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Turning off friendly fire should be a pretty big sign on the direction combat is going in this game. I wouldn't sweat minmaxing the skill system because it seems pretty clear they are going to design encounters on the easier side to accommodate as many play styles as possible, especially the people who play more jack of all trades. Without 'hard' encounters you fall into that realm of "do whatever is fun" which usually negates any problems with the skill systems. I mean I don't get the hate for Ltd's posts. This is all pretty general stuff. There's a big wall of text up above by the OP writer about how Oblivion went down and all of the skill system hijinks wouldn't have happened if people didn't run into level scaled mobs that took minutes to kill during their explore fests, which is what TES games are to the average player. So basically I am setting my expectation for Tyranny to be more of an interactive story that PoE wasn't instead of the dungeon crawling/murder machine that PoE was. [e] and yes I saw the dev diary where they straight up ported the PoE combat system including its Potd difficulty. Rascyc fucked around with this message at 17:35 on Jul 11, 2016 |
# ? Jul 11, 2016 17:32 |
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# ? Apr 26, 2024 20:14 |
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Basic Chunnel posted:Their "three angles of approach" video touched on reputation. I guess it was cool enough but I was a little leery that they showed variant styles in play and not variant consequences of play, which is what makes AP the rough gem it is. It's still dazzling that your ability to kill Marburg is largely decided by what you chose as Thorton's motivation at the beginning of the game. Like the fact that you have to be playing a cocky douchebag the whole time up until you meet him otherwise he'll know you're just trying to screw with him.
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# ? Jul 11, 2016 17:36 |
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I prefer to keep him sweet anyway because he's got a bunch of fun scenes at the end of the game.
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# ? Jul 11, 2016 19:23 |
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Basic Chunnel posted:Their "three angles of approach" video touched on reputation. I guess it was cool enough but I was a little leery that they showed variant styles in play and not variant consequences of play, which is what makes AP the rough gem it is. It's still dazzling that your ability to kill Marburg is largely decided by what you chose as Thorton's motivation at the beginning of the game. It's not like Alpha Protocol's pre-release stuff showed that well either. SEGA made a valiant effort, to be fair, IIRC they even asked reviewers to play the game more than once to get the "intended" experience, but Alpha Protocol looked and felt like a rougher, jankier version of Mass Effect and was always fighting an uphill battle in that respect.
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# ? Jul 11, 2016 19:32 |
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I loved AP but never finished it, there was some bit at the end with some dude in a helicopter chasing me and I could never figure out how to get past him. AP is also maybe the only game where the strength of the story kept me playing despite disliking the gameplay. Third person games usually never do it for me in general, but something about AP just made me crazy.
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# ? Jul 11, 2016 19:42 |
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Fair Bear Maiden posted:It's not like Alpha Protocol's pre-release stuff showed that well either. SEGA made a valiant effort, to be fair, IIRC they even asked reviewers to play the game more than once to get the "intended" experience, but Alpha Protocol looked and felt like a rougher, jankier version of Mass Effect and was always fighting an uphill battle in that respect.
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# ? Jul 11, 2016 19:52 |
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bongwizzard posted:I loved AP but never finished it, there was some bit at the end with some dude in a helicopter chasing me and I could never figure out how to get past him. The best part was you could encounter a bug (that I think was patched out) if you reload a save the helicopter would despawn and the door to proceed would never open.
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# ? Jul 12, 2016 09:09 |
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SolidSnakesBandana posted:Have there been other examples of games having the design goal of being beatable by a level 1 character? I don't know about actual intent, but the fact that boss fights in Final Fantasy V and VI don't give any experience makes me assume that low level challenges were at least somewhat known by the developers of these games. And, of course, there's Undertale, which has a unique ending if you go through the entire game without collecting any experience. I would argue that beating Dark Souls at level 1 is more akin to playing through Devil May Cry without ever upgrading, though. Or completing System Shock 2 without spending any Cyber Modules. What separates these games from traditional RPGs is the lack of abstraction in the gameplay. Hitting and evading attacks is not simply the result of a dice roll, but dependent on the player's own reflexes. Combat is thus directly tied to your skill, and all levelling does is increase the room for error. As you yourself point out, it's possible to beat DS without ever getting hit precisely because the game eschews any random elements. That's not something which could work in, say, Fallout 2 because there you have no control over your character's dodging capabilities.
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# ? Jul 12, 2016 14:12 |
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Darkhold posted:You run from it for a bit then you get into an area packed with rocket ammo and you can just blow it up. Really was annoying to be forced into that when you were playing a pure stealth run. poo poo, maybe that was it, I was playing it on an xbox back then, so idk how patching worked.
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# ? Jul 12, 2016 18:20 |
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There's an amazing new update on the main site:quote:Dev Diary #6 – Barik
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# ? Jul 13, 2016 20:39 |
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I think it's pretty cool fanart for Tyranny is coming out so quickly actually, moreso that Obsidian is giving it exposure alongside official development updates. I'm sure whatever kid drew that is really chuffed to see their work reblogged alongside professional art No Dignity fucked around with this message at 21:13 on Jul 13, 2016 |
# ? Jul 13, 2016 21:11 |
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drat he can't take the armor off at all? He must reek after all that time without a proper bath.
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# ? Jul 13, 2016 21:41 |
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Dude sounds a bit like Vhailor 2.0
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# ? Jul 13, 2016 22:15 |
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Sort of, although "polite" isn't a word I would use to describe Vhailor.
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# ? Jul 13, 2016 22:38 |
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Also the only authority he had any respect for was his own hosed up view of justice.
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# ? Jul 13, 2016 22:43 |
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how does he poop?
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# ? Jul 13, 2016 23:33 |
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Octo1 posted:how does he poop? Just like anybody else! Not everybody else is trapped in an airtight suit of armor though. Their poop doesn't eventually fill up the suit and spill out of the mouth hole at the top.
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# ? Jul 13, 2016 23:50 |
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He can't eat with that thing on anyway, I don't think pooping is the problem here.
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# ? Jul 14, 2016 11:33 |
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Have you noticed how RPG characters never need to go to the bathroom? What's the deal with that?
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# ? Jul 14, 2016 13:02 |
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I still haven't actually finished PoE because for whatever reason I find the base game to be insanely boring after a while. It's pretty much the only Obsidian game I haven't played to completion. The expansions were great though, so hopefully that bodes well for Tyranny. The game being shorter and more focused on reactivity sounds like a good idea.
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# ? Jul 14, 2016 13:52 |
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Livestream recording from yesterday. Same stuff as E3 but with some commentary. Also sounds like they're going to be doing streams like this once a month, and they already promised they'll show the character creation/prologue part (which apparently will be pretty involved) and a more involved look at the combat at the higher difficulties.
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# ? Jul 15, 2016 13:50 |
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We now know of five possible companions : old man Lantry (healing magic and throwing daggers), human turtle Barik (damage sponge and crowd control, affiliated with the Disfavored), lady Verse (twin daggers and bow, possibly affiliated with the Scarlet Chorus), ape-wolf whose name we don't know (affiliated with the Beastmen) and white-haired, blue-clad Eb (most likely offensive magic, affiliated with the Rebels).Megazver posted:Oh hey, the guy who wrote the Imperial Agent storyline for the Old Republic (it's the best one) is writing for Tyranny. That's cool.
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# ? Jul 16, 2016 11:29 |
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According to that website, the guy was more of a consultant and editor than a writer on the project. Which honestly, doesn't seem like a bad thing, Obsidian's latest projects could have used an extra pair of eyes for editing and critiquing that didn't have a stake in the process.
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# ? Jul 16, 2016 13:51 |
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The imperial storyline wasn't good because if the actual writing necessarily, but because its one of the only ones that have different outcomes. There's like four different endings, including one where you were a double agent for the Republic the entire time.
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# ? Jul 17, 2016 02:39 |
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Magical Zero posted:I still haven't actually finished PoE because for whatever reason I find the base game to be insanely boring after a while. It's pretty much the only Obsidian game I haven't played to completion. The expansions were great though, so hopefully that bodes well for Tyranny. The game being shorter and more focused on reactivity sounds like a good idea. The reason you found PoE to be insanely boring is because it was insanely boring. I think that even the vanilla NWN2 campaign is more interesting than PoE.
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# ? Jul 17, 2016 04:48 |
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Vargs posted:The reason you found PoE to be insanely boring is because it was insanely boring. I think that even the vanilla NWN2 campaign is more interesting than PoE. I agree, it is the only game from Obsidian I could not stomach to finish. The philosophical diatribes and the constant gods/souls/dreams chit chat coupled with the extremely weird terminologies shoved down your throat during the first minute of the game really pulled me off.
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# ? Jul 17, 2016 06:43 |
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Savy Saracen salad posted:I agree, it is the only game from Obsidian I could not stomach to finish. The philosophical diatribes and the constant gods/souls/dreams chit chat coupled with the extremely weird terminologies shoved down your throat during the first minute of the game really pulled me off. I think the location they set Pillars in plays a big part in its "blandness". Throughout the game you are told about all these unique places, like Rautai the home of polynesian shark men, but ultimately you are in generic medieval village land from the start. It feels extremely safe. I like the setting and I like the world building, all the philosophy stuff etc, but I can't help feel everywhere else in the world was cooler. Another aspect that confused me is that arguably the most interesting thing in the game is the story about Waidwen and Eothas, Durance and the Godhammer. Why didn't they make that the game and have the story set in that moment? I guess it would have been expensive.
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# ? Jul 17, 2016 13:12 |
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The Dyrwood and The White March are Not-Sword Coast and Not-Icewind Dale because of the Infinity Engine homage thing. Had they not done this RPG Codex types would still be in a coma from the shock. I'm sure in the future we'll see more exotic places.
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# ? Jul 17, 2016 14:35 |
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Are you saying the Infinity Engine style is ugly? Or that it's incapable of creating exotic locales?
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# ? Jul 17, 2016 14:37 |
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Furism posted:The Dyrwood and The White March are Not-Sword Coast and Not-Icewind Dale because of the Infinity Engine homage thing. Had they not done this RPG Codex types would still be in a coma from the shock. I'm sure in the future we'll see more exotic places. Totally understand that decision and I think that the White March parts are much more fantastical than the original content, exactly like Icewind Dale in regards to Baldurs Gate. SolidSnakesBandana posted:Are you saying the Infinity Engine style is ugly? Or that it's incapable of creating exotic locales? Neither, but the setting, that is the Forgotten Realms is full of interesting stuff that wasn't featured in the games for example the country of Thay. The Dungeons and Dragons brand also has other unique settings like Dark Sun which could translate well to infinity engine gameplay. I suppose my "its too safe" comment could equally be levelled at Baldurs Gate 1, but at the time it was released I was about 10 years old and thought it was the best thing ever.
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# ? Jul 17, 2016 15:18 |
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Noted safe Infinity Engine setting of Planescape
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# ? Jul 17, 2016 17:02 |
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People on the Codex tend to criticize games for not going more crazy with their settings so I have no idea where people get the idea that codexers would want more vanilla fantasy settings.
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# ? Jul 17, 2016 17:24 |
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why did the nameless one suddenly stop forgetting everything when he died?
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# ? Jul 17, 2016 17:27 |
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SolidSnakesBandana posted:Are you saying the Infinity Engine style is ugly? Or that it's incapable of creating exotic locales?
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# ? Jul 17, 2016 18:24 |
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dangerdoom volvo posted:why did the nameless one suddenly stop forgetting everything when he died? I think he only forgets everything when shadows do the killing. Either that or when he dies in fortress of regrets. Its been like 10 years since I played this.
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# ? Jul 17, 2016 18:32 |
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TNO did a ritual to stop the memory loss. Paranoid killed the guy who did it when he found out it wouldn't kick in until after a few more deaths.
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# ? Jul 17, 2016 18:39 |
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CharlieFoxtrot posted:Noted safe Infinity Engine setting of Planescape Planescape: Torment is interesting because despite its premise theoretically allowing for very creative settings, the environments you end up visiting mostly conform to standard fantasy tropes. There's even a sewer level.
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# ? Jul 17, 2016 19:02 |
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I liked the Dyrwood as a fantasy colonial pseudo-thirteen colonies, I never really felt like it was an Oblivion-esque bland fantasy realm. White March's story, locations, and encounter design were all superior though, I'd agree. e: also all the middle english and welsh terms were great, gently caress the haters.
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# ? Jul 17, 2016 19:04 |
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Leinadi posted:People on the Codex tend to criticize games for not going more crazy with their settings so I have no idea where people get the idea that codexers would want more vanilla fantasy settings. Seriously? Have you seen their review(s) of the game?
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# ? Jul 17, 2016 19:51 |
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# ? Apr 26, 2024 20:14 |
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Fuligin posted:e: also all the middle english and welsh terms were great, gently caress the haters. Leinadi posted:People on the Codex tend to criticize games for not going more crazy with their settings so I have no idea where people get the idea that codexers would want more vanilla fantasy settings. It's often hard to tell in between all the racist edgelord shitposting, but what the rational parts of the Codex complain about is writing. Setting is secondary.
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# ? Jul 18, 2016 04:56 |