TalesfromtheCrypt
Arcane
- Joined
- Feb 19, 2005
- Messages
- 4,575
PoE's pantheon of gods is indeed amazing. I suspected Ziets contributed to it. So glad he's heavily involved with Torment.
I've gotten the feeling for awhile that the feedback he's been most receptive to is from scrubs, which would explain that weird design idea he was espousing about how players don't like what they think they like or w/e it was.badgame people complaining about the encounter design and endless paths is one of those things what I think comes from the fact that people don't know what they want, and if I've understood correctly, it bite Sawyer in the ass.
I've gotten the feeling for awhile that the feedback he's been most receptive to is from scrubs, which would explain that weird design idea he was espousing about how players don't like what they think they like or w/e it was.badgame people complaining about the encounter design and endless paths is one of those things what I think comes from the fact that people don't know what they want, and if I've understood correctly, it bite Sawyer in the ass.
EDIT: For clarification, that the players he's listening to don't actually know what's going on with the game and have a bunch of irrational ideas about how the game works (ie. basically "scrubs" in the way that Sirlin defined it).
When you're making a game, you should listen to the core audience of it
When you're making a game, you should listen to the core audience of it
Although the "core audience" in this case wouldn't be able to agree on anything anyway.
Can't argue with that.I've gotten the feeling for awhile that the feedback he's been most receptive to is from scrubs, which would explain that weird design idea he was espousing about how players don't like what they think they like or w/e it was.badgame people complaining about the encounter design and endless paths is one of those things what I think comes from the fact that people don't know what they want, and if I've understood correctly, it bite Sawyer in the ass.
EDIT: For clarification, that the players he's listening to don't actually know what's going on with the game and have a bunch of irrational ideas about how the game works (ie. basically "scrubs" in the way that Sirlin defined it).
Yeah that makes sense. I don't think that the goons and badgamers actually knows fuck about crpg design or mechanics, so I have to wonder why the hell Sawyer actually listens to them? When you're making a game, you should listen to the core audience of it, you don't go asking from sport-hating people what they want to see in Football Manager-series for example because they actually don't know shit about football.
Go ask from scrubs about rpgs and you get shit ideas, what a coincidence!
One more area of the game I think could have made that list is visuals. Having to fight behind a tree/wall/anything can be annoying. The FX you get from spells didn't seem to be designed around communicating clear. There are so many spells which add a crap tonne of visual mess to the screen. Finally the camera angle. Makes it harder to see over people. I really noticed this after booting up bg1 then poe to compare the two. Soooo much easier to recognise who is who and wtf is happening in bg1. The package of the game as a whole feels so broken I'm not sure any amount of mods and expansions could turn PoE into something I could enjoy.
The sad part is that the current state is after they have "made it less dark" as per latest patch notes.One more area of the game I think could have made that list is visuals. Having to fight behind a tree/wall/anything can be annoying. The FX you get from spells didn't seem to be designed around communicating clear. There are so many spells which add a crap tonne of visual mess to the screen. Finally the camera angle. Makes it harder to see over people. I really noticed this after booting up bg1 then poe to compare the two. Soooo much easier to recognise who is who and wtf is happening in bg1. The package of the game as a whole feels so broken I'm not sure any amount of mods and expansions could turn PoE into something I could enjoy.
There are other issues too with the graphics other than the retarded "next gen" glowy spell effects... The fog of war is so intense that you can't make out dungeon areas that are fogged, they look like indiscernible blotches. Another unbelievably stupid "design" decision is that the minimap is also affected by fog of war which makes it unusable at night time...The devs at Obsidian are just unbelievably inept, you would expect that these guys who raked in millions of dollars via Kickstarter would have at least managed to put together a working minimap and functional fog of war like Numantian who only pulled in 35K.
One more area of the game I think could have made that list is visuals. Having to fight behind a tree/wall/anything can be annoying. The FX you get from spells didn't seem to be designed around communicating clear. There are so many spells which add a crap tonne of visual mess to the screen. Finally the camera angle. Makes it harder to see over people. I really noticed this after booting up bg1 then poe to compare the two. Soooo much easier to recognise who is who and wtf is happening in bg1. The package of the game as a whole feels so broken I'm not sure any amount of mods and expansions could turn PoE into something I could enjoy.
Having to fight behind a tree/wall/anything can be annoying.
While it is better than a 3D camera, they can certainly add the scenery to a layer that becomes transparent when the characters are under it.Having to fight behind a tree/wall/anything can be annoying.
That's what you get with fixed angle and 2D backgrounds, and it still beats full 3D with obligatory fucked up camera.
Yeah. Why on earth did this not happen.While it is better than a 3D camera, they can certainly add the scenery to a layer that becomes transparent when the characters are under it.
In contrast, in the Infinity Engine games you have to manually heal HP either via spells or potions (unless you have regeneration). Healing spells are a per-rest resource, and healing potions are (technically) a finite resource. You might want to save your healing spells/potions for when you need them rather than healing characters straight away, and often you are not at 'full strength' when facing encounters, and as the adventuring day goes on you are gradually whittled down. This led to situations where due to not being at full HP you might have had to alter encounter strategy or tactics based on who was wounded. Personally I would often leave wounded characters behind, and take on encounters with less party members. You cannot/shouldn't do this in Pillars of Eternity. When characters got badly wounded in combat, I would have them quaff a potion, or move them out of the fray. You don't really do this in Pillars of Eternity either. If that character is engaged - you leave them where they are. Potions do not heal Health, so you don't drink potions unless they're in danger of being KO'd and because being KO'd has no negative impact on the character other than them not being able to take part further in the encounter, whether or not you heal a wounded character is debatable, so changing what you are doing whether strategically or tactically because of considerations to do with the Health system comes into play way less often in Pillars of Eternity.
Where? I don't remember one. If it is something you needed to steal, where only a small amount of people did that and knew who to steal from.In contrast, in the Infinity Engine games you have to manually heal HP either via spells or potions (unless you have regeneration). Healing spells are a per-rest resource, and healing potions are (technically) a finite resource. You might want to save your healing spells/potions for when you need them rather than healing characters straight away, and often you are not at 'full strength' when facing encounters, and as the adventuring day goes on you are gradually whittled down. This led to situations where due to not being at full HP you might have had to alter encounter strategy or tactics based on who was wounded. Personally I would often leave wounded characters behind, and take on encounters with less party members. You cannot/shouldn't do this in Pillars of Eternity. When characters got badly wounded in combat, I would have them quaff a potion, or move them out of the fray. You don't really do this in Pillars of Eternity either. If that character is engaged - you leave them where they are. Potions do not heal Health, so you don't drink potions unless they're in danger of being KO'd and because being KO'd has no negative impact on the character other than them not being able to take part further in the encounter, whether or not you heal a wounded character is debatable, so changing what you are doing whether strategically or tactically because of considerations to do with the Health system comes into play way less often in Pillars of Eternity.
In BG2 you could get a ring of regeneration 30 seconds out of the tutorial dungeon.
Unless the left side of your screen is being cut off, you should be able to see the change in stats when you equip something.Being a graphics person, there are some other UI issues that are really annoying and also make me inclined towards the path of least resistance with the game, such as equipping items without seeing the impact on stats / knowing the change in deflection / accuracy / real damage.
PoE's pantheon of gods is indeed amazing.