He doesn't care about these kinds of statements: http://www.formspring.me/JESawyer/q/1383503655Because he's someone with extreme focus on systems and mechanics, and someone just summarily dismissed his company as a "storyfag developer". It must sting a bit regardless if he's personally responsible.
If you want to have a needlessly frustrating early experience.Playing a gunslinger is the only correct way to play Arcanum.
Oh I forgot. If you think that's bad you should see how he finishes that thought. http://gamestar.ru/english/1925.htmlI'm aware there's one low-level spell that makes the critical choice with your character progression in the game meaningless because that spell is overpowered.
This coming from the guy who said he was taking useless skills in Wasteland if they fit his imaginary "character".
Brainrot is apparently attacking Obsidian hard. This, together with Tim Cain's "how to grapple centaur???" are real gems.
Also, I feel combat mechanics are neglected in a lot of current titles except Kingdoms of Amalur Reckoning. KoA's combat felt very fluid and it felt like they'd put a lot of care and attention into its mechanics.
What are you talking about? It's not frustrating, it's fun. It actually resembles a real game because you can't just use the same spell or attack over and over again but actually have to think about what you're doing. The overall balance and the difficulty curve are much better with gunslinger/tech builds than they are with mages or melee characters. You get to make cool new toys regularly and in general can make the best use of Arcanum's character system.If you want to have a needlessly frustrating early experience.
Besides, who would even want to play a boring mage if you can play a techie instead? Every game has mages. Screw them.
Playing a mage in a setting where magic is losing the spotlight to technology seemed more interesting than steampunk cowboy to me. Too bad it wasn't very well handled in either way. Still had its flavor, like when you're told to sit on the back wagons of the train from Tarant because your magical aura interferes with the engines.Bingo. Moreover, the entire appeal of Arcanum's world is the whole technology/magic duality. You get to be a mage in every single fantasy RPG ever; where else can you be a mad inventor who creates tesla rifles and automatons?
Hobo simulator. Keep diving into them trashcans, brahWhat are you talking about? It's not frustrating, it's fun. It actually resembles a real game because you can't just use the same spell or attack over and over again but actually have to think about what you're doing.
Yeah, well, Arcanum is the game of failed opportunities.That was still a minor bit of dialogue. The NPCs make it sound like the train is gonna explode if you go near it, it was a good opportunity to make mages play differently - you aren't allowed on the train, find another method of transport.
It's pretty easy to get through Arcanum with any build you want. I got pretty far with a thief character who threw boomerangs most of the game. I could have finished, but I lost steam.He can't because the ~path of least resistance~ option is spamming harm. Though melee tech can be pretty good. Just as long as he stays away from ranged.
If you want to have a needlessly frustrating early experience.Playing a gunslinger is the only correct way to play Arcanum.
Yeah, massive animation requirement on all those tactical games that have very rudimentary animations, if at all.And if it wasn't for the massive animation requirements that grappling has, especially when you have non-humanoid enemies, grappling would be a good candidate for abilities for unarmed characters to have.
How many computer games with squad based combat have grappling? I'm sure there might be a few but it's not going to be very many. That is because the animation requirement for grappling is massive, especially when you have non-humanoid enemies. No, just popping an icon or text over the characters heads is not adequate.
Somebody should go warn those people that they are buying a game with decade-old graphics, then.It is a 4 million dollar game, coming out in 2014, from a professional development studio with developers who have decades of experience. While you may not mind if they just popped an icon almost everyone else will.
Yeah, but the devs didn't let resource limitations hurt their design, see Fallout example above (not a tactical game, but you get the idea). If those games didn't have grappling it's because the devs didn't find it necessary to implement, maybe because the game was mainly about ranged combat, maybe because the mechanics were more primitive than that. Not because CENTAUR GRAPPLING OH FUCK!!And why do you think those animations were rudimentary? Was it because developers back then were lazy and didn't try very hard? Think about it a little bit and we come back to the point. Resource limitations.
It doesn't look much better than TOEE did 10 years ago. Will have higher resolution, physics, some prettier shaders but that's it.Project Eternity will be having contemporary graphics, not decades old graphics. I doubt it will even run on a computer that is a decade old.
That's a good point, but for RPGs the actual systems are more important than the visual representations.You know why animation is important? It's not just because it is pretty. It is because of verisimilitude. For most people having stuff be static icons harms verisimilitude more than monks with mystical abilities not based around grappling. It is especially harmful if it is the only thing not animated when everything else around it is. Static icons work well enough at larger scales where it is understood to be an abstract representation of something, like a city or an army. But when you are at the scale of a dozen individuals it doesn't work so well.
Good question.So, Vault Dweller, why doesn't Age of Decadence have grappling?
You're such a jew sometimes, Infinitron... 3 more years.So, Vault Dweller, why doesn't Age of Decadence have grappling?
Yeah, but it's the developer's role to keep the community informed. The open development process is half of what makes kickstarter happen.See, this is a great example of how having information about a game's development makes people butthurt. If the game had just been quietly released with no grappling, nobody would have given a fuck. It's not like people have been trained to expect grappling, since very few RPGs implement it.
But once you learn WHY they can't implement grappling, you have a reason to be butthurt about it. That's despite the fact that you never expected or really cared about grappling in the first place!
I heard they wanted to implement food mechanics and drinks too.
Ala New Vegas hardcore mode.
tee hee
Yeah, man, I'm sure those old games had primitive mechanics because of sprite limitations.Yeah, but the devs didn't let resource limitations hurt their design, see Fallout for an example (not a tactical game, but you get the idea). If those games didn't have grappling it's because the devs didn't find it necessary to implement, maybe because the game was mainly about ranged combat, maybe because the mechanics were more primitive than that. Not because CENTAUR GRAPPLING OH FUCK!!
Of course resource limitations hurt the design. Good designers designs around the limitations though. You can deny it all you want but the reason grappling is rarely implemented is because of the animation issue that Tim Cain brought up. The point of Tim Cain's centaurs comment was that the problem is even further exacerbated when non-humanoids are thrown in the mix.
I wish I could lend you my ability to deduce that from the WIP stuff that has been shown, the engine being used and the project's budget.It doesn't look much better than TOEE did 10 years ago. Will have higher resolution, physics, some prettier shaders but that's it.
So you've seen the screenshots already, and presumably not just some alpha shots. Mind if I borrow your time machine?
This is why we can't have nice things. I'm off to sleep because it's almost 8 in the morning here.That's a good point, but for RPGs the actual systems are more important than the visual representations.
For CRPGs, which are Video games, the visual representation is very important. Having good mechanics that mesh well with the visual elements is doable. It is bad design to design mechanics, even if they are good, that do not play well with the visual elements.