CyberWhale
Arcane
It seems that Larian has taken your advices seriously (unlike some other guys that just don't want to fucking listen).
I respectfully disagree. I never liked it because it's 'anti-narrative' like i said; legendary handplaced loot with lore being obsoleted by random generated lore-less loot is very bad for that verisimilitude for me. That's why i suggested location randomization; it would ALSO help replays without being silly.
I respectfully disagree. I never liked it because it's 'anti-narrative' like i said; legendary handplaced loot with lore being obsoleted by random generated lore-less loot is very bad for that verisimilitude for me. That's why i suggested location randomization; it would ALSO help replays without being silly.
We also have "unique" items, hand-placed, lore planned. Generated items atm are rare, but the balance of "ooooooh, I found a magical item" and "a crud, another one of those blue ones" is indeed a tough one. So, if I understand correctly, you have a problem with the naming generation? Or the fact that you could find "Sword of the Expert" or something like that in a simple farmer's wardrobe without it having anything to do with the farmer, who hasn't ever used a sword in his life, let alone has the money or background for a magical one?
(I am personally more a fan of hanging on to "kick-ass items" for a very long time ("back in my days, your party went 10 levels with a sword+1 if you found it at all") but I think I'm easily the only one at Larian. What I am forcing, however, is that magical generated boosts make sense. E.g. no "+1 to blocking" on a pair of shoes... And that magical items only pop up where they make at least a bit of sense.)
Please don't color-code item quality like it's some hack n slash game.
Please don't color-code item quality like it's some hack n slash game.
EDIT:
oh nevermind. randomized loot. oh, the hopes I started to have for the game. still, maybe someone will make a serious RPG with the editor.
randomized locations is even worse, what a god damn shitty suggestion.
structure shouldn't determine replayability (which would be the only reason for randomized anything). choices should.
And we are talking about making sense and avoiding being completely nonsensical.For example, a wizard/caster who (for whatever lore reason) cannot wear heavy armor or carry a massive shield. He/she through arcane ways applied a "blocking" effect to his shoes.
We're talking high fantasy here, not real life.
Certainly.What I would like to see is concrete examples of what will be expanded upon. Day night cycle, extra city/area, npc's have their own behaviours according to day night cycle (would make me up my pledge). I really think it will help with the pledges, "expanding the game" is just too generic.
Its not a problem if its something like shorts or similar cosmetic stuff.Also don't don't give backer exclusive items, even if I was an early backer, which I am not because torment, I would still not want later backers or people who buy the game at launch to miss out, AND you are not encouraging new backers who see they are already missing out.
Ok... i though they actually raise intelligence at first. _This is much better option.Wear these and you’ll be able to discover an easter egg in the final version of the game – but beware, these trunks are rumored to have an opinon about things! (Item does not unbalance the game.)
if they want to make the best possible RPG, they should probably focus on this 'authenticity' you speak of.Please don't color-code item quality like it's some hack n slash game.
EDIT:
oh nevermind. randomized loot. oh, the hopes I started to have for the game. still, maybe someone will make a serious RPG with the editor.
randomized locations is even worse, what a god damn shitty suggestion.
structure shouldn't determine replayability (which would be the only reason for randomized anything). choices should.
Depends on the implementation, imho. Probability, quantities, etc.
Plus they already said there will be hand-placed and -crafted unique loot as well.
I guess it might be similar to DKS?
Anyway, both randomized and hand-placed have advantages and disadvantages.
While hand-placed is more authentic and allows for better control, it also might lead to silly meta-gaming.
Completely randomized otoh. is ok for games like Diablo, but often connected with magic-item inflation.
Backed .yes thats it, can hardly look more ultima than this:
and by the way any way to fix a typo in title ?
Tomorrow we’re going to launch an update that is going to change our approach a little bit, focussing less on the features of what we’re doing and telling more of the story & world that we’ve been creating.
We’ll also modify our rewards as much as we can & introduce a few new things. And, we’ll emphasise single player a bit more – it’s true that we didn’t do that enough whereas it’s actually the most important bit.
And we are talking about making sense and avoiding being completely nonsensical.For example, a wizard/caster who (for whatever lore reason) cannot wear heavy armor or carry a massive shield. He/she through arcane ways applied a "blocking" effect to his shoes.
We're talking high fantasy here, not real life.
there are advantages of randomizations, but not any of them apply to anyone aspiring to make the best possible SP TB RPG.
you sound like a moron.
True, but the cause is far from lost -- the Watch has most probably already exhausted the bulk of its resources, whereas we have yet to see Gragt's groundbreaking report on the game; plus, DU's keeping our D:OS campaign semi-secret until after the Torment fundraiser ends (and it's already closing in on $500).The Watch is still beating us.