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Obsidian's Pillars of Eternity [BETA RELEASED, GO TO THE NEW THREAD]

skuphundaku

Economic devastator, Mk. 11
Patron
Joined
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Rouge Angles of Satin
Codex 2012 Codex 2013 MCA Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Divinity: Original Sin 2 My team has the sexiest and deadliest waifus you can recruit.
ordoCodexicus.png

:salute:
I have just made a png for better use:
dpvYl.png

Great stuff, though unfortunately difficult to see on Codex background. Still, :salute:
Now we need one with "DECLINE" and the set is going to be complete.:salute:
 

Mrowak

Arcane
Joined
Sep 26, 2008
Messages
3,947
Project: Eternity
Oh Great DarkUnderlord,

Will you deem the following images:


... which were produced by your humble servants, worthy of entering the Great Codex Gallery of emoticons for posterity, lulz and general :incline:?

The initial one was actually designed with Codex Playground in mind but is has other uses, andthe other is too lulzy to pass on.
 

Mrowak

Arcane
Joined
Sep 26, 2008
Messages
3,947
Project: Eternity
Smaller ones are a little bit illegible.

rn8LX.png


yxV2Z.png


Alternatively, we could bring the white background back...
 

Mrowak

Arcane
Joined
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Messages
3,947
Project: Eternity
evdk

Now when I look at the new ones I see that the word Demand is too close to Continuation/Sterilization. Stupid question - I made the original almost a year ago and do not have the original pds file, just the PNG. What was the font used in your version so I can fix it?
 

evdk

comrade troglodyte :M
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Codex 2012 Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 A Beautifully Desolate Campaign Steve gets a Kidney but I don't even get a tag.
evdk


Now when I look at the new ones I see that the word Demand is too close to Continuation/Sterilization. Stupid question - I made the original almost a year ago and do not have the original pds file, just the PNG. What was the font used in your version so I can fix it?
It's something called Engravers MT, or so Corel tells me. But I think the two 225x225 ones are fine and need no further tinkering.
EDIT: Check the attachment
 

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A user named cat

Guest
I always thought this place needed a proper mindblown emoticon too, so I made one. This thread isn't the right place but I'm lazy and don't know where to submit it. Fuck off, you're welcome. It's even Codex sized.

qINEm.gif
 

Roguey

Codex Staff
Staff Member
Sawyerite
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Messages
36,623
Expert Mode will disable all of the common ease-of-use / in-case-you-missed it gameplay elements like the display of skill thresholds, influence/reputation modifiers, and similar "helper" information.
...
If you're not quite sure you want all of the elements that come along with a given mode, this funding level will also cover implementing the ability to enable and disable the individual sub-features.
 

Shadenuat

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Russia
I'm not sure I like the Expert Mode idea and games tuning their mechanics for the player at all. It feels like game looses design coherency. There should be some "core" way of playing game which it's design is based around. Basing difficulty on hiding meta information is particularly weird. Imagining KOTOR or NWN2 without Influence information, I'd probably miss every companion quest and bonus dialogue out there, because it's a lot like a guessing game even with voice acting.
 

Jasede

Arcane
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Joined
Jan 4, 2005
Messages
24,793
Insert Title Here RPG Wokedex Codex Year of the Donut I'm very into cock and ball torture
It's probably best to assume/hope the game is designed around hardcore mode with all the options on. That way they merely add as ways to make the game easier.

Any good action game I've ever played is designed around the hardest difficulty first and foremost - and ideally, can be beaten without ever getting hit once, but that's neither here nor there in an RPG.
 

bminorkey

Guest
If bracketed comments are meant to clarify the flavor of a given line, that's one thing - they don't need to have anything to do with skills. e.g. when context doesn't make it clear, a line that's meant to command obedience could have something like (Speak in a low, commanding voice) prefixed to it.

The only situation I can think of that hypothetically merits skill tags is when you can say the exact same thing using different skills (say, either [Bluff] or [Intimidate]). This situation shouldn't exist in the first place; every line should have one predetermined response (or two at most, in case you aren't convincing enough). This is why Bluff is a stupid skill, by the way.
 

Mrowak

Arcane
Joined
Sep 26, 2008
Messages
3,947
Project: Eternity
I'm not sure I like the Expert Mode idea and games tuning their mechanics for the player at all. It feels like game looses design coherency. There should be some "core" way of playing game which it's design is based around. Basing difficulty on hiding meta information is particularly weird. Imagining KOTOR or NWN2 without Influence information, I'd probably miss every companion quest and bonus dialogue out there, because it's a lot like a guessing game even with voice acting.

Precisely. "Design coherency" and "consistency" in the face of all types of difficulty options as well as gameplay modes is something Obsidian is going to struggle with. Connecting all layers of gameplay so that they remain fun and meaningful for everyone regardless of the options player choses and his gameplay style will be hell of a task.
 

Mrowak

Arcane
Joined
Sep 26, 2008
Messages
3,947
Project: Eternity
It's probably best to assume/hope the game is designed around hardcore mode with all the options on. That way they merely add as ways to make the game easier.

Unfortunately, based on the way NWN2 and AP were designed we have actually evidence against that.
 

Jasede

Arcane
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Joined
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Messages
24,793
Insert Title Here RPG Wokedex Codex Year of the Donut I'm very into cock and ball torture
I know, I know. But we all know that so what are we to do? Just wait and hope and call people on the Obsidian forums retarded.
 

evdk

comrade troglodyte :M
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Codex 2012 Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 A Beautifully Desolate Campaign Steve gets a Kidney but I don't even get a tag.
If bracketed comments are meant to clarify the flavor of a given line, that's one thing - they don't need to have anything to do with skills. e.g. when context doesn't make it clear, a line that's meant to command obedience could have something like (Speak in a low, commanding voice) prefixed to it.

The only situation I can think of that hypothetically merits skill tags is when you can say the exact same thing using different skills (say, either [Bluff] or [Intimidate]). This situation shouldn't exist in the first place; every line should have one predetermined response (or two at most, in case you aren't convincing enough). This is why Bluff is a stupid skill, by the way.
I believe everything threatening should use the Intimidate skill, whether you mean it or not. Bluff has its place you just have to take care some crafty smartass does not try to use it instead of other skills.
 

bminorkey

Guest
I'm not sure I like the Expert Mode idea and games tuning their mechanics for the player at all. It feels like game looses design coherency. There should be some "core" way of playing game which it's design is based around. Basing difficulty on hiding meta information is particularly weird. Imagining KOTOR or NWN2 without Influence information, I'd probably miss every companion quest and bonus dialogue out there, because it's a lot like a guessing game even with voice acting.
Connecting all layers of gameplay so that they remain fun and meaningful for everyone regardless of the options player choses and his gameplay style will be hell of a task.

Will it? I think GPSes are fairly modular.
 

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