Jim Cojones
Prophet
"I see trees of green..."WhiskeyWolf said:Imagine Codex with no skyway.
Just joking. It's good to have him there. Really.
"I see trees of green..."WhiskeyWolf said:Imagine Codex with no skyway.
Jim Cojones said:"I see trees of green..."WhiskeyWolf said:Imagine Codex with no skyway.
Just joking. It's good to have him there. Really.
No. It was with ToEE though. Turn-based and isometric. As good as Fallout? Or better?VonVentrue said:Because Troika's goal with Bloodlines was to faithfully incorporate the whole tabletop experience into a computer game, am I right?
Neither turn-based nor isometric, yet surprisingly good.Besides, would you mind explaining to me how Gothic fits into your argument?
Ok. You pointed. Now explain. What makes SPECIAL TB only? The 7 stats? Skills?... AND the ruleset. That's something you can't choose to conspicuously ignore.
Let me point it out for you, in hi-res black and white: SPECIAL=TURN BASED.
*sighWhat the fuck are you talking about? Fallout wasn't just a turn-based shoot 'em up. If that's all you saw in the game, then you didn't see much.VATS goes against the design philosophy which led to the creation of the Fallout series in the first place.
Since you like 'fucking' so much - how THE FUCK did you draw that conclusion?
a) Just because I said "fuck" doesn't mean that I've switched to EXTREME MODE and that some serious collar grabbing is about to take place.On a side note, please refrain from agressive behaviour - I don't feel like quarrelling with you, a person I hold in high esteem.
What choice do they have? Accept the deal and try to make a decent Fallout game (after all these years) or say no to the deal. Would the latter be a better outcome?It's not Obsidian's fault that Bethesda somehow took possession of a devilishly twisted form of lapis philosophorum (capable of turning gold into a steaming pile of shit) and makes use of it during the development process of their games, but they shouldn't blindly accept F3's gameplay formula.
skyway said:And this isn't a fact-less bullshit? Maybe NWN2 was better before he came - have you thought about that?
Besides the end product has such glaring flaws that it is hard to say that he improved anything at all and easier to say that he either did nothing or made it worse - because NWN2 OC was bad on every side.
I see you've missed Josh Sawyer saying that he was working on finishing area designs which includes what is in there. Selective reading?6 months before release of a product is, for the most part, bug fixing, cutting features and optimizing. This means trivial things like "make the end of the trial quest more interesting" and "cut down the number of Orcs in one area of the game" gets put by the wayside for more exciting features like "make the game run smoother than 1 FPS" and "cut out a class/feat/feature that makes the game crash".
Obviously Sawyer and the rest of Obsidian never bothered to do even that in 6 months because the game came out unplayable, and version 1.01 was even unpatchable which fucked up every gamer in a region where that version came out.When a project drops in your lap with only 6 months until release, you don't worry about shit like "does this sidequest have enough satisfying endings", you worry about shit like "can you play through the game beginning to end without any horrifying, game-ending bugs".
Yes gamestopping bugs, lack of balance, dumb AI etc. - all are trivial things in the grand scheme of -game- development.Like it or not, most of the bullshit you constantly bitch about and call "glaring flaws" are considered trivial in the grand scheme of software development.
Normally, I wouldn't resort to telling someone "If you don't like it, do better." It's a cheap argument, and plenty of valid criticisms are unfairly dismissed that way. However, when you've reached the point of personally insulting a person, by name, when you clearly know absolutely nothing about the sort of work they do or how much effect they do or don't have on the development process, then you need to either educate yourself, or shut the fuck up while the big boys talk about shit you could never hope to understand.
Shannow said:Might be nitpicking, but that statement is false on quite a few levels.
That said, from all IE-games IWD2 made the best of the engine.
Story was solid for a dungeon crawler.
As far as 3rd ed. games go IWD2 is only second to ToEE gameplay wise.
Oarfish said:Biggest problem with VATS for me was the lack of variety of effects and the fact that only head shots were worthwhile at all levels.
Vault Dweller said:VATS was well designed, but too easy.
The only issue with VATS was that it was basically a cheat mode, but that's the easiest thing to fix. Remove insane to hit penalties from the enemies and you're half way there.
Again, I prefer turn-based, but well done VATS is more entertaining than a straight shooter.
Simplified SPECIAL should be easy to tweak. A modder can do it, so even if Bethesda says no to such tweaks, Obsidian can do a small unofficial mods for the hardcore crowd.
WhiskeyWolf said:Imagine Codex with no skyway.
skyway said:I see you've missed Josh Sawyer saying that he was working on finishing area designs which includes what is in there. Selective reading?6 months before release of a product is, for the most part, bug fixing, cutting features and optimizing. This means trivial things like "make the end of the trial quest more interesting" and "cut down the number of Orcs in one area of the game" gets put by the wayside for more exciting features like "make the game run smoother than 1 FPS" and "cut out a class/feat/feature that makes the game crash".
Obviously Sawyer and the rest of Obsidian never bothered to do even that in 6 months because the game came out unplayable, and version 1.01 was even unpatchable which fucked up every gamer in a region where that version came out.When a project drops in your lap with only 6 months until release, you don't worry about shit like "does this sidequest have enough satisfying endings", you worry about shit like "can you play through the game beginning to end without any horrifying, game-ending bugs".
Yes gamestopping bugs, lack of balance, dumb AI etc. - all are trivial things in the grand scheme of -game- development.Like it or not, most of the bullshit you constantly bitch about and call "glaring flaws" are considered trivial in the grand scheme of software development.
Normally, I wouldn't resort to telling someone "If you don't like it, do better." It's a cheap argument, and plenty of valid criticisms are unfairly dismissed that way. However, when you've reached the point of personally insulting a person, by name, when you clearly know absolutely nothing about the sort of work they do or how much effect they do or don't have on the development process, then you need to either educate yourself, or shut the fuck up while the big boys talk about shit you could never hope to understand.
OK, that does it - you are trying to teach me how a game development works so I have to ask - are you a game designer? Do you know how game designers work? What games have your studio released where you were a game designer.
Otherwise your points are no more valid than mine.
Chefe said:Skyway sounds like the Republicans over here in the 'states that are blaming Obama for the financial crisis.
Anyways, only on the Codex does a thread about the original Fallout creators, who are working in another company, picking up the pseudo-sequel to Fallout 3 (developed by the Codex Anti-Christ Bethesda, who bought the IP from a dying Interplay and are now working to destroy what's left of them), despite Bethesda completely ignoring any of the original creators and Fallout fans during Fallout 3's development, turn into a thread about a bunch of orcs in a cave in Neverwinter Nights 2.
I wasn't. In fact I had a famous "can't exit first area bug unless you will free an unknown amount of space on disk C" and a solution to free space didn't come in first day either. The game was also running like shit no matter the settings and crashing on me.The game was not unplayable. But then, people have varying definitions of "unplayable". I was able to complete the game on a low graphic detail setting without downloading a patch, so I consider it "playable".
Yes features. Incl. what is on the actual game areas too.He's talking about finishing the feature map - which as he clarifies, involves figuring out what features get to stay and what features get cut. See, this is why you need to shut the fuck up - because you lack the basic ability to parse a sentence related to software design and determine its meaning.
Having a selective reading is ridiculous too? I was blaming Sawyer for game design mostly, it was you who decided to attach "making a game to run" to him (when it is mostly a job of QA and programming dpt) and also was crying about how Sawyer improved the game not actually knowing what he was doing.Singling out the guy who was told to take the clusterfuck and make it releasable in 6 months, however, is unfair, dishonest, and intellectually ridiculous.
And this is a reason why you need to shut the fuck up because your arguments carry no more weight than mine.Finally, no, I'm not a game programmer, just a software engineer.
Hmm I can't find Chris Taylor, Tim Cain, Leonard Boyarsky and Jason Anderson in Obsidian's workers list. Can you help?Chefe said:Anyways, only on the Codex does a thread about the original Fallout creators, who are working in another company.
And this is a reason why you need to shut the fuck up because your arguments carry no more weight than mine.
So you admit to being a dumbfuck who doesn't know shit in this case, skyway?you don't know that shit either
Mister Arkham said:Chefe said:Skyway sounds like the Republicans over here in the 'states that are blaming Obama for the financial crisis.
Anyways, only on the Codex does a thread about the original Fallout creators, who are working in another company, picking up the pseudo-sequel to Fallout 3 (developed by the Codex Anti-Christ Bethesda, who bought the IP from a dying Interplay and are now working to destroy what's left of them), despite Bethesda completely ignoring any of the original creators and Fallout fans during Fallout 3's development, turn into a thread about a bunch of orcs in a cave in Neverwinter Nights 2.
I know, right? It'd be funny if it weren't so sad.
skyway said:Hmm I can't find Chris Taylor, Tim Cain, Leonard Boyarsky and Jason Anderson in Obsidian's workers list. Can you help?
How so?Edward_R_Murrow said:Vault Dweller said:VATS was well designed, but too easy.
Surely you jest. VATS is an abomination design-wise. You can't just harden it up. It's principally flawed.
Yes, remove all the stupid penalties from enemies and bonuses from the player, throw in a proper sequence system, which means that sometimes the enemy starts first, and you have a decent system.Uh-huh. You've still got the damage reduced to 10 percent. So I assume that's "the other half". Then what? Take that away? Then you're left with a targeted shot that seems to do extra damage and has a better critical chance. But at the cost of making your character a sitting duck.
Why?For example, try fighting a super mutant with a mingun. If you step out into the open and just take a few shots at it, you take a lot of damage. That's what VATS would be like if you took out the "easy mode", making it pretty much useless and shifting even more emphasis towards FPS twitch skills.
Not necessarily.I don't think it's that easy. Every tweak to SPECIAL sends ripples throughout the entire game. Make strength more important in carrying capacity and then you can't lug around all the guns you may need due the extreme weapon degradation. Then you have to "fix" that. Then you have to re-evaluate Repair's usefulness.
I disagree. Time will tell.I'd love to see Obsidian pull this off, but I don't see it in the cards.
Silellak said:skyway said:I see you've missed Josh Sawyer saying that he was working on finishing area designs which includes what is in there. Selective reading?6 months before release of a product is, for the most part, bug fixing, cutting features and optimizing. This means trivial things like "make the end of the trial quest more interesting" and "cut down the number of Orcs in one area of the game" gets put by the wayside for more exciting features like "make the game run smoother than 1 FPS" and "cut out a class/feat/feature that makes the game crash".
Obviously Sawyer and the rest of Obsidian never bothered to do even that in 6 months because the game came out unplayable, and version 1.01 was even unpatchable which fucked up every gamer in a region where that version came out.When a project drops in your lap with only 6 months until release, you don't worry about shit like "does this sidequest have enough satisfying endings", you worry about shit like "can you play through the game beginning to end without any horrifying, game-ending bugs".
Yes gamestopping bugs, lack of balance, dumb AI etc. - all are trivial things in the grand scheme of -game- development.Like it or not, most of the bullshit you constantly bitch about and call "glaring flaws" are considered trivial in the grand scheme of software development.
Normally, I wouldn't resort to telling someone "If you don't like it, do better." It's a cheap argument, and plenty of valid criticisms are unfairly dismissed that way. However, when you've reached the point of personally insulting a person, by name, when you clearly know absolutely nothing about the sort of work they do or how much effect they do or don't have on the development process, then you need to either educate yourself, or shut the fuck up while the big boys talk about shit you could never hope to understand.
OK, that does it - you are trying to teach me how a game development works so I have to ask - are you a game designer? Do you know how game designers work? What games have your studio released where you were a game designer.
Otherwise your points are no more valid than mine.
The game was not unplayable. But then, people have varying definitions of "unplayable". I was able to complete the game on a low graphic detail setting without downloading a patch, so I consider it "playable".
He never said anything about finishing area designs. Here are his exact words:
The programming team was incredibly burdened, so I had to "finish the map" and determine what we were going to keep/cut. Class features, feats, spells, and scripting requests took the largest amount of time.
Notice "finish the map", in quotes and everything? He's not talking about literally designing areas. He's talking about finishing the feature map - which as he clarifies, involves figuring out what features get to stay and what features get cut. See, this is why you need to shut the fuck up - because you lack the basic ability to parse a sentence related to software design and determine its meaning.
"Lack of balance" and "Dumb AI" are trivial features when compared with getting the game to even RUN. From the first part of the interview:
Despite having a large amount of design documentation, I didn't feel I had a clear picture of how we were going to get to a finished game.
When you jump on a project with 6 months left, and you aren't even sure how to FINISH it, then yes, things like "Lack of balance" and "Dumb AI" are, unfortunately, put by the wayside.
This does not, in any way, excuse Obsidian as a company for the flaws in NWN2. They had the time to develop a solid, polished game, and somewhere along the line - it sounds like fairly early on - they got off track. They tried to do too much and didn't focus on making sure basic things worked. It's a common mistake, but there's no excusing it. Obsidian, the company, fucked up. Singling out the guy who was told to take the clusterfuck and make it releasable in 6 months, however, is unfair, dishonest, and intellectually ridiculous.
Finally, no, I'm not a game programmer, just a software engineer. However, that means I have far more understanding of software development in general than you clearly do. Obviously, a game programmer is going to know far more than me about game-specific programming, and if one comes along and tells me I'm full of shit and explains why, I will admit I'm wrong and consider it a learning experience. Just like a Jazz musician will know more than about Jazz than someone in a rock band does, but that guy in a rock band will still know far more about what it's like to actually play music than some douche bag who can play Expert on Guitar Hero.
Of course I don't. I wouldn't even try, you are too smart for me - I'm too idiotic to admire good developer Obsidian with its original Fallout creatorsChefe said:You're not pulling me into this.
Chefe said:I understand that Silellak is trying to put skyway in his place, and defend a good developer, but he needs to realize that there's no point in arguing with idiots.
skyway said:Of course I don't. I wouldn't even try, you are too smart for me - I'm too idiotic to admire good developer Obsidian with its original Fallout creatorsChefe said:You're not pulling me into this.
skyway said:Lead designer does not program, he makes design decisions like what kind of plot is being changed, like this given gameplay element will work with the other game element, does he like how character looks or not. Lead designer is not the same as a programmer - he orders people around and says/writes what and how he wants it in the game or what he doesn't, of course while contributing some of that design stuff himself. Do a research on the topic - it isn't that hard.
I'm interested in what Josh was responsible for in NWN2 OC, what he did change, add, subtract etc - if he managed to get project back on track that quickly.Anthony Davis said:Josh did not back away and within DAYS he got the project re-focused and back on track.
I can be diplomatic, I just don't like fanbois with double-standards. Also just because I use torrents to pirate older games which aren't available anymore doesn't mean I didn't have to bear through the horror that is Akella's localization.I understand the game still had issues, and as much as I personally think skyway could do with some ranks in diplomacy, he has every right to be upset about the game if it didn't meet his expectations, provided he actually purchased it and didn't pirate it. :evil:
Chefe said:I meant to add in there "some", but you're just asking for a fight, so you completely ignore that obvious fact. Instead, you believe that I was saying all the original Fallout creators work at Obsidian.
Silellak said:6 months before release of a product is, for the most part, bug fixing, cutting features and optimizing. This means trivial things like "make the end of the trial quest more interesting" and "cut down the number of Orcs in one area of the game" gets put by the wayside for more exciting features like "make the game run smoother than 1 FPS" and "cut out a class/feat/feature that makes the game crash".
skyway v1.0 said:I see you've missed Josh Sawyer saying that he was working on finishing area designs which includes what is in there. Selective reading?
Silellak said:Notice "finish the map", in quotes and everything? He's not talking about literally designing areas. He's talking about finishing the feature map - which as he clarifies, involves figuring out what features get to stay and what features get cut.
skyway v2.0 said:Yes features. Incl. what is on the actual game areas too.
area designs which includes what is in there
Incl. what is on the actual game areas too.
Chefe said:Mister Arkham said:Chefe said:Skyway sounds like the Republicans over here in the 'states that are blaming Obama for the financial crisis.
Anyways, only on the Codex does a thread about the original Fallout creators, who are working in another company, picking up the pseudo-sequel to Fallout 3 (developed by the Codex Anti-Christ Bethesda, who bought the IP from a dying Interplay and are now working to destroy what's left of them), despite Bethesda completely ignoring any of the original creators and Fallout fans during Fallout 3's development, turn into a thread about a bunch of orcs in a cave in Neverwinter Nights 2.
I know, right? It'd be funny if it weren't so sad.
Both of them are missing the point entirely. I mean, the implications of this entire situation, unless it is a joke for 4/20 (stoners are too slow to have a practical joke ready by 4/1), are monumental. During the entire development of Fallout 3 Bethesda repeatedly rejected any attempts by anyone related to the former games to work with them. They treated all the fans of the former Fallout games like trash, and made a point of making the game as different as the first two, and Tactics, as possible.
Have they had a heel-face-turn? An epiphany? It's likely that they just trying to milk as much out of the series as possible without working on it themselves, as no doubt they are focused on the next Elder Scrolls, and so hand it off to the certified official coattail riders of the game industry.
It could very well be an attempt at a pull to the "hardcore" crowd, who bought Oblivion and Fallout 3 out of pure hope. Those people would most likely not provide any free press or sales after getting screwed twice. But, if New Vegas, with the shiny Bethesda logo on the box, manages to be full of choices and consequences and all those things us losers love, then we're back to 2004 all over again. Bethesda get's a literal restart on the benefit of a doubt wagon.
I understand that Silellak is trying to put skyway in his place, and defend a good developer, but he needs to realize that there's no point in arguing with idiots.
skyway said:Hmm I can't find Chris Taylor, Tim Cain, Leonard Boyarsky and Jason Anderson in Obsidian's workers list. Can you help?
You're not pulling me into this.
Vault Dweller said:Yes, remove all the stupid penalties from enemies and bonuses from the player, throw in a proper sequence system, which means that sometimes the enemy starts first, and you have a decent system.
How is this example different from Fallout 2 when you start running into the Enclave patrols and try to take out one or two guys before they open fire and most likely kill you?
First, STR doesn't have to go the original Fallout levels, but just be more meaningful.
Second, you don't have to lug around extra weapons. If anything less weapons would improve the atmosphere and force you to use anything you can find, which is much closer to the Fallout spirit than having a shitload of spares.
I disagree. Time will tell.
skyway said:area designs which includes what is in there
Incl. what is on the actual game areas too.
I said exactly the same thing.
No. Try harder.