would consider meta-gaming) or changing the rules (using Mods or cheating via console). The people who post on this forum represent a very small fraction of the people playing the game. Currently, the IE Mod on Game Nexus has been downloaded about 54,000 times. That represents about 7% of game owners +/-. Not every one is using the mod to rest spam, but even if they are, that is a fairly small number. I think people posting here tend to forget that the discussions on these forums are significant to, but not definitive of the overall gameplay experience of most owners. Your tax example doesn't really apply here because finding loopholes in taxes are still within the rules of the system, and yield a real tangible good. Mods basically re-write the rules (not applicable) and meta-gaming, while sort or what you are describing, is a whole lot of extra work just to be a a bit stronger; and not necessary to winning the game...in other words, the is no real extra benefit. Your tax analogy is more appropriate to power gaming and building uber characters. BTW, I'm not at all a fan of the current spell system, and this discussion is largely the reason. If they had really wanted to institute a Vancian derivative system for the 3 caster classes in question, they should have more closely followed D&D 4e which has both per encounter and per rest spells from level 1. Better still, as KDubya just posted, is to make all casters work via a form of resource usage, but the nerd rage when people suggested mana or cooldowns, or resource building was overwhelming.
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