trab pu kcip
Member
I agree... in most cases. That doesn't mean that there isn't room from improvement from these old models.
exactly.
also wow at that screenshot *____*
I agree... in most cases. That doesn't mean that there isn't room from improvement from these old models.
On the topic of interfaces, Josh Sawyer said on the Obsidian forums that this fan mockup isn't far from what they're exploring now.
On the topic of interfaces, Josh Sawyer said on the Obsidian forums that this fan mockup isn't far from what they're exploring now.
Dragon Age OriginsEspecially those icons, they looked bad back in 2002 as well. I'm trying to think of a PC game with a great UI, but for some reason I can't think of any.
vertical slice dungeon
Thanks. Love listening to Chris Avellone.Chris Avellone's Rezzed developer session: http://www.youtube.com/watch?feature=player_embedded&v=3B0EZmXFzb4
I wonder if they'll release their vertical slice to the players to get feedback and stuff. Could be a very interesting approach if they do.
Vertical slices are typically shown to publishers to greenlight the rest of the project, so its interesting that they have done one.
I think we need to know how the other skills work to get the full picture. My guess is that they want them to be few and simple, yet meaningful. Thus the introduction of durability for the craft skill: this being used for repairing too, isn't "outweighed" anymore by the other skills, like it would be without the repair function.
In general I don't want a carbon copy of Baldur's Gate. And these are actually *additions* to what BG offered, I'm very fine with "more" for once, since nowadays get always get "less" from sequel/spiritual successors.
Weapon/armor degradation should be reserved for games like System Shock 2 where it's related to scarcity and sense of dread in progression. This sounds like an MMORPG money sink, which has no useful function in a single player RPG.
Elder Scrolls and Fallout 3/NV have that too though (and it would be a loss if removed).
I'm fine with everything that involves me more as a player, and I like simulative mechanics so equipment degradation makes more sense that indestructible stuff. In my opinion there's too much that we don't know to say "mmorpg annoyance"; maybe the way adventuring happens, the degradation is actually a meaningful factor.
Elder Scrolls and Fallout 3/NV have that too though (and it would be a loss if removed).
I'm fine with everything that involves me more as a player, and I like simulative mechanics so equipment degradation makes more sense that indestructible stuff. In my opinion there's too much that we don't know to say "mmorpg annoyance"; maybe the way adventuring happens, the degradation is actually a meaningful factor.
From the update, I get the sense that durability's entire purpose here is to give an additional perk to characters who have a crafting skill. It could be an interesting dynamic in the sense that if you consider what skills to pick, crafting will serve as both an active skill as well as serving a secondary economic advantage since you will be spending less on equipment upkeep in general. It doesn't really bother me, but it doesn't excite me either. I'm definitely more interested in what other skills they have to showcase.
I didn't like the idea in general, and I don't think it's a mechanic that fits a PARTY-BASED RPG (even just the idea of going on repairing equipment for all the guys in my team more than once already bores me to tears) but when Sawyer basically confirmed that it's specifically intended to be just a money sink for the player... Well, that's when I was absolutely sure this feature should have no place in this game.from the update durability doesn't sound too exciting but I don't really mind it. I kinda like the idea of a risk-reward thing coming from the upkeep cost of higher level weapons and whatnot
I didn't like the idea in general, and I don't it's a mechanic that fits a PARTY-BASED RPG (even just the idea of going on repairing equipment for all the guys in my team more than once already bores me to tears) but when Sawyer basically confirmed that it's specifically intended to be just a money sink for the player... Well, that's when I was absolutely sure this feature should have no place in this game.
I didn't like the idea in general, and I don't it's a mechanic that fits a PARTY-BASED RPG (even just the idea of going on repairing equipment for all the guys in my team more than once already bores me to tears) but when Sawyer basically confirmed that it's specifically intended to be just a money sink for the player... Well, that's when I was absolutely sure this feature should have no place in this game.
I didn't get that at all from the post you're linking toAs per this post in Something Awful it also appears that all skills are being designed with a degradable over-time combat benefit to match the usefulness of the Stealth skill (meaning that you can get closer to a fight before noticed with X stealth skill points).
I think that's over-designing / over-unification of mechanics. YMMV.