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Game News Kingdoms of Amalur as big as Oblivion

Turjan

Arcane
Joined
Mar 31, 2008
Messages
5,047
JarlFrank said:
They should've kept it open to the sky, not make about a dozen big piramyds that house shops and homes within. It was a bitch to navigate.
I actually made it so in a mod. Even an open air arena is in the game files. The game slowed down to nearly nothing, with low single digit framerates. That engine was complete shit.
 

sgc_meltdown

Arcane
Joined
May 8, 2003
Messages
6,000
Turjan said:
That engine was complete shit.

iirc morrowind had a thing where it rendered everything in the frame regardless of whether your character could actually see it, like beyond walls

awesome stuff
 

DraQ

Arcane
Joined
Oct 24, 2007
Messages
32,828
Location
Chrząszczyżewoszyce, powiat Łękołody
Excommunicator said:
Stop arguing the technicalities BS. The imperial province with its capital city is the centre of the known world and not some backwater place. Combine that with the constant bragging about the size of their world before it came out, and any argument that even suggests they handled their town sizes in the right way is just apologetics. It was a crappy effort, just like everything else in it
This.

To fully reflect this they'd have to dedicate most of the oblivious landmass to the IC alone.

I think it would be possible using similar trick as in Morrowind, except instead of just Vvardenfell you'd just have islands on lake Rumare, some occupied by the city, some being wilderness.

The city itself could be partitioned into separate cells, to reduce the load, while the levitation would have to work on magnitude->maximum altitude basis to prevent flying over the walls, while still including levitation. Sewers, hideouts of gangs and secret cults, and elven ruins stretching below the city built on them, plus some caves would provide dungeon crawls.
 

Trash

Pointing and laughing.
Joined
Dec 12, 2002
Messages
29,683
Location
About 8 meters beneath sea level.
Anyone having any interest in Kingdoms of Amalur at all? To me it looks like some unholy amalgan of God of War, WoW and a TES game with a little Divinity 2 thrown in. I don't expect it to be to my taste but who knows...
 

Shannow

Waster of Time
Joined
Sep 15, 2006
Messages
6,386
Location
Finnegan's Wake
Dunno. One of the first gameplay trailers looked like it might do the "click and something awesome happens" in a halfway entertaining way. Haven't really been following it since then, though.
I'll probably try it, if only to pass the time till an actually interesting game comes up. I expect to stop playing after less than 2 hours. *shrug*
 

Jaesun

Fabulous Ex-Moderator
Patron
Joined
May 14, 2004
Messages
37,431
Location
Seattle, WA USA
MCA Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech
It looks and sounds like Yet Another Shitty Action Game Labeled As A RPG With Little Or No RPG Elements™, so I'll wait for those quality posters to report on how the "demo" is when it comes out...
 

Metro

Arcane
Beg Auditor
Joined
Aug 27, 2009
Messages
27,792
I like ARPGs so I'm willing to give it a try. Certainly not at its $50/$60 preorder price, though.
 

Mangoose

Arcane
Patron
Joined
Apr 5, 2009
Messages
26,492
Location
I'm a Banana
Divinity: Original Sin Project: Eternity
Jarlfrank, you also have to take into account how there's a fun and speedy parkour system to travel around in AC, but not so much in TES. I'm not sure how much I'd like AC if I had to run around the streets. Venice was a pain.
 

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