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Pillars of Eternity (Obsidian Isometric RPG Kickstarter) -…

Forum Index > General Games
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Prev 1 67 68 69
True_Spike
Profile Joined July 2004
Poland3422 Posts
Last Edited: 2017-02-24 16:44:59
February 24 2017 16:44 GMT
#1361
No. It's tedious busy work with hardly any impact on anything.

I didn't even like the dungeon below the stronghold.

This time around, however, the stretch goals seem to be modest and sensible.
andrewlt
Profile Joined August 2009
United States7702 Posts
February 24 2017 18:35 GMT
#1362
I found upgrading the stronghold to be tedious. I enjoyed the dungeon below it for the most part but it was impossible on the first run to figure out when to tackle which floor. Personally, I prefer a more curated experience rather than way too open world where the difficulty ends up all over the place.
Foxxan
Profile Joined October 2004
Sweden3427 Posts
February 24 2017 18:43 GMT
#1363
A more curated experience is way better. For PoE i had to check the internet where to go next! That is sucky.
Also, developerse are good at using their words i doubt they know how to make a truly challenged game which seems "fair".
Being stunned and than call that challenging is laughajble
Yurie
Profile Blog Joined August 2010
11822 Posts
Last Edited: 2017-02-24 18:54:33
February 24 2017 18:51 GMT
#1364
On February 25 2017 03:43 Foxxan wrote:
A more curated experience is way better. For PoE i had to check the internet where to go next! That is sucky.
Also, developerse are good at using their words i doubt they know how to make a truly challenged game which seems "fair".
Being stunned and than call that challenging is laughajble


Stuns/freezes/turn to stone/confused are an integral part of most RPG games. Too much of it reduces fun of course but if you add ways to avoid it that is a trade-off then it works. Maybe with other skills or equipment that is good against other things such as piercing damage/fire/attack speed.

They are currently doing a stream for the last hours of the fund raiser, playing PoE I (not II). Won't recommend it right now though it has good interaction it isn't my cup of tea. Might be more fun when it nears the end.
https://www.twitch.tv/obsidian
True_Spike
Profile Joined July 2004
Poland3422 Posts
February 25 2017 07:39 GMT
#1365
Fig campaign ended at $4,407,598. They have now started accepting pledges via PayPal. It doesn't seem likely, but it would be great if they could reach 5 million before the end of the paypal campaign.
mikedebo
Profile Joined December 2010
Canada4341 Posts
February 25 2017 09:07 GMT
#1366
On February 25 2017 01:31 Sbrubbles wrote:
Do you guys enjoy the stronghold upgrading parts? I found it to be boring busywork in both PoE and Tyranny.


I liked upgrading the stronghold. I did not like having to constantly travel back from what I was doing to shoo off some random visitor / mob who would otherwise trash 1-2 of my upgrades, that was very annoying.
I NEED A PHOTOSYNTHESIS! ||| 'airtoss' is an anagram of 'artosis' ||| SANGHOOOOOO ||| "No Korea? No problem. I have internet." -- Stardust
Foxxan
Profile Joined October 2004
Sweden3427 Posts
Last Edited: 2017-02-25 13:54:37
February 25 2017 13:54 GMT
#1367
On February 25 2017 03:51 Yurie wrote:
Show nested quote +
On February 25 2017 03:43 Foxxan wrote:
A more curated experience is way better. For PoE i had to check the internet where to go next! That is sucky.
Also, developerse are good at using their words i doubt they know how to make a truly challenged game which seems "fair".
Being stunned and than call that challenging is laughajble


Stuns/freezes/turn to stone/confused are an integral part of most RPG games. Too much of it reduces fun of course but if you add ways to avoid it that is a trade-off then it works. Maybe with other skills or equipment that is good against other things such as piercing damage/fire/attack speed.

They are currently doing a stream for the last hours of the fund raiser, playing PoE I (not II). Won't recommend it right now though it has good interaction it isn't my cup of tea. Might be more fun when it nears the end.
https://www.twitch.tv/obsidian

But we have standards which are old. This needs to change drastically, its an easy way out for developers aswell to design a game like that
Yurie
Profile Blog Joined August 2010
11822 Posts
February 26 2017 12:25 GMT
#1368
On February 25 2017 22:54 Foxxan wrote:
Show nested quote +
On February 25 2017 03:51 Yurie wrote:
On February 25 2017 03:43 Foxxan wrote:
A more curated experience is way better. For PoE i had to check the internet where to go next! That is sucky.
Also, developerse are good at using their words i doubt they know how to make a truly challenged game which seems "fair".
Being stunned and than call that challenging is laughajble


Stuns/freezes/turn to stone/confused are an integral part of most RPG games. Too much of it reduces fun of course but if you add ways to avoid it that is a trade-off then it works. Maybe with other skills or equipment that is good against other things such as piercing damage/fire/attack speed.

They are currently doing a stream for the last hours of the fund raiser, playing PoE I (not II). Won't recommend it right now though it has good interaction it isn't my cup of tea. Might be more fun when it nears the end.
https://www.twitch.tv/obsidian

But we have standards which are old. This needs to change drastically, its an easy way out for developers aswell to design a game like that


I honestly think it is a good part of an RPG if you allow space to play around it. Have stun builds be lower in damage to even it out. Have items or buffs to make it less impactful etc. Just having straight up damage from various sources makes item and buff choices have less variation. It also gives less variation in effects you can place on skills and spells. As always the thing is to strike a balance where it makes the game more engaging and forces you to change strategies without become the only viable strategy.
Foxxan
Profile Joined October 2004
Sweden3427 Posts
Last Edited: 2017-02-26 14:03:40
February 26 2017 13:59 GMT
#1369
On February 26 2017 21:25 Yurie wrote:
Show nested quote +
On February 25 2017 22:54 Foxxan wrote:
On February 25 2017 03:51 Yurie wrote:
On February 25 2017 03:43 Foxxan wrote:
A more curated experience is way better. For PoE i had to check the internet where to go next! That is sucky.
Also, developerse are good at using their words i doubt they know how to make a truly challenged game which seems "fair".
Being stunned and than call that challenging is laughajble


Stuns/freezes/turn to stone/confused are an integral part of most RPG games. Too much of it reduces fun of course but if you add ways to avoid it that is a trade-off then it works. Maybe with other skills or equipment that is good against other things such as piercing damage/fire/attack speed.

They are currently doing a stream for the last hours of the fund raiser, playing PoE I (not II). Won't recommend it right now though it has good interaction it isn't my cup of tea. Might be more fun when it nears the end.
https://www.twitch.tv/obsidian

But we have standards which are old. This needs to change drastically, its an easy way out for developers aswell to design a game like that


I honestly think it is a good part of an RPG if you allow space to play around it. Have stun builds be lower in damage to even it out. Have items or buffs to make it less impactful etc. Just having straight up damage from various sources makes item and buff choices have less variation. It also gives less variation in effects you can place on skills and spells. As always the thing is to strike a balance where it makes the game more engaging and forces you to change strategies without become the only viable strategy.

Well ofcourse but thats the only thing you can come up with? There are literally tons of options here.
Greather emphasize on positioning. Spells cant reach a target because of something blocking it such as a shield or a wall made by a necromancer(or anything), or a super tank which you dont want to shoot so some spell for example attacks in a circle.

You could have greater aspect of tactics through your spells such as blink for mage or other stuff other than alot of aoe spells or spells which are damage and crowdcontrol and thats it.

I see so many opportunities yet all we get is what we get. Its embarassing.

Then i saw a video of this game developer talking about "what makes good game design" ^^
Havent watched it and i for sure wont.

Yurie
Profile Blog Joined August 2010
11822 Posts
Last Edited: 2017-02-26 15:28:34
February 26 2017 15:24 GMT
#1370
On February 26 2017 22:59 Foxxan wrote:
Show nested quote +
On February 26 2017 21:25 Yurie wrote:
On February 25 2017 22:54 Foxxan wrote:
On February 25 2017 03:51 Yurie wrote:
On February 25 2017 03:43 Foxxan wrote:
A more curated experience is way better. For PoE i had to check the internet where to go next! That is sucky.
Also, developerse are good at using their words i doubt they know how to make a truly challenged game which seems "fair".
Being stunned and than call that challenging is laughajble


Stuns/freezes/turn to stone/confused are an integral part of most RPG games. Too much of it reduces fun of course but if you add ways to avoid it that is a trade-off then it works. Maybe with other skills or equipment that is good against other things such as piercing damage/fire/attack speed.

They are currently doing a stream for the last hours of the fund raiser, playing PoE I (not II). Won't recommend it right now though it has good interaction it isn't my cup of tea. Might be more fun when it nears the end.
https://www.twitch.tv/obsidian

But we have standards which are old. This needs to change drastically, its an easy way out for developers aswell to design a game like that


I honestly think it is a good part of an RPG if you allow space to play around it. Have stun builds be lower in damage to even it out. Have items or buffs to make it less impactful etc. Just having straight up damage from various sources makes item and buff choices have less variation. It also gives less variation in effects you can place on skills and spells. As always the thing is to strike a balance where it makes the game more engaging and forces you to change strategies without become the only viable strategy.

Well ofcourse but thats the only thing you can come up with? There are literally tons of options here.
Greather emphasize on positioning. Spells cant reach a target because of something blocking it such as a shield or a wall made by a necromancer(or anything), or a super tank which you dont want to shoot so some spell for example attacks in a circle.

You could have greater aspect of tactics through your spells such as blink for mage or other stuff other than alot of aoe spells or spells which are damage and crowdcontrol and thats it.

I see so many opportunities yet all we get is what we get. Its embarassing.

Then i saw a video of this game developer talking about "what makes good game design" ^^
Havent watched it and i for sure wont.



If you take environmental and aoe aspects as an opposite consideration then there is nothing about CC that doesn't compliment that. They aren't competing factors, they are complimentary. Have a cone of cold cast and apply a debuff if blocked, freeze for 1 turn if not. So with good positioning it only hits your tank that gets a minor debuff and with a bad one it freezes your back line.

As for blink. Enemy melee characters have a shield slam that can knock you prone, taking a turn to get up. Blink away to not get hit or blink to the correct position for your cone of cold.

I honestly don't see how a positioning focused game can't also be expanded by having more than just different types of ranges, line of sight (+other environmental effects) and AoE. That still doesn't mean all spells should have it, just that it should be an option to disable a key character on either side of the conflict. An example is that if you are fighting a Yuki-onna that you need items and buffs to combat frozen, cold and similar afflictions or high enough damage for it not to be a consideration.

If you don't enjoy that, then that is fine. I personally find good game design to be whatever your target audience enjoys with your unique touch and basic idea as the foundation.
Foxxan
Profile Joined October 2004
Sweden3427 Posts
Last Edited: 2017-02-26 16:03:47
February 26 2017 15:58 GMT
#1371
But iam not doing that all i did was take what PoE is offering. And all i did was doing examples of what could have been done. I dont want to think of EVERYTHING because that would take several hours.
If you don't enjoy that, then that is fine. I personally find good game design to be whatever your target audience enjoys with your unique touch and basic idea as the foundation.

With this logic bad design doesnt exist to you
Simberto
Profile Blog Joined July 2010
Germany11507 Posts
February 26 2017 16:14 GMT
#1372
On February 27 2017 00:58 Foxxan wrote:
But iam not doing that all i did was take what PoE is offering. And all i did was doing examples of what could have been done. I dont want to think of EVERYTHING because that would take several hours.
Show nested quote +
If you don't enjoy that, then that is fine. I personally find good game design to be whatever your target audience enjoys with your unique touch and basic idea as the foundation.

With this logic bad design doesnt exist to you


Bad design exists with that logic, it is what the target audience doesn't enjoy. I think this is a pretty good premise to go about it. Games are about fun, after all.
Yurie
Profile Blog Joined August 2010
11822 Posts
Last Edited: 2017-02-26 16:41:51
February 26 2017 16:36 GMT
#1373
On February 27 2017 00:58 Foxxan wrote:
But iam not doing that all i did was take what PoE is offering. And all i did was doing examples of what could have been done. I dont want to think of EVERYTHING because that would take several hours.
Show nested quote +
If you don't enjoy that, then that is fine. I personally find good game design to be whatever your target audience enjoys with your unique touch and basic idea as the foundation.

With this logic bad design doesnt exist to you


As was said by Simberto. Bad design is what isn't enjoyable by the target audience.

There will never be a 100% correct design choice for every single person alive because of different expectations, reflexes and backgrounds of players. If you take a person that has played RPGs since the NES days and love the turn based combat and lack of hand holding in those and dump her into Witcher 3 they will likely enjoy the game but not consider it the game of the year. They likely don't want the real time combat and consider that a bad design choice in an otherwise good RPG. While the targetted audience wanted an open world with real time combat so it was still the right design choice.

Major AAA studios usually target the biggest demographics they can and make compromises to fit them in. They rarely make the perfect game for anybody but still very enjoyable for a majority of players.
snow2.0
Profile Joined September 2010
Germany2073 Posts
March 02 2017 15:35 GMT
#1374
On February 25 2017 16:39 True_Spike wrote:
Fig campaign ended at $4,407,598. They have now started accepting pledges via PayPal. It doesn't seem likely, but it would be great if they could reach 5 million before the end of the paypal campaign.

Where's the counter for paypal/does it even matter for stretch goals?

I'm one of the people who were unable to pledge through fig because they only accept credit cards.
Merany
Profile Blog Joined February 2011
France890 Posts
March 03 2017 07:29 GMT
#1375
It does matter for stretch goals for 60 days after the campaign has ended ie about 50 days remaining. All of slacker backer + Paypal on their portal + pledge changes on their portal for people who backed on fig (once they've completed the migration which should be in about 2 weeks). As far as the total right now, 4.5 million has been unlocked recently.
Yurie
Profile Blog Joined August 2010
11822 Posts
March 09 2018 23:07 GMT
#1376
Now that the next game launches in a month I wanted to ask a bit about the first game. Are the expansions good and worthwhile to play before the next game? Only played the main game 2-3 times at release.

Do we know if we continue with the items and so on for the new game so it is worth playing them to get a good party to export? Or is it only choices?
Xxio
Profile Blog Joined July 2009
Canada5565 Posts
March 09 2018 23:20 GMT
#1377
On March 10 2018 08:07 Yurie wrote:
Now that the next game launches in a month I wanted to ask a bit about the first game. Are the expansions good and worthwhile to play before the next game? Only played the main game 2-3 times at release.

Do we know if we continue with the items and so on for the new game so it is worth playing them to get a good party to export? Or is it only choices?


I found the expansions to be well worth the money and time. They were fun, with challenging encounters.

We will not continue with items (only the main character, back at level 1, iirc) but choices made during the first game will be ported over through our save file. If someone did not play the first game, they will choose how to shape the world from a series of narrative questions, at the beginning of the game.
KTY
andrewlt
Profile Joined August 2009
United States7702 Posts
March 09 2018 23:42 GMT
#1378
I found both expansions to be worthwhile but I bought them as a package on a Steam sale. If I have to estimate, I would say that they add another 30-50% combined more content in terms of time played versus just the vanilla version.

For reference, I played the vanilla version twice roughly a year after release. I played the expansions using both vanilla runs then did 1 final run including everything.
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