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600lbpanther

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Everything posted by 600lbpanther

  1. Yep, I'm a backer for this one. We are ahead of schedule in terms of dollar amounts compared to KS2 (which was wildly successful) but down in terms of backers at this point. This means the average person is spending more (the average is currently around $560.00 per person) so we are spreading the word for new backers. When it's all said and done we should be at $2,000,000 but hopefully much higher. There are a lot of new packs, add-ons, and stretch goals coming. Great for dioramas, wargaming, DnD, kids, etc.. So, if you have disposable income for game terrain that you might never use but your nieces and nephews will while thinking you're the greatest in the world for your "adult lego" system...come on in and join the fun!!
  2. Thank you, cap'n. Don't you by happenstance have an advice of how to preserve sanity talking with those "some people"? Oh I always have advice. #1 - Never give advice, nobody takes it anyways. and to completely ignore my own advice #2 - Understand that diversity is what makes people interesting (and frustrating). If you were the same as me then I wouldn't want to talk to you as I would already know everything you know. However, since we are different I can learn from you. Now learning can be what *to* do as well as what *not to* do. #3 - Probably & most importantly: It's just a game, so it's funny (not frustrating) to me that people are very serious about romance in games but to some of my friends / family it's funny to them that a 30-something year old man plays video games. Regardless of our viewpoints on romance and how "weird" they are or how "weird" it is to not have them in-game: There are a lot of people who think we all are "weird" for being so dedicated to computer games or even that weird anime some of you are into. Bottomline: Romance weirdos are freaks without reason and need to be watched. (jk)
  3. Anyone looking to add a good deal of detailed scenery to their dungeons please check out this awesome Kickstarter: https://www.kickstarter.com/projects/1207385459/twisting-catacombs-miniature-dungeon-scenery 3 days left!!
  4. That's uncalled for. The poll is biased (I admitted as much), but I don't think I was antagonizing anyone. Fair enough...Meant nothing personally against yourself...just the poll...the troll poll heh I hereby take it back and officially apologize while restating it as "biased poll".
  5. Don't really care either way...could be neat for those who enjoy that sort of thing so long as it doesn't hold major XP weight... but I mainly voted yes because of the troll poll.
  6. Pretty vague stuff...this spiritual successor business: Giant Bomb: Spiritual Successor. When a developer creates a game that could be perceived as a new installment in an existing franchise that they've worked on before, but doesn't share the same name due to licensing issues or other reasons, it's called a spiritual successor. Wikipedia: A spiritual successor,[1][2] sometimes called a spiritual sequel, is a successor to a work of fiction which does not build upon the storyline established by a previous work as do most traditional prequels or sequels, yet features many of the same elements, themes, and styles as its source material, thereby resulting in its nevertheless being related or similar "in spirit" to its predecessor.
  7. I think thats the real reason why people want combat xp, its not about combat xp itself. Combat was the easiest and effortless way to progress in BG because combat in general in those games was rather easy. Being such a touchy subject I will give my personal opinion and thoughts and not try to speak for anyone else: I agree with your 1st sentence entirely: "I think thats the real reason why people want combat xp, its not about combat xp itself." To me: Combat XP is just another avenue used to traverse through the game world. A lot of people love their quests. I do not like to be necessarily beholden to quests. However, I still want to experience the fun factor of adding new abilities & spells (i.e. - leveling). Whether it be a lot of questing or just, as some say, "mindless" slaughter there typically were multiple ways to enjoy your CRPG game while completing it. I don't agree with your 2nd sentence because (again to me) it's not about easy vs. hard as much as it is fun vs not fun. A lot of quests I have been forced to do in the past were not fun thus ultimately undermining some of the game for me. I play games like these for enjoyment, relaxation, and suspension of disbelief. If I stumble upon an ogre who attacks me and I kill him then I can be rewarded with being a good ranger who did his part in quelling evil without even fanfare or an audience. In Pillars, I may be able to remove this Ogre without fanfare, an audience, or even an experience reward. However, I realize other people find killing things just for the sake of combat experience to undermine the point of their game. I believe there is a truth here. When it comes to "their" game: All people have different ways that they like to have it served. Mandatory questing has been one entrée on the menu, optional questing has been another entrée on the menu, and wandering around slaying (for whatever your reason) was another entrée. Some games also give experience for exploration and experience for crafting. Now it seems that you have 1 choice: Progress through the game by mandatory questing so you can keep gaining new abilities, spells, and talents. Ultimately: Mandatory questing is here to stay and definitely seems to be a paradigm shift. I am interested in seeing how Sawyer's vision plays out He certainly has a lot of industry experience and impressive credentials.
  8. From what I understand: Quest exp helps balance the game for the designers but now may make some players adjust their playing style. It seems a lot of people won't be negatively affected by this change but those who like their quests as potentially optional tasks perceive that they could be negatively affected. To be honest, I personally dislike quests that are mandatory. They're a chore. Most are very boring. Pillars of Eternity seems to rely on quests and storylines and by fusing these two together seems to have the potential to be very interesting. I hope so because it seems like mandatory questing is going to be the case. If quests give experience then can killing things: give quest items (you get exp from quests how about flip flop it)? offer items that are not found in stores or chests? offer items that characters cannot live without and are only found by killing things? feel free to add one Now we're not all going to agree...and it would be boring if we did. If I knew exactly what you were going to say and how you thought then why would I even talk to you in the first place? Diversity is the spice of life. That being said...my playing style needs constant nurturing to move forward with continued interest. If that constant nurturing is the exciting storyline (quest) that I am participating in so be it. If it's continued essential resources being found by killing bad guys so be it. I just have few and far memories of constant excitement when, yet, another quest reared it's head. This time all quests are mandatory if you want experience points. It will definitely be a new foray to have solely quest based experience.
  9. Look, if you haven't played the beta, you have no business speaking to it's successes or flaws and any academic discussion belongs in the general forum. That AND drunkposting just makes you look like a fool. It's easy to get tired of the same squad of ~8 guys wailing like a broken record about how the game and it's creators suck, are monsters, with nothing productive to add. Maybe you would prefer "if you can't say anything (productive), don't say anything at all" better? Regardless, you listed graphical gimmicks as top of your list for features you would look for in a BG successor, and that was informative to your priorities to me. Also funny. You have me confused with khermann since I did not drunk post...at least today. Also, http://forums.obsidian.net/topic/67489-the-general-suggestions-thread/?p=1487070. Yes, I listed some graphical "gimmicks" that I would like to see in PoE.
  10. He? Two things that were NOT in any of the Infinity Engines games, as requirement for a spiritual successor? I can understand people who cling to every single little detail that was part of those games being disappointed. It is undeniable that some things were lost in transition, a few of them major. But asking for things that were never even considered in those games as features? I never said "requirement" but I did list a few points that, to me, would be considered in their "spiritual successor" to a 14+ year old game. Obsidian can incorporate sweeping changes into their "spiritual successor" such as switching from an AD&D universe to their own universe or building environments in 3D or eliminating combat XP in favor of quest XP or including a never-ending stash but the notion of incorporating destructible environments or elements that affect other elements (such as lightning hitting water and shocking people standing in it) is too dramatic? Here is some friendly advice. If you haven't even played it, either take it to the non beta general discussion forum or shut up. Also maybe don't post while drinking because you just look like a moron. :snip: Or in simple terms.... where I grew up we have a saying. If you don't have something good to say, don't say anything. Need to live your advice before you start giving it...cheers kherman Completely nonsensical post, but not something unexpected from the guy who thinks destructible environments and being able to freeze water are the top two qualifications for a BG successor. I agree that when Karkarov started his post with "friendly advice" in the form of hurling insults and finishes his post with "If you don't have something good to say, don't say anything." it came off a little nonsensical. Also, I never stated destructible environments and elements affecting elements as my "top two qualifications for a BG successor" ... Please read the above response to Endrosz.
  11. Here is some friendly advice. If you haven't even played it, either take it to the non beta general discussion forum or shut up. Also maybe don't post while drinking because you just look like a moron. :snip: Or in simple terms.... where I grew up we have a saying. If you don't have something good to say, don't say anything. Need to live your advice before you start giving it...cheers kherman
  12. Okay, entirely understood. If you do want a full game for Divinity: Original Sin let me know. I may have not explained it correctly in my previous post. The collectors edition gives you 2 keys. It might provide some ideas that we can harness in providing Obsidian some valueable feedback! PM if interested.
  13. So you're not happy with PoE? I recall some of your posts were in the positive for this game, especially the game design. Why the turn around? Thank-you Hiro-San, It's nice when someone tries to understand you no matter how contentious the point. Simply, I just am not having fun with Pillars of Eternity right now. I purchased Divinity: Original Sin after my beta dissapointment (I purchased the collector's edition and my brother in-law is here-in-banned from playing anymore video games from my sister. Hiro-san you want the 2nd key PM and let me know it's yours.) Hopefully I am wrong
  14. divinity original sin Baldurs gate Type that in to google.com for results on those who compare it to Baldur's Gate. Your argument is not only with me, but with gaming websites and a gaming (Steam) community. From the clunky animations to the convulated fight scenes to the pathetic visual "personlization" and "someone killed a bunch of people so apprehend" storylines... it's obvious that Pillars of Eternity is as much of a "spiritual successor" to baldur's gate 2 as baldur's gate 1 was (as of right now). 4 months out from Dec. 31-14 people have not been overwhelmingly asking for it to be the "spiritual successor" as promised, as advertised, as sold...but as some kind of playable game that they can ascertain will end up a fun, playable game. Er...you're right...unfair to say a game...some kind of inconsequential side quest. Points that, to me, would be considered in the "Spiritual Successor to Baldur's Gate": 1) Elements that can affect other elements like Divinity. - I.e. - Freeze hitting Water making Ice. 2) Most objects can be destructible. The only 'spiritual successor" happening here consists of the the beautiful 2D backgrounds and the memory of Baldur's Gate we were sold.
  15. And you... Look. I'm sort of a war nerd and I've closely observed a fair share of conflicts. One of the first thing you notice as a war nerd is this. Good soldiers never panic, even when losing. Civilians panic ALL THE TIME, even if winning. Same thing I see with you. You're panicking for absolutely no reason. Just observe this: it took Obz a year to build the whole thing. It's a LOT of work, it's a monumental effort. And now they have a few minor bugs and half a year to fix them. Each of those bugs, like items disappearing from inventory, can most likely get fixed by a single line of code. They killed an elephant in a year, you don't think they can kill a fly in half a year? They might have some "challenges" like you say, but those are purely conceptual. Once they decide which way they're going, it will be coded really fast. They have a complete framework now, they can get anything to work in a matter of minutes, whichever way they decide to go regarding any game mechanics. For example, let's say they decide to award XP for combat. Simple: take the quest awarding method and divide awarded XP by ten, then add a simple xp awarding method at the death of a hostile creature, calculate the XP based on its various stats. Bam, done. A day to change the whole XP mechanics, to basically change the whole game, then another day to tweak it a little. Done. Not sure what a "war nerd" is. Definitely not sure they have 6 months until release. Not sure you know what you're talking about. Definitely sure I want my money back for beta testing. Definitely sure Divinity: Original Sin is the spiritual successor to Baldur's Gate 2 right now.
  16. This. Generally betas are for balancing, tweaks and bug squashing, but here they're scrambling to ensure the most basic of the basic core functionality is working. Saving and persistence, character movement and AI, inventory, combat - you would hope these are working by the beta stage. It's almost like they prioritised cramming all the content in to make beta status, but neglected to make sure the foundation was solid. This is why it is so perplexing that they would choose to release such a small fraction of the game with so many fundamental problems. One would think that their Q&A department already knew the majority of these glaring problems being reported before being released. What exactly are they looking for when it comes to feedback beyond "Can you make the game playable?" To me, it was a less-than-optimum decision on the executive level to release the game as is with all of the concern and negative publicity it is generating.
  17. People are quick to call others a "troll" nowadays. I tend to think that at one point or another in our online lives we've all been accused of being a "troll" by someone else.
  18. When people accuse me of being a troll I just look them straight in their internet eye and let them know sincerely: This is my real personality.
  19. ...and the sun sets on yet another episode of Pillars of Eternity: Forum Fights where differing opinions yield strong emotional responses that force defensive positions and aggressive words before being replaced by a bromantic tidal wave of fake smiles and thumbs' raised to one another resulting in a sullen apathetic realization that the only thing we have going on in our sad and meaningless lives is Pillars of Eternity, forum trolls, and people who engage in run-on sentences.
  20. Volourn first you spill your little heart on how Sawyer hates you, banned you, told you to shutup, and then you even post a website to obtain Sawyer's exact quote and woefully exclaim afterwards about how you did not want this topic to go down this path. To your question about the girl and her dolly and why you get XP points for completing that quest but not for the dragon ambushing you: I believe it's been answered before and the answer is: It really does not make any sense except from a game XP balancing aspect. The main questions I have with this XP-from-quest-only system are: Does it affect the leveling experience? To me this is what we are really talking about: Having to do quests to obtain levels rather than choosing to do quests at one's leisure and filling the rest of the xp with random encounters at the player's discretion. Are the quests fun, interesting, and take me on adventures where the ultimate prize yields enough experience to make it worthwhile? In essence, it would be like a "shell game". Rather than get XP per kill...you get one big "pot" of XP. The problem lies in "gopher" quests that have arisen in the past gaming years (i.e. - Kill 10 rats and get their whiskers, or run to X and get Y and bring it back to me). These are predictable and boring and would make "leveling" a chore rather than a natural progression.
  21. Just a quick random firing - stream-of-thought - session I had after playing a bit. Chanter song book – Why do I have to hit the “?” button then click on a chant to see a description when everything else in the game is a hover-over-and-reveal-description function? Is there a “collect all” inventory option on the keyboard? Will all dropped items have the same graphic? If there is not a way to differentiate what type of item(s) are being dropped (i.e. potions, weapons, scrolls, vendor trash, etc.) without clicking into it then can a “hover over” option be offered so I can quickly see what is in the mix? I wonder with the “infinite stash” option if it would be better suited to a “roleplaying world” if you could summon a "runner" or “gopher” to haul items back to chests / strongholds? That way, it mitigates the amount of traveling back to town you have to do while offering a plausible explanation for an “infinite stash”. The only stipulation is that the amount of runners allowed at a time and/or time it takes for them to deliver goods to storage has to be ironed out. Also, you possibly could have a "runner" or "gopher" fetch items / armor / weapons that you need. The ultimate point is to reduce travel time to town while offering a reasonable reason as to why you have an “infinite stash”. (There are reasonable reasons in game as to why fire can shoot from a wizard's finger tips but there does not seem to be one for "infinite stash" yet.) This is probably a personal issue but it’s hard for me to target enemies when bunched in group or close to each other. Someone help me out please. I play on a 55” screen so maybe this is inherent just to bigger screens but when creating a character there is a lot of side-to-side head action (i.e. – choose race/class/etc. on left then look to right to read description). It would be a nice feature if one could choose an option and the description offered is not on the opposite side of the screen. How do you exit the game / return to main menu when you are in character creation mode? The ESC key is not offering anything for me and the back button only goes to choosing race. Not sure if I missed this option: What are thoughts on "party mode formation" options that are tailored to playing style / party make up. (i.e. - Option that puts warriors up front and wizards in back. Scouts up front. Wizards and priests in middle. Etc.) I cannot make a 2nd new character. The NEW option in main menu brings me in-game with same character I created before. I am assuming this is a beta bug but just wanted to post it in case I am the only one. Feel free to add any.
  22. Regardless if I get XP for every kill or not...is the leveling consistent and timely based? That is essentially what we are talking about...or no? Or are we talking about "having to do quests" because quests kind of suck (to me at least since it is always a "gopher" quest i.e. - go for this generic shxtty thing. go for that shxtty generic item.) and thus if I avoid quests then I do not level up? Which means: I have to do fetch quests to level up to move through the game. To me...that is always the draw of the Elder Scrolls series...I rarely do quests...I Just love to adventure and fight and level up. If the quests are fun, or at the very least "loose" and not cumbersome, and can be incorporated into the "adventuring" aspect that I like then I can get over the NO-XP per kill. (Which is definitely not the norm and yes...you can argue logic all day..."If I kill something I learn from it" which is how I view it too).
  23. A little dissapointed with the photo choices for my Wood Elf (right now at least...) and I am definitely not a fan of these 3. Also, I think that when you have 3 photos in a row where the base photo stays the same while superficial changes happen (i.e. - hair style) you lose a little of the "wow" or unique factor. It may seem like a petty thing griping about character portraits. However, with the limited character model options offered coupled with the low-level of detail of those options: The portrait of your character becomes pretty important (to me!). It helps visually define in vivid detail what exactly my character, and companions, look like. I hope there are a few more options...I found one I do like for my wood-elf but again...just one.
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