Apexeon
Arcane
- Joined
- Nov 10, 2012
- Messages
- 864
Nah they haven't. Kuldahar is an awesome area.
Its more then awesome I have it tattooed somewhere on my body.
Nah they haven't. Kuldahar is an awesome area.
Looks pretty good. You were keeping of things in mind and making tactical decisions. Seems like the boss spider could use a bit of an HP or DR buff though, but that's more fine tuning.tuluse, here is a higher level encounter video finally. Not the one you wanted because I get less than 20 FPS in that battle - no thankyou.
I am going to re-do this fight several times and record the different strategies you can apply to the encounter just with this party.
tuluse, here is a higher level encounter video finally. Not the one you wanted because I get less than 20 FPS in that battle - no thankyou.
I am going to re-do this fight several times and record the different strategies you can apply to the encounter just with this party.
The maneuver is tactically sound on its own. It's the AI's weakness that makes it look like an exploit. Melee enemies should switch to the closest reachable target when the path to their current target is blocked. Instead they apparently get confused (and not just momentarily which would make sense).Also, obviously you exploit a bit of metaknowledge, sending in the rogue to jump back like you do, but maybe that's expected on hard.
Yeah, but most people aren't going to bother scouting every single room with a rogue before jumping back behind a wall of defenders.The maneuver is tactically sound on its own. It's the AI's weakness that makes it look like an exploit. Melee enemies should switch to the closest reachable target when the path to their current target is blocked. Instead they apparently get confused (and not just momentarily which would make sense).Also, obviously you exploit a bit of metaknowledge, sending in the rogue to jump back like you do, but maybe that's expected on hard.
In fact targeting may be as complex as you can afford but unreachable targets must always stay at the end of the aggro list in any case.
Man there are hardly any Spiders on Hard, PoD has another 10+ mixed spiders (spiderlings, Ivory spinners etc).
Also that fight is one of the perfect ones for the Wizards Wall of Fire, which is my fav tactic for clearing that room. Hardest part in that fight is occasionally Nridek will manage to charm/dominate one of the party...
How do you find the top level of that dungeon on PoD, the two rooms with the Shades, Spectors and Cean Gŵla are the hardest fights in the Beta (the bottom left room has 2x Cean Gŵla, 4+ Specters and several Shades), due to the combination of stunning ranged attacks from the Spectors and high damage and debuffs from the Cean Gŵla.
Looks pretty good. You were keeping of things in mind and making tactical decisions. Seems like the boss spider could use a bit of an HP or DR buff though, but that's more fine tuning.
Also, obviously you exploit a bit of metaknowledge, sending in the rogue to jump back like you do, but maybe that's expected on hard.
Man there are hardly any Spiders on Hard, PoD has another 10+ mixed spiders (spiderlings, Ivory spinners etc).
Also that fight is one of the perfect ones for the Wizards Wall of Fire, which is my fav tactic for clearing that room. Hardest part in that fight is occasionally Nridek will manage to charm/dominate one of the party...
How do you find the top level of that dungeon on PoD, the two rooms with the Shades, Spectors and Cean Gŵla are the hardest fights in the Beta (the bottom left room has 2x Cean Gŵla, 4+ Specters and several Shades), due to the combination of stunning ranged attacks from the Spectors and high damage and debuffs from the Cean Gŵla.
That one(the spectres) is a tougher and more fun fight - haven't played it on PotD because like I said - no testing on PotD is applicable to the base game, really. I have already beaten it with this save, so I'm just showing off this one. Wall of Flame sucks for this encounter on Hard because it's currently bugged. It only hits the units that were present in the AoE when you cast it, it will easily kill them and then yeah anyone else can just walk straight through it without taking damage.
Yeah, that too.Source: http://forums.obsidian.net/topic/70...owdfunding-on-kickstarter/page-8#entry1578000
You can, but it won't be as large as PoE.
Regarding the price, why do people even argue about it? Just because it is a 2D game? Fucking retards! It has more content, more complex gameplay than AAA games, but just because it is not 3D, should they sell it for 25 dollars? I think 40 dollars is a reasonable pricetag for it.
@adam_brennecke Any news on another Backer Beta? Was interesting to see the PAX stream with what appear to be some decent changes...
- Adam Brennecke @adam_brennecke 1m1 minute ago
@eonsim no news right now. We have a lot of stuff on our plates at the moment, and will try to get another one out once things calm down.
Yeah, that too.Source: http://forums.obsidian.net/topic/70...owdfunding-on-kickstarter/page-8#entry1578000
You can, but it won't be as large as PoE.
Regarding the price, why do people even argue about it? Just because it is a 2D game? Fucking retards! It has more content, more complex gameplay than AAA games, but just because it is not 3D, should they sell it for 25 dollars? I think 40 dollars is a reasonable pricetag for it.
IMO all digital releases should be capped at 20 dorraru.
Large publishers are simply abusing the fact that some people are willing to pay $60 for a game no matter it being a bunch of digital files on Steam or something burned on a disc and packaged in a box.
Why 20? The cost of the DVD's + DVD case and the modern excuse for a manual is only going to cost the company $2-3 & maybe another $1-2 for shipping so to maintain the same profit margin your'd be looking at a $55 game rather than a $60 game...
While I wouldn't be surprised if there were some additional costs with steam that probably make up the difference. Now if your arguing that with out a publisher (indie/direct from studio) the game should be $20 that's a bit of a better argument but most games don't sell that low so your'd risk reducing the perceived value of your product (as a major studio) if you were to sell at 1/3rd of the standard price for a new release.
Why 20? The cost of the DVD's + DVD case and the modern excuse for a manual is only going to cost the company $2-3 & maybe another $1-2 for shipping so to maintain the same profit margin your'd be looking at a $55 game rather than a $60 game...
While I wouldn't be surprised if there were some additional costs with steam that probably make up the difference. Now if your arguing that with out a publisher (indie/direct from studio) the game should be $20 that's a bit of a better argument but most games don't sell that low so your'd risk reducing the perceived value of your product (as a major studio) if you were to sell at 1/3rd of the standard price for a new release.
While it is definitely true that costs for retail production are now cheaper than ever before, you still have to take into the account all accompanied cost like:
I'm not 100% sure that every information on the internet can be trusted, but according to many split between publishers and Steam is 70:30 which is a lot than the pathetic 25:75 that they get when releasing the game in a physical form.
- shipping the package across the world
- storage in a warehouse
- product placement on shelves
- monthly paychecks for employees working in all/most of the above
P.S. don't get me wrong, I'm not saying that developers/publishers shouldn't have the right to ask for whatever price they are asking for - I'm just saying that I personally am not willing to pay a lot more than those already mentioned 20 bucks.
You're not paying for manufacturing and distribution costs, silly
It's a niche product. At least they don't charge Matrix Games/Slitherine prices.
The end customer is always paying for everything.
I'm not 100% sure that every information on the internet can be trusted, but according to many split between publishers and Steam is 70:30 which is a lot more than the pathetic 25:75 that they get when releasing the game in a physical form.
According to Chris Roberts developers got $12 from a $50 game. Of course that's with the publisher cut already taken and he left the industry just before the publishers decided 90% of projects should be in house.I'm not 100% sure that every information on the internet can be trusted, but according to many split between publishers and Steam is 70:30 which is a lot more than the pathetic 25:75 that they get when releasing the game in a physical form.
I think the 70:30 split is correct, but I thought the publisher/retailer split was around 50:50 at brick and mortar. That is, of course at RRP - many retailers sell considerably below RRP in Australia, cutting back their margins.
According to Chris Roberts developers got $12 from a $50 game. Of course that's with the publisher cut already taken and he left the industry just before the publishers decided 90% of projects should be in house.I'm not 100% sure that every information on the internet can be trusted, but according to many split between publishers and Steam is 70:30 which is a lot more than the pathetic 25:75 that they get when releasing the game in a physical form.
I think the 70:30 split is correct, but I thought the publisher/retailer split was around 50:50 at brick and mortar. That is, of course at RRP - many retailers sell considerably below RRP in Australia, cutting back their margins.
A traditional publishing contract works like this:It would really depend on how much money the publisher put in and the individual contract though. Since Obsidian developed NV on a lump sum contract (with a missed bonus), that argument would mean that they weren't getting anything from sales. If the publisher fully funded the studio's existence during development it's not exactly unfair that they should get the majority of the profits. Obsidian will presumably be getting ~50% of the $45 price for retail copies sold, less Paradox's cut.
sdunny said:I'll take a look and see where it stands tomorrow. Those things are the bane of my existence. It's one of the things that we need to figure out in the future. It was a relatively late addition to the workflow and we've never really locked down a good way to handle it.
I could spend all day tweaking one area and still not be entirely satisfied. I'll be sure to take a look at the character lighting in that area and see if there's anything that can be done about it though.
I'll also check tomorrow and see if we have any plans on supporting modding in areas. I know some of you guys have been discussing that possibility. I should warn you though, even if we provide tool support, area creation will be difficult and complex for anyone without pretty good knowledge of 3d. It's an extremely finicky system and it's really, really easy to break things without knowing exactly what has been broken. If we do provide documentation or tools support for area creation, it will probably be post release when things have calmed down a little bit
sdunny said:I didn't work much on this area directly, so I'll have to take a look at the scene file. What it looks like is that there is a point light placed in the doorway that's blowing out the characters there. I think the ambient map is likely too strong and the directional light is too weak.
To give a little bit of explanation, the ambient map adds a level of lighting relative to the color and value of the map itself - if the character is in an area that is colored bright red, they'll receive a red tint and some degree of lighting along with it. This can be helpful if, for instance, there is a room lit by some colorful light source. We add Unity lights to support these light sources, but can't rely on them too strongly for a variety of reasons. Where you get issues is when the ambient map is too universally bright. It washes out the characters and leads to a lot of the greying out that you sometimes get.
The main lighting in the scene is done by a directional light. Usually we also have a fill light providing some secondary illumination. I think Adam covered it a bit in one of the backer updates. Anyways, that is driven by the shadow map. It's pretty simple, wherever the map is dark, the lights are dimmed in those areas. It also reduces cast shadows (to avoid an ugly double shadow effect). The issue with the shadow map is that if it's too dark, characters are no longer being illuminated by the directional light (duh) and end up looking muddy and indistinct. We need to control the map carefully so that when a character wanders into a dark area, they dim slightly, but not so much that it gets ugly.
To make matters more complicated, in some scenes (not this one, I think) we are also using color look up tables to do the day/night color grade. This also effects the main directional light in the scene so that at night characters aren't lit by a strong yellow light.
Finally, all of this also affects 3d objects and water. This makes it extra touchy to try to get it right, again, I don't think this scene has any 3d objects, but whatever.
So, looking at the characters in your screenshots, I'd say what we have here is either a shadow map that is too dark and making characters muddy orjust the intensity of the directional light is too low. Combine that with an ambient map that is likely too bright (although properly saturated, probably) and you end up with something that looks like this. I could be wrong, but that's my guess from taking a look. Either way, you're right. It's looking not so great. I'll be sure to fix this up tomorrow.