holla_cabezas_de_mierda
Arcane
- Joined
- Jul 8, 2006
- Messages
- 3,023
LOL, check out the bro-fist in the UI. It is in the lower center/right of the screen right above the last couple portraits
It shouldn't be hard to copy the 'Engagement' interface elements from PoE if they want to implement AoOs.Worked perfectly fine in IWD2
A version of 3E without AoOs and important active abilities stripped out. Not a great example.
How can you get SO hyped from a video of a party taking a rest. That doesn't even remotely make or break the game. What do you see in this that I don't?This looks fucking awesome...
I think they made silent storm tooOh boy, so much naivete in one line...
1) No, they don't have a "solid track record". That some of them worked on Evil Islands, which is PRETTY OBSCURE (that most people here didn't play), doesn't even mean they can make a mediocre game 20 years later, as some studios have demonstrated recently.
And they made HOMM V which was shit.
2) That mechanics are "shaping up nicely with other parts of the game" is expected of EVERY game that ever ships. Doesn't mean it'll be good. What they show you is a fucking camp with NPC's saying voiced lines and you get your bed wet with excitement? You can see more mechanics on #ScreenshotSaturday twitter than in their update.
How do you explain that fact that Pathfinder looks like the best rpg on the market right now other than by prestigious pedegree of the developers?Oh boy, so much naivete in one line...
1) No, they don't have a "solid track record". That some of them worked on Evil Islands, which is PRETTY OBSCURE (that most people here didn't play), doesn't even mean they can make a mediocre game 20 years later, as some studios have demonstrated recently.
And they made HOMM V which was shit.
2) That mechanics are "shaping up nicely with other parts of the game" is expected of EVERY game that ever ships. Doesn't mean it'll be good. What they show you is a fucking camp with NPC's saying voiced lines and you get your bed wet with excitement? You can see more mechanics on #ScreenshotSaturday twitter than in their update.
Production
Allods Online (2011) (Manager)
Blitzkrieg 2: Liberation (2007) (Directors of Development)
Blitzkrieg II: Fall of the Reich (2006) (Directors of Development)
Blitzkrieg 2 (2005) (Directors of Development)
Design
Allods Online (2011) (Creative Director)
Heroes of Might and Magic V: Tribes of the East (2007) (Creative Director)
Heroes of Might and Magic V (2006) (Lead Designer)
Night Watch (2005) (Creative Director)
S3: Silent Storm - Sentinels (2004) (Lead Game Designers)
Etherlords II (2003) (Game Design)
S2: Silent Storm (2003) (Lead Game Designers)
Etherlords (2001) (Game Design)
Evil Islands: Curse of the Lost Soul (2000) (Level Design)
That is a bold statement considering nobody has seen any real gameplay yet except what they made to pitch the game to KS and publishers.How do you explain that fact that Pathfinder looks like the best rpg on the market right now other than by prestigious pedegree of the developers?Oh boy, so much naivete in one line...
1) No, they don't have a "solid track record". That some of them worked on Evil Islands, which is PRETTY OBSCURE (that most people here didn't play), doesn't even mean they can make a mediocre game 20 years later, as some studios have demonstrated recently.
And they made HOMM V which was shit.
2) That mechanics are "shaping up nicely with other parts of the game" is expected of EVERY game that ever ships. Doesn't mean it'll be good. What they show you is a fucking camp with NPC's saying voiced lines and you get your bed wet with excitement? You can see more mechanics on #ScreenshotSaturday twitter than in their update.
Surely you are not proposing that some random people with zero experience just came together and accidently created the greatest rpg ever made?
What do you see in this that I don't?
That is a bold statement considering nobody has seen any real gameplay yet except what they made to pitch the game to KS and publishers.How do you explain that fact that Pathfinder looks like the best rpg on the market right now other than by prestigious pedegree of the developers?Oh boy, so much naivete in one line...
1) No, they don't have a "solid track record". That some of them worked on Evil Islands, which is PRETTY OBSCURE (that most people here didn't play), doesn't even mean they can make a mediocre game 20 years later, as some studios have demonstrated recently.
And they made HOMM V which was shit.
2) That mechanics are "shaping up nicely with other parts of the game" is expected of EVERY game that ever ships. Doesn't mean it'll be good. What they show you is a fucking camp with NPC's saying voiced lines and you get your bed wet with excitement? You can see more mechanics on #ScreenshotSaturday twitter than in their update.
Surely you are not proposing that some random people with zero experience just came together and accidently created the greatest rpg ever made?
What we get in the end might be better but also might be much worse.
Just to show you what I am talking about lets compare with Xcom Enemy Unknown.
This is their pitch video before game release:
This is what we got:
If you look close enough you will notice how the first video has proper time units while second one has 2 action system.
Oh boy, so much naivete in one line...
1) No, they don't have a "solid track record". That some of them worked on Evil Islands, which is PRETTY OBSCURE (that most people here didn't play), doesn't even mean they can make a mediocre game 20 years later, as some studios have demonstrated recently.
And they made HOMM V which was shit.
2) That mechanics are "shaping up nicely with other parts of the game" is expected of EVERY game that ever ships. Doesn't mean it'll be good. What they show you is a fucking camp with NPC's saying voiced lines and you get your bed wet with excitement? You can see more mechanics on #ScreenshotSaturday twitter than in their update.
Alexander Mishulin: http://www.mobygames.com/developer/alexander-mishulin/credits/developerId,45934/
Production
Allods Online (2011) (Manager)
Blitzkrieg 2: Liberation (2007) (Directors of Development)
Blitzkrieg II: Fall of the Reich (2006) (Directors of Development)
Blitzkrieg 2 (2005) (Directors of Development)
Design
Allods Online (2011) (Creative Director)
Heroes of Might and Magic V: Tribes of the East (2007) (Creative Director)
Heroes of Might and Magic V (2006) (Lead Designer)
Night Watch (2005) (Creative Director)
S3: Silent Storm - Sentinels (2004) (Lead Game Designers)
Etherlords II (2003) (Game Design)
S2: Silent Storm (2003) (Lead Game Designers)
Etherlords (2001) (Game Design)
Evil Islands: Curse of the Lost Soul (2000) (Level Design)
Sorry, "evil publishers" is a trademark registered by Brian Frank Fargo. You can't just use it anywhere you like.because of suits
Sorry, "evil publishers" is a trademark registered by Brian Frank Fargo. You can't just use it anywhere you like.
Not bad (...) i would prefer Elmore.
(...) starting from 3rd edition almost all pictures in dnd supplies are action-centered.
How can you get SO hyped from a video of a party taking a rest. That doesn't even remotely make or break the game. What do you see in this that I don't?This looks fucking awesome...
Not bad (...) i would prefer Elmore.
(...) starting from 3rd edition almost all pictures in dnd supplies are action-centered.
Larry Elmore. Not (that much) action centered.
How can you get SO hyped from a video of a party taking a rest. That doesn't even remotely make or break the game. What do you see in this that I don't?This looks fucking awesome...
One of the problems with 'rest' in the Infinity Engine-influenced lineage of RPGs is that you can spam it. Pillars of Eternity "solved" this by limiting the number of rests a party can have before going back to town, effectively punishing the player with a busywork timer. This is also a timer, but with the addition of 'elevator music' party banter and possibly other events.
I liked when a +2 longsword/ +3 vs. lizard-men was an exceptionally rare and named item with back story instead of color coded 'magic' item pinatas.
Did you enjoy TToN?How can you get SO hyped from a video of a party taking a rest. That doesn't even remotely make or break the game. What do you see in this that I don't?This looks fucking awesome...
One of the problems with 'rest' in the Infinity Engine-influenced lineage of RPGs is that you can spam it. Pillars of Eternity "solved" this by limiting the number of rests a party can have before going back to town, effectively punishing the player with a busywork timer. This is also a timer, but with the addition of 'elevator music' party banter and possibly other events.
well and possibly dying. Otherwise we might call every combat encounter, or dialogue 'busy work' unless it was hand placed and part of the plot.
I would not actually mind playing a game like that though, with 90% less combat encounters and nearly all of it hand placed (with some minor variation or wandering monsters, but not trash mobs-- instead actually difficult). It would remind me of how we used to play actual AD&D modules back in the day. Now we all think trash mobs are just part of RPG, but I would love to see someone move away from that. As well as move away from endless magic items. I liked when a +2 longsword/ +3 vs. lizard-men was an exceptionally rare and named item with back story instead of color coded 'magic' item pinatas.
Did you enjoy TToN?How can you get SO hyped from a video of a party taking a rest. That doesn't even remotely make or break the game. What do you see in this that I don't?This looks fucking awesome...
One of the problems with 'rest' in the Infinity Engine-influenced lineage of RPGs is that you can spam it. Pillars of Eternity "solved" this by limiting the number of rests a party can have before going back to town, effectively punishing the player with a busywork timer. This is also a timer, but with the addition of 'elevator music' party banter and possibly other events.
well and possibly dying. Otherwise we might call every combat encounter, or dialogue 'busy work' unless it was hand placed and part of the plot.
I would not actually mind playing a game like that though, with 90% less combat encounters and nearly all of it hand placed (with some minor variation or wandering monsters, but not trash mobs-- instead actually difficult). It would remind me of how we used to play actual AD&D modules back in the day. Now we all think trash mobs are just part of RPG, but I would love to see someone move away from that. As well as move away from endless magic items. I liked when a +2 longsword/ +3 vs. lizard-men was an exceptionally rare and named item with back story instead of color coded 'magic' item pinatas.