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Everything posted by Amentep
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I think - and I may be reading too much into Stun's post so I apologize if I misrepresent him or his position - that in a Pen and Paper game (the only way you have true freedom to play an alignment) an evil PC would not necessarily choose to look into the mine mystery over other options. I could easily see a Neutral Evil or Chaotic Evil character wanting to try and join the Iron Throne, or join the bandits for example, rather than stop either group. That might not be successful and lead them to conflict, but the game ultimately doesn't support that. The end result is always that - good or evil - you are narratively shoe-horned into certain positions. You can justify it in your head, but its not a case of the game actually allowing you to roleplay evil, to be fair.
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I know its popular to hate on Bioware, but I admit to a lot of curiosity about what this could be. I've liked most of Bioware's games, so any new IP they may be doing still has some interest with me and the supernatural / Fortean / Secret World feel of the various materials out their is intriguing, to me at least. EDIT: I just thought she had big ears. I've seen people with big ears like that before.
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- Youve been chosen
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Are graphics features set?
Amentep replied to Malignacious's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I'm fairly certain the Kickstarter campaign for Original Sin was supplementary to funds and work they'd already put into the game. I think overall, the budget for that game surpasses 4 mil. They haven't released hard numbers, at least, not that I know of. But this is right on. They had near-final game art assets from the start of the kickstarter because they had other sources of funding. It's a meaningless comparison. From http://www.eurogamer.net/articles/2014-07-03-divinity-original-sin-larian-studios-fastest-selling-game-ever Because of the euro-to-dollar conversion, the €4m budget was a $5.35m budget in US Dollars. The $1m raised on Kickstarter was about €750,000 in their €4m budget (or about 19%). -
I liked to dip in and out of the Lovecraft works. But I like reading them in Fall as the shadows start getting longer and the days shorter... I'm reading Tuned for Murder by Paul Ernst (writing as Kenneth Robeson). Pulp hero reprint (featuring Richard Benson, the Avenger). I'm a sucker for The Avenger, The Shadow and Doc Savage stories from the 30s and 40s...
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"Doggone it, Dagon" - the comedy Lovecraftian RPG. Play as an Elder God, summoned to earth in a weak and vulnerable state, guiding them as he or she tries to solidify their hold in the material plane! (Do these cult robes make me look fat?) Fight well meaning (but you know, obviously misguided) mortals trying to stop you from dominating the world! Gather your worshipers! (I am an Elder God Prince, and unfortunately my money is tied up outside of space-time. I am willing to share this money with you if you allow me to transfer my funds directly to your account. Please follow these directions...) Change the course of your worshiper's lives! (...Mi-Go Cylinders are ALL THE RAGE in Paris this year! Trust me!) Romance all of your companions! (Is it just me, or do you have that "Innsmouth look"? ). And in the end, fight your fellow Elder Gods who have come to Earth with plans of their own! (I have had it with mother****ing Yig on this mother****ing plane)
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"All of Thulhu" - you heard it here first!
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Are graphics features set?
Amentep replied to Malignacious's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Pretty sure they said publicly that they picked the Barbarian and Fighter in the demos because they were still finalizing the effects for the other classes. -
Loved Guardians of the Galaxy. But can we get Cosmo think-talking next time please? Also it felt like there was a lot edited out of the film - hope it shows up on the home releases.
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Game looks great, but...
Amentep replied to Zwiebelchen's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I think he was talking about how the model looks, not the character sheet. By again he is comparing paper doll with a 3d model. I agree that was what he was talking about; however my take on the footage was that the model in character creation is slightly larger than the model that is seen on the character sheet. So calls that it needs to be smaller could be misleading because it is smaller on the character sheet vs the picture he actually showed, from character creation. In other words, if we're going to compare the character sheets, lets actually see the character sheets. -
Game looks great, but...
Amentep replied to Zwiebelchen's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
The IE character sheets look much better, IWD2 being the best of them. I really don't like how simple or plain it looks. As for the model, it would look better if they reduced the size of it. And I don't disagree, but if we're comparing character sheets, lets compare character sheets, not character sheets and the large scale character creation model. -
Game looks great, but...
Amentep replied to Zwiebelchen's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I do not know why it would be a big problem. Here are a few examples that demonstrate how easy it can be achieved. - smaller 3d character (Icewind dale 2) (pic 01) - use just portrait illustration as the preview image during the character selection (bg 1, bg 2, iwd 1,2....) (pic 02) - or use something like this (pic_03_03b) just more "infinity engine" look Pic 04 is showing how is now. Compare. Feel. Pic 04 is childish for me, and reminds me too much on the game type wow. Don't you mean Pic05 is showing how it is now? Anyhow you're not comparing apples with apples; the pic you have from PoE is from character creation. This is how it looks on the character sheet: -
I'll have to finish the PSP FFT too. I started it, but got distracted. For a few years. But I was hoping the translation would make more sense this time, so glad to hear it will.
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True, but that's not inherent to an objective-based system. There is no inherent "quest" to complete. There's a situation, and then there are goals. They're either collaborative toward a greater/overarching goal (i.e. "Find all the pieces of the Elmrynthine Amulet"), or they're standalone, optional things upon which the resolution of the situation doesn't necessarily depend (i.e. "Handle the Bandit Threat, Locate info on the Bandits' other operations in the area."). Etc. There's absolutely no reason for you to get XP for each piece of the Elmrynthine Amulet (example above) you find, THEN just suddenly receive a big blob of XP for finding the final piece. Finding the last piece is the completion of the quest. I mean, could it be (and has it been, in existing games) done like that? Yes. Should it be? No. But, that's all that tells us. It's not a matter of whether or not to use an objective-oriented system, but rather, a simple matter of how to use it (or how not to, in this case). My 2¢ I think what you are describing as redundancy isn't really redundant. It might be sloppy implementation, but its not redundant. The same XP could be broken up in multiple ways, that some of those ways might be artificial with regards to the narrative is irrelevant. The importance of the XP is that in its abstract way matches how the game designer wants the character progression to go and the value for the complete piece matches the experience the designer (acting, ultimately, as DM) wants the player to have. That's going to go for Quest XP or Kill XP. The benefit of Quest XP over Kill XP is to increase the viability of other solutions to problems in the game with respect to combat based solutions (without, I add, decreasing the viability of combat, or else you're doing it wrong). Any other quibble about Quest XP or Kill XP is going to be based on the implementation of same, not an inherent "flaw" that must be addressed (as there is no flaw in granting Kill XP if you want the game designed to have combat as the sole viable mean of progression through the game anymore than there is a flaw in Quest XP for allowing alternate solutions to receive equivalent rewards).
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For me, I think TO is superior to FFT in most ways (albeit, FFT is very, very close). I like the class system better in TO, I liked the story better*. I like the branching paths. I like that you can recruit some pretty cool monster units (even if they did nerf the Gorgons in later editions). I need to finish my PSP TO playthrough and use the fate options to try the various paths. Once I figure out where I put my PSP... *I'll admit, part of this may be the translation; IIRC FFT's translation made certain sequences non-sensical.
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-It is turn based. Like FFT-You fight on square grids. Like FFT-A maximum of 4 characters can be used in combat. Not Like FFT-You get into combat by touching enemies on the map. Not Like FFT-You cannot move where you want and attack in the same turn. You have to choose. Do I want to move out of the way of an AoE spell, or do I stay put and try to unleash my own attack. Not Like FFT-I played it a while ago, but I think you can interrupt enemy spells when they are charging. Not Like FFT-There's a turn order bar. You can see who's about to attack and it is possible for both you and your enemies to use this to your/their advantage. Not Like FFT-You have your regular options like Attack, Move, Art (spells), Craft (special attacks you can use when you gain SP), Item, Run. Similar to FFT, but similar to many turn based RPGs-Buffs and debuffs can be very useful. Not like FFT-No grinding is needed. You might have to grind for one level at times. There is a diminishing exp gain from the same area once you gain levels. Similar to FFT, which didn't really need grinding although you could do it to uber your characters.-You use orbments to customize your characters and their skills/spells. Go to 5:15 and they show the orbment system.You can customize your characters and skills/spells with FFT's Job System, but I'm saying "Similar" rather than "Like"So Tally is 2 Likes, 6 Not Likes and 3 Similars Ruling is NOT LIKE
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Game looks great, but...
Amentep replied to Zwiebelchen's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
"I love you!" "We must make passionate love!" "Let me...slip into something more comfortable" ... "Barbarian armor is more comfortable?" "Let me Wild Sprint to you and Frenzy!" LATER "Yeah, I dumped him. Turns out he was using 'One Stands Alone' on the other two party members. Skanks." etc. -
Game looks great, but...
Amentep replied to Zwiebelchen's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
It is blatant barbarian exploitation. Won't someone think of the barbarians? -
Can't speak for German films*, but the Godzilla movies had an "International" version in English (for the UK and subtitled through the continent in the appropriate language according to the English voice cast) and the American produced version for American audiences who needed both English AND Raymond Burr. *IIRC Herzog's Nosferatu: Phantom der Nacht aka Nosferatu the Vampyre had all of the dialogue scenes filmed twice, once with the cast speaking German and once speaking English, but that was an oddity requested by 20th Century Fox who thought it'd work better than dubbing the film in post.
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Overflowing with money.
Amentep replied to Karranthain's topic in Pillars of Eternity: Stories (Spoiler Warning!)
I only find it irritating to pick up every item when I'm picking them up and not trying to pick them up like in an Elder Scroll game where you would have an item like roast beef that you could eat and get some ridiculously beefy bonus and it was sitting on a plate which sat on a piece of paper which further sat on a table, and then you went to get the item but got the plate and the paper but the item didn't move on the table like you were doing one of those magic tricks where you pull the table cloth out from under all the place settings and everyone goes "oooo" and "ahhh" when not even a fork shifts from your masterful table cloth pulling and so then you just get mad and started double clicking on everything and picked up every item in sight, including candlesticks and the centerpiece and then you walked out of the room satisfied you'd won over the man who made it hard to pick up a roast beef and then some monster attacked and you whacked it and once it was dead you'd forgotten you'd picked up an entire seven course meal and while selling items you're thinking "where the hell did the potato salad bowl come from and more importantly why the hell is the weapon shop owner buying the potato salad bowl - is he some sort of potato salad bowl fetishist or is there a secondary market in this game for selling bowls that I need to break into and make some cash?" -
PC Gamer Full Demo Video
Amentep replied to MasterPrudent's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
No? Am I supposed to know? Its the British spelling for "Edema" from the Greek oídēma - meaning swelling. -
Those were the things that spoiled the walk. Just like golf.
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Haven't the Elder Scrolls games proven there were interest in hiking similators?