I don't like my junk hand placed, I liked it hand manipulated, if you know what I mean.
Unique items are handplaced, junk/less-important loot is randomized.I'm not upset loot can be save scummed, I'm upset it isn't hand placed. Why do developers hate hand placed loot? It is so much better than getting a random assortment of magic/useless items in each chest.
If the loot is not important, it should not be there in the first place.Unique items are handplaced, junk/less-important loot is randomized.I'm not upset loot can be save scummed, I'm upset it isn't hand placed. Why do developers hate hand placed loot? It is so much better than getting a random assortment of magic/useless items in each chest.
Sometimes junk loot can be useful if it fills a niche you don't already have. Additionally, there would be an uproar over its absence. Looting pointless things has become a genre staple and PoE is very much a "checklist of expected features" RPG.If the loot is not important, it should not be there in the first place.
Junk loot is meaningless busywork to establish a skinner box. I'd rather be rid of it.
obsidian as a company probably eats about ~million a month. the game's priced at $45. steam and gog both take a 30% cut. so one months' operation is equivalent to ~30,000 salesYeah, define successful. Do we have any idea how much Obsidian hopes it to sell? What is their best case scenario?
on the back of those figures, selling 70k like broken age would be a failure. selling 500k like DOS would be a great success. i'd guess obsidian's expectations are somewhere between the two
I think if we can hit 200k in sales, within a few months, it will be considered successful.
I really don't think it sold 2 millions within a couple of months. Honestly, it's very likely that D:OS sold better than BG2 did for their respective first year.Baldur's Gate 2 actually sold over 2 million copies, maybe a hardcore crpg can actually reach numbers like one day again...
I really don't think it sold 2 millions within a couple of months. Honestly, it's very likely that D:OS sold better than BG2 did for their respective first year.
Wikipedia said:The game [Baldur's Gate] had low sales expectations from Interplay, but was a financial success, selling over two million copies worldwide.
Wikipedia said:The game [Baldur's Gate 2] received critical acclaim upon its release; GameSpy, GameSpot, and IGN awarded Baldur's Gate II their "Role-Playing Game of the Year" awards for 2000, and the game has sold more than two million units.
Wikipedia said:As of 2006, total sales for all releases in the series was almost five million copies.
I really don't think it sold 2 millions within a couple of months.
it's a question of opportunity-cost. it's not enough to simply earn out the costs of the project, it has to generate more cash in an absolute sense than investing those dev-years in another project wouldI would define success as it funding the amount a sequel would cost (including all overheads), plus a bonus for those heavily involved in the original. The whole of Obsidian isn't working on PoE so covering X months of operation isn't really a useful measure.
Don't forget that 1,5 million at that time was a great success.I really don't think it sold 2 millions within a couple of months.
went looking for a source to back you up, came away surprised
http://web.archive.org/web/20021207211601/http://www.bioware.com/bioware_info/about/
1.5 million at the date that page was recorded, which was 2 years after release
These kind of RPGs really became such a niche that 200K in the first months would be a success? Did it really come to this? I'm not expecting millions of sales, but for a great looking RPG with lots of contents deserves at least 500 K in the first month. Or am I just daydreaming?I think if we can hit 200k in sales, within a few months, it will be considered successful.
D:OS hit 500k after three months. beating that is possible, but you wouldn't want to go making business plans around it.These kind of RPGs really became such a niche that 200K in the first months would be a success? Did it really come to this? I'm not expecting millions of sales, but for a great looking RPG with lots of contents deserves at least 500 K in the first month. Or am I just daydreaming?I think if we can hit 200k in sales, within a few months, it will be considered successful.
Notice Throne of Bhaal is listed separately with 500k soldI really don't think it sold 2 millions within a couple of months.
went looking for a source to back you up, came away surprised
http://web.archive.org/web/20021207211601/http://www.bioware.com/bioware_info/about/
1.5 million at the date that page was recorded, which was 2 years after release
This has probably been addressed since I'm only on page 381, but why not go the EE route and support toggle-able area loot, and allow for individual corpse loot. This lets us see what a corpse contains, as well as enjoy the ease of use of area loot.Look at the bright side - most of the BB community will be able to try it out and vocally denounce it as a shit mechanic. I hope we convince them to cut it out from the final game.
So, any guesses on what's the next step? I'm thinking about auto pickpocket radius. I mean why not, saves you the trouble of walking up to NPCs, right.
The majority will prefer area looting. We may be able to mod it out, as we keep all of the code from previous versions. Bester has the right to be the most angry though as he is the guy that will have to change it back.
e: obviously not an RPG, but best "indie" performance recently was cities: skylines. 250k units in 24hrs. fair odds it's gonna rejuvenate the city-builder genre all on its own