aVENGER
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I don't like cooldown timers. They are immersion breaking for me. I'd prefer a well designed mana/energy/fatigue system which would not end up in potion spamming but, at the same time, wouldn't force the player to wait for ages until he can use a spell/ability either.
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- cooldown magic system
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Thief 1&2 and System Shock 2 enhanced for modern systems
aVENGER replied to aVENGER's topic in Computer and Console
You might get the chance, the patch works for Thief 1/Gold as well: -
Update #12: Reddit Q&A with Tim Cain
aVENGER replied to The Guildmaster's topic in Pillars of Eternity: Announcements & News
What I'd suggest would be special bonuses if an item is worn by a member of the race who has crafted it. For example, anyone can wear a suit of Elven Chainmail but elves get an extra +1 to AC and +5 to Hide from it. I think this approach might add some flavor to the game without introducing overly limiting restrictions.- 85 replies
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Update #12: Reddit Q&A with Tim Cain
aVENGER replied to The Guildmaster's topic in Pillars of Eternity: Announcements & News
Even as a member of the Infinity Engine modding community, I'm glad that they are focusing their resources on the main game. If time and money permit it, I'd of course love to see some modding tools, but I really want to see a well made game first and foremost.- 85 replies
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Something of interest for stealth game fans: an unofficial patch which upgrades the Dark Engine (used by the Thief games and System Shock 2) has been released, making it capable of running smoothly on modern systems. Among other things, the patch enables widescreen support, 32-bit textures and OpenAL. Check this TTLG thread for the full changelog. Links: Thief 2 V1.19: http://www64.zippyshare.com/v/33869454/file.html | md5 : 131cd0a1d9e626ee90e569571e8d0d01 System Shock V2.4: http://www64.zippyshare.com/v/89847252/file.html | md5 : 907489eccafe1cab55b01386f17a8efd Demo Thief 1 (Bafford's manor) : http://depositfiles.com/files/9qzqrf7mu | md5 : 6f297e85577c6faa89f62805e00fbc74 Demo System Shock 2 (Med/Sci deck) : http://depositfiles.com/files/q50s53phw | md5 : 062a84c68c4ff2b759f0820aedfa6d2f
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Removing/adding equipment from/to the main character. This happened several times during the NWN2 OC and it was always annoying. Getting my Paladin's Nymph's Cloak +8 and Holy Adamantine Longsword +5 swapped for a Cloak of Fanciness and Ceremonial Sword of Uselessness just before a tough battle sucked big time.
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To put it simply, Eternity wouldn't be a true spiritual successor to the Infinity Engine games without tactical combat.
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Let's name this game.
aVENGER replied to Monte Carlo's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
How about: Eternal Eternity? (we already had Divine Divinity after all) -
Let's name this game.
aVENGER replied to Monte Carlo's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Project Jefferson The Black Hound -
Well said. This is the main reason why a quest/goal based XP system is inherently more balanced than granting XP for every action performed. In the first case, you get the same amount of XP after completing your goal, no matter how you do it. In the second case, you can potentially get 3x the original XP amount for completing the same goal three times. For example, if the goal of a quest is to "get item X from a guarded location" you should not get 3x the XP amount if you sneak past the guards and steal the item (1x), then talk them into allowing you to enter the locked vault (2x) and finally kill them (3x). It just makes no sense. These kind of situations simply cannot occur within a goal based XP system.
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That piece is exceptional. Really beautiful and inspiring. Thanks for sharing it Karranthain! Agreed, Gothic 3 had an amazing soundtrack. My personal favorite is a very short piece called Sad Strings: http://www.youtube.com/watch?v=M25j6XyPuCI To paint a picture for you, it's a variation of the main Gothic theme which plays while the player is fighting his way to a besieged castle across a battlefield where many of the defenders have already fallen. The situation appears hopeless at first, but the player's actions eventually turn the tide.
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In-Game Tutorial
aVENGER replied to molarBear's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
That might be true for simpler games, but with something as complex as Eternity is striving to be, first time players will likely need at least some help with understanding the mechanics of the spell system. A dedicated tutorial section can help with this. For example, Baldur's Gate 2 is a fairly complex game, but it has a very well made tutorial section which nicely covers the most important gameplay aspects. The player can learn how to cast spells, disarm/set traps, pick locks, enter combat and use magic items in a controlled environment which is completely separate from the main game. Best of all, the player can learn at his own pace, without being swamped by annoying pop-up messages or getting rushed into the main plot. -
I'd like to see something like that too, assuming shapechanging exists in Eternity. For example, in the Gothic series, you could shapchange into a bug in order to crawl under a fortress wall and open the gate from the inside. In Arcanum, shrunken characters (via magic) could pass through certain narrow passages and get to otherwise unreachable locations.
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In-Game Tutorial
aVENGER replied to molarBear's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
This could be solved with a one time pop-up note which appears the first time when someone clicks "New Game" without going through the tutorial first. The note would suggest to the player that it might be better to familiarize himself with the gameplay basics in the tutorial section before starting the actual playthrough. -
In-Game Tutorial
aVENGER replied to molarBear's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Optional, dedicated tutorials as seen in Baldur's Gate 2 and the Temple of Elemental Evil are the best in my view. They teach the player about the gameplay basics in a controlled environment while not burdening the main game with pointless hand holding. OTOH, there is nothing quite so immersion breaking as having NPCs telling the player to "press button X to do this" during regular gameplay. This is particularly jarring if the tutorial section cannot be skipped. Please avoid that. -
Tell me about the Developers
aVENGER replied to Wirdjos's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Mobygames might be a bit more up to date than Wikipedia on this: Josh Sawyer Chris Avellone Tim Cain Feargus Urquhart Adam Brennecke -
How old is everyone?
aVENGER replied to qstoffe's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
31 Fallout 1 (with PST as a close second). -
If Bloodlines is any indication, it would probably work like that, yes. BTW, this would also solve another pet peeve of mine with "XP for killing" systems. One of the things that I dislike is that they often allow you to talk/stealth your way through a quest, grant you an XP award for that, and then let you kill everyone and rack up even more XP. With a goal-based XP system, this would no longer be a problem.
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Great update. Personally, I'm hoping that XP awards will be handled similarly to VtM: Bloodlines. In that game, it only mattered that you completed your goal(s), not how you did it. If you hacked and slashed your way through a quest, that was fine, but you could have just as easily snuck past your opponents or talked your way through. The point is, it was entirely up to the player to decide how to resolve quests.