Reinhardt
Arcane
- Joined
- Sep 4, 2015
- Messages
- 32,546
When you see any romanceable companion ask yourself - "what would Rance do?" Too old? Too young? Too ugly? Too tranny?Sengoku Wrath
When you see any romanceable companion ask yourself - "what would Rance do?" Too old? Too young? Too ugly? Too tranny?Sengoku Wrath
This is simply not true. Tons of content has been added, and practically all content is reworked in several ways, and one whole book and about 1/5 to 1/4 of the map is flat-out missing; they literally removed that section of the map and parsed the sections of either side together. I know this because I was planning to use the PF:K map for running the PnP, and you just can't. Add to this all the extra quests, almost all the exploration maps, a ton of the dungeons, added connections to the overarching plot (fixing some of the chief complaints of the base adventure path), nevermind practically all dialogue and the vast majority of unique items.
No. All the content for Kingmaker was definitely not designed on paper in the adventure path. At best, it was partially (re-)designed "on paper" in the private Pathfinder games we know the Owlcat people play, but if that is remotely true, their GM is a crazy motherfucker that goes well far and beyond the call of duty, whereas most GMs have loose notes and a propensity for making shit up at best.
that turned out to be too much?
There are two possibilities here, if the HoMM game is an half assed afterthought then I dont see a point to it as it can become a pain in the ass and boring to play, it would be better to not have it, if it is actually well crafted like a sort of Kings Bounty game, well, this will take away resources from the cRPG part and at some point you are playing a Kings Bounty game with redundant cRPG parts.
If this will be balanced so even players that dont want to engage on it can win, that means those battles will be super easy to players that do want to engage in, if you can set the difficulty to hard on those battles, that means if you dont engage on them, are you going to lose? What hard means here? Harder encounters on the HoMM layer or making the HoMM battles mandatory and you gonna lose on the auto-battle system otherwise?
I dont see how they can add depth to those systems without taking the gameplay away from the cRPG game.
I've said it before and I'll say it again: As games have declined in quality, the market has expanded massively.
I've said it before and I'll say it again: As the market has expanded massively, games have declined in quality.
As games have declined in quality, the market has expanded massively. The powers that be have thought of this as some kind of strong correlation rather than a weak one (there is one; appealing to the lowest common denominator is inherently widening), but the effect of this means that the vast majority of gamers these days - the potential market as a whole - have never even been exposed to quality games.
Leaving the niche hurts any art. It becomes an industry.
I mean feedback from telemetry and polls that Obsidian made, not feedback from social networks.Why would you assume that? A 5-minute visit to the Steam forums or Reddit should make it clear to you that 99% of "feedback" is useless.
False Dichotomy.
There is a reason why previous stretch goals were pretty tame compared to this and why this one had such high price point. They knew they want to add such mechanic from the start, but also knew it will take a lot of money/resources. That is why they secured resources for the crpg portion first before going for the HoMM-like feature.
But what about a game that is 100% rpg AND 100% HoMM?I'm not in favor of removing the army system but I'm in favor of keeping it abstracted and use resources + skill checks + special events with choices to run it instead of trying to shoehorn two different games on the same game and end as a mess. I dont see value on a game that is half cRPG, half Kings Bounty, going 100% either way is better.
Everybody knows that russians are like warhammer orks, when you need more of them, you just plant more of them on your backyard and there you have it... more russians, they only require vodka to survive as well, their belief that taking vodka makes you the better russian is so strong that they actually work two times faster.But what about a game that is 100% rpg AND 100% HoMM?I'm not in favor of removing the army system but I'm in favor of keeping it abstracted and use resources + skill checks + special events with choices to run it instead of trying to shoehorn two different games on the same game and end as a mess. I dont see value on a game that is half cRPG, half Kings Bounty, going 100% either way is better.
That's how I am playing any RTwP game. And with the Kitsune protagonist I will pause even more!Continuously pausing, taking minutes to plan while paused.
Not at all. The core content is great, and they absolutely *could* have made everything to the same quality. The logic offered for slashing the game was that players ("muh feedback") felt the game was too long. The issue, however, was never that it was too long, but that the end was simply unfinished/lackluster/bugged. They're throwing tons of resources into new mechanics and features right this very moment. Over-extension isn't just a matter of "muh game length", but a laundry-list of potential issues and poor planning, and there is functionally nothing that would've prevented them from doing a more even spread in a way that would've hardly noticeable.This is simply not true. Tons of content has been added, and practically all content is reworked in several ways, and one whole book and about 1/5 to 1/4 of the map is flat-out missing; they literally removed that section of the map and parsed the sections of either side together. I know this because I was planning to use the PF:K map for running the PnP, and you just can't. Add to this all the extra quests, almost all the exploration maps, a ton of the dungeons, added connections to the overarching plot (fixing some of the chief complaints of the base adventure path), nevermind practically all dialogue and the vast majority of unique items.
No. All the content for Kingmaker was definitely not designed on paper in the adventure path. At best, it was partially (re-)designed "on paper" in the private Pathfinder games we know the Owlcat people play, but if that is remotely true, their GM is a crazy motherfucker that goes well far and beyond the call of duty, whereas most GMs have loose notes and a propensity for making shit up at best.
You realize you're arguing against yourself here with how they went above-and-beyond and how that turned out to be too much?
And I mean all of it. Random focus groups and RetardEra/SomethingAwful are no better than "social networks"; they're probably worse. Sawyer flat-out told us that the reason for the shitty inventory "management" in PoE qas because there was a significant number of people that, to the detriment of their own enjoyment, went back and forth between areas to pick up all objects, no matter how shitty, just so they could sell them. Sawyer knowingly made a game for actual retards, uncritically based on "feedback", in an effort to appeal to the lowest common denominators.I mean feedback from telemetry and polls that Obsidian made, not feedback from social networks.Why would you assume that? A 5-minute visit to the Steam forums or Reddit should make it clear to you that 99% of "feedback" is useless.
Both are true, I simply focused on the aspect of it that was relevant to my argument. It' amatter of causation, in this case. The market hasn't expanded *because* quality has declined, or, like I said, at least not massively so. Appealing to the lowest common denominator is inherently widening, for sure, but the market has expanded massively due to the digital revolution and the wide popularization of computers throughout every level of society. We can't blame that on Bethesda going from Morrowind to Fallout 4, yet the latter is what the wide market is exposed to, more than the former.CloseI've said it before and I'll say it again: As games have declined in quality, the market has expanded massively.
Leaving the niche hurts any art. It becomes an industry. There is a gaping difference, for example, between film and the film industry, comics and the comic industry, games and the game industry, and so on.I've said it before and I'll say it again: As the market has expanded massively, games have declined in quality.
Yeah, I agree. It's a bit of a red flag for me. I remain cautiously optimistic, but I'm worried that they are either over-selling it (meaning it'll suck and marr the game) or over-stretching (meaning it and/or other things may such and marr the game). I'm hoping for something fairly simple yet engaging, with a difficulty slider for the journalists.About the tactical battles stretch goal:
There are two possibilities here, if the HoMM game is an half assed afterthought then I dont see a point to it as it can become a pain in the ass and boring to play, it would be better to not have it, if it is actually well crafted like a sort of Kings Bounty game, well, this will take away resources from the cRPG part and at some point you are playing a Kings Bounty game with redundant cRPG parts.
If this will be balanced so even players that dont want to engage on it can win, that means those battles will be super easy to players that do want to engage in, if you can set the difficulty to hard on those battles, that means if you dont engage on them, are you going to lose? What hard means here? Harder encounters on the HoMM layer or making the HoMM battles mandatory and you gonna lose on the auto-battle system otherwise?
I dont see how they can add depth to those systems without taking the gameplay away from the cRPG game. Sure, I see a value on you building an army and each thing you do on the game, both small and larger, improving this army, this actually give you context and meaning to your actions but I dont see why not keeping this army as just an abstraction.This seems like redundant gameplay, resourses invested on redundant gameplay seems like a waste.
I'm sorry, we all decided on ratfolk.That's how I am playing any RTwP game. And with the Kitsune protagonist I will pause even more!Continuously pausing, taking minutes to plan while paused.
Firewine Ruins BUT WITH 10000 CRUSADERS!the player will start feeling frustrated why he cant take his army to certain fights
If you want any sort of control, this is how you play a RTwP game. Journos are pretty terrible at games and veterans know how to make builds to minimize the pausing, but it's still a feature of the game, not a bug in the system.No offense to the journalists. But that is a shitty way to play a RTWP game. Continuously pausing, taking minutes to plan while paused. I mean, just play TB mode if you're going to be doing that.
In Suikoden you appoint your party members as unit commanders.If you have 6 party members AND your army units AND the enemy units, you cant fit all of this on a HoMM fight or the turns would become a huge waste of time. So, they will limit this with maybe only one party member being a general of an army but that asks the question... wouldnt be better to have the six party members on all fights for more complexity instead of trying to shoehorn the army to be useful on this way?
Well, for such a challenge I have only one answer: I fail. So it is pointless for me to even try. I like simultaneous movement and aiming moving targets, though. As usual, to each his own.The challenge of the system is to play in real time and micromanage in a real time environment.
For sure. To each their own. As long as you can enjoy the game that way, then by all means.Well, for such a challenge I have only one answer: I fail. So it is pointless for me to even try. I like simultaneous movement and aiming moving targets, though. As usual, to each his own.The challenge of the system is to play in real time and micromanage in a real time environment.
I can tell you that they've already started.So when will we start the full on race wars about the vote? I have no preference really, but I have my popcorn.