Crooked Bee
(no longer) a wide-wandering bee
Aw, sugar Sawyer.
Hmm, not sure I like this faux-realistic approach. In IE games you chose weapons based on their cool magical special abilities, likewise for armor, for the most part. Trying to add to that too much mundane modifiers into it just muddles that up in a likely not very interesting, RPS way, and those rules have quite little to do with real combat either.
BAdler said:Our team is still discussing whether or not we are going to do Early Access. Early Access has pros (influx of money, additional feedback from the community) and cons (releasing the game in an unfinished state to the general public, lesser impact of our final release), so it isn't really a slam dunk either way. As a gamer, I am not a huge fan of Early Access and I am usually wary of games that go that route. It is a good thing for some games (I think WL2 did a great job of using the money to help polish and finish out their game), but other games use it as an excuse to have a never-ending development.
PE's asset list and feature set is essentially locked at this point. There are still a large amount of bugs to fix and things to polish, but we aren't really generating additional content (besides audio, VFX, and a few B priority weapon and armor sets). Any money raised would likely into future projects (PE XP1).
I wonder if he's talking about pure game length, or length of the crit path
Hmm, not sure I like this faux-realistic approach. In IE games you chose weapons based on their cool magical special abilities, likewise for armor, for the most part. Trying to add to that too much mundane modifiers into it just muddles that up in a likely not very interesting, RPS way, and those rules have quite little to do with real combat either.
The system is basically:
1H Weapon, no shield = More accurate
1H Weapon, Shield = More Deflection (Heavier shields reduce accuracy)
2H Weapon = More damage per hit, slower attacks
Two Weapons = More attacks, less damage per hit
Weapons then have perks of their own
Daggers are fast and accurate
Sabres attack at normal speed and cause bleeding damage
Flails are fast and negate some of the deflection from shields
and so on
The weapons have different damage types (Slash, Pierce, Crush) and Different armor types have weaknesses.
Dual wielding daggers is the best vs no armor and an Estoc is the best versus the highest armor.
Obviously there's quite a bit of balancing to do to make sure there aren't any trash weapons but there's A LOT of choice in there.
ON TOP OF THAT, there's the type of steel the weapon or armor is made of:
Oromi / Glanfathan - trash steel, sucks
Wyflan steel - normal
March steel - more damage (Weapons), better DT (armor)
Ymyran steel - faster (weapons), lighter (armor)
Durgan - a little more damage, a little faster (weapons), a bit more DT, a bit lighter (armor)
Skein steel - not sure but it's supposed to be pretty boss, and "evil" to use
ON TOP OF THAT, there's also magical enchantments - such as fire, cold, acid, electric damage, spell-like abilities, all ranges of other effects.
ON TOP OF THAT - you can probably augment your desired build with perks so that you can use your desired weapon more of the time.
If anything that will just make Nathan Grayson's head explode and he'll call the game too confusing
Hmm. I think it's some kind of simulationfag side of me that mostly takes offense at this stuff. Like, 2-handed weapons are slow? Dual wielding daggers are actually good for anything but sneak attacks?
Not really. Just that if there is an elaborate system to mundane qualities of weapons it shouldn't be ridiculous rules pulled out of Josh's ass.Johannes just doesn't want to think about the properties of mundane weapons, at all. MAGIC OR BUST.
Not really. Just that if there is an elaborate system to mundane qualities of weapons it shouldn't be ridiculous rules pulled out of Josh's ass.
It's worth noting that the weapons in the IE games also had a concept of Slashing, Piercing and Crushing damage, although I don't really know how that was implemented in practice. They also had differing speed factors, which had a pretty minor effect.
Yes, it seems to be a much more complicated way to achieve more or less the same results. For me, pure .To be honest even though the specifics aren't the same. The PE system design has an IE feel for the most part.
Sawyer from gamer interview said:We wanted the game to have a deep role playing system, but the old Dungeons & Dragons rules were tough to get into. The basic principles were easy enough, but there were so many exceptions and special rules that it was hard and frustrating to relate to it. Therefore I wanted to make sure our system had to be as deep as a D&D game, but with more consistent and clear mechanics. We wanted it to be easier to get involved.
Sawyer from gamer interview said:In the old games you spent a lot of time pausing the game, giving instructions, and then unpausing again - before beginning the process anew. This type of constant pausing and unpausing can be frustrating, or at the very least not very fun. So now we have an additional mode for the people wishing to avoid that, a combat setting where the time progresses at half the rate. You can switch between the modes, something many enjoy so they don't need to pause the game all the time.
Sawyer from gamer interview said:In the beginning of the project people actually started thinking in terms of rounds. I had to put my foot down and ask them to start thinking in terms of actual time or animation length, as that is actually the timeunit we work with.
Sawyer from gamer interview said:You know, I've played and experimented with role playing systems for almost 30 years now. It is in my nature to change things and create my own systems. This is still one of the few times I've had the opportunity to do something from scratch.
As a designer I don't want people to meet the wall and give up quickly. I want the players to play complex games, but I don't want games to be complex just to be complex.
Sawyer from gamer interview said:So let's not do that [think about possible exceptions to rules]. Let's have a set of rules that are consistent across the board. Every class can have their own mechanics, but they are consistent after you have chosen which class you want to play. In this way you can learn the mechanics as you play. And when you eventually get the other classes their mechanics are consistent as well.
I really like making sets of rules, and I hope the veterans from the older games like this system - that they find it challenging and interesting. And I also hope those with less experience with role playing games or this type of game can get into it quickly and feel that they too are challenged. Because I like games being challenging, just not frustrating and hard to learn.
Sawyer from gamer interview said:In the old games you spent a lot of time pausing the game, giving instructions, and then unpausing again - before beginning the process anew. This type of constant pausing and unpausing can be frustrating, or at the very least not very fun. So now we have an additional mode for the people wishing to avoid that, a combat setting where the time progresses at half the rate. You can switch between the modes, something many enjoy so they don't need to pause the game all the time.
Sawyer from gamer interview said:It took us a while to get back into it, rediscovering how to best create these types of game areas. As soon as everything was on track, we could create large, beautiful areas very quickly. The game is now larger, yes, easily larger, than Icewind Dale. We're not quite up to Baldur's Gate 2 size, but it's close.
Q: What would it take for you to make a game of the same size as BG2?
I don't know. We'll have to see if we can make a sequel, and if so how quickly we can produce things. For us that was a large part of the preproduction this time, finding out how to make this type of game again. We worked with the Unity engine for the first time, and used Maya to create the areas in three dimensions. It's been a long time since we worked with a two-dimensional perspective.
As out designers become more accustomed to creating this type of game again, with the slightly old-fashioned way of structuring quests and other things, I think we can produce things much quicker. If Pillars of Eternity is a success, and we can spend more time, I believe we could do just that. For this particular game we wanted first and foremost to create a game worthy of the Infinity Engine games in size and ambition. And we realized that reaching Baldur's Gate 2 was likely outside our reach right now. Perhaps in the future.
Sawyer from gamer interview said:People in general, but perhaps RPG enthusiasts in particular, have very strong opinions. These opinions are often split in various directions and even though it's our job to listen to what they have to say, it's not our job to please everyone. Therefore we have to consider what will work for the majority, and what will give a good experience. For the people who feel cheated we'll have to do our best to explain our choices - be frank and honest without trying to hide what we do. That never works.
You try to treat them with respect. Some people want one specific thing. Let's say they want the opportunity to start relationships or hobbits or something like that. For some that's actually the one reason they want to play the game, and that's fine. We can't please everyone, and we're not trying to pretend that we can.
It's not like it wasn't already used in for example Game Of Thrones where it was annoying as fuck.
Sawyer from gamer interview said:It took us a while to get back into it, rediscovering how to best create these types of game areas. As soon as everything was on track, we could create large, beautiful areas very quickly. The game is now larger, yes, easily larger, than Icewind Dale. We're not quite up to Baldur's Gate 2 size, but it's close.
Q: What would it take for you to make a game of the same size as BG2?
I don't know. We'll have to see if we can make a sequel, and if so how quickly we can produce things. For us that was a large part of the preproduction this time, finding out how to make this type of game again. We worked with the Unity engine for the first time, and used Maya to create the areas in three dimensions. It's been a long time since we worked with a two-dimensional perspective.
As out designers become more accustomed to creating this type of game again, with the slightly old-fashioned way of structuring quests and other things, I think we can produce things much quicker. If Pillars of Eternity is a success, and we can spend more time, I believe we could do just that. For this particular game we wanted first and foremost to create a game worthy of the Infinity Engine games in size and ambition. And we realized that reaching Baldur's Gate 2 was likely outside our reach right now. Perhaps in the future.
It's not like it wasn't already used in for example Game Of Thrones where it was annoying as fuck.
Hurray, we now have an additional annoying mode, not just one!
He's translating it for real, I used Google, which erroneously translated 'easily larger than Icewind Dale' to 'slightly larger than Icewind Dale' (among other errors).Yeah, Athelas posted that already