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Kingmaker - Gameplay Mechanics
June 10th, 2017, 06:25
Originally Posted by JDR13"PoE Engine" = Unity, plus all the things that Obsidian built on top of Unity for PoE/Tyranny. All you're arguing is terminology really, which is kind of pointless, but personally I think it's perfectly fine to call something an engine even if it's built on top of another engine.
There isn't really such a thing as the "PoE engine". PoE used Unity. Yes, it was a version modified specifically for PoE, but it's still Unity.
SasqWatch
Original Sin 1 & 2 Donor
June 10th, 2017, 06:39
Originally Posted by ArchangelSame slideshow as usual.
More cool info and gameplay videos here: http://uk.ign.com/articles/2017/06/0…ur-dd-rpg-itch
The fight against the ogres killed the assumption of expecting to be challenged. Enemies are felt in a few blows. The only challenge is to place inputs in real time.
The showcaser could have played the sequence RT no pause but it would have spooked the UgoIgo skillset audience, which is going to play it on slideshow mode.
The vid confirms two points.
One is that animation is on the down side. In order to please the UgoIgo crowd, they are slowing down everything. The result is that everything lacks dynamism. The few glimpses in real time showed that the whole sequence played in real time does not look fine.
Has nothing to do with being in alpha, has all to do with the slideshow requirement.
On a sidenote, it appears that some inputs freeze the ongoing play. Pausing is not required. If confirmed, this would even more destroy any opportunity to play that stuff in RTwP.
Two is that the RTwP content is poor. Mostly a succession of 4 vs 1, spoonfed to the player. There is nothing to achieve to reach that situation, ogres are placed already on convenient spots.
This is going to be another demonstration that RTwP products can not be developped without the corresponding audience.
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Backlog:0
Backlog:0
SasqWatch
June 10th, 2017, 07:16
Thank you for that video. I now have absolutely no desire to return to the joke that is RTwP for this game
June 10th, 2017, 07:26
Originally Posted by StingrayYou guys are the ones who are arguing. I was just pointing something out. You can call it whatever you want.
"PoE Engine" = Unity, plus all the things that Obsidian built on top of Unity for PoE/Tyranny. All you're arguing is terminology really, which is kind of pointless, but personally I think it's perfectly fine to call something an engine even if it's built on top of another engine.
June 10th, 2017, 07:31
But we weren't arguing about the term "engine", I knew what he meant when he said "PoE engine". Anyway I just watched the video now (hadn't earlier) and yeah, if they aren't using actual PoE code/assets…then they must have went way out of their way to make it look the same…
SasqWatch
Original Sin 1 & 2 Donor
June 10th, 2017, 07:39
Well Obsidian went out of their way to make PoE look like an Infinity Engine game. I'm assuming these guys are just riding the wave and hoping to cash in.
That said, I don't think it looks very similar outside of the UI. PoE was a lot darker and less cartoonish.
That said, I don't think it looks very similar outside of the UI. PoE was a lot darker and less cartoonish.
June 10th, 2017, 10:55
Originally Posted by azarhalPathfinding is not the same. In PoE the group moves like robots in perfect sync. And you can see in this video they don't.
Not lying, because I haven't seen them say they weren't using it directly (even when asked the question directly on reddit). They say that they were building their engine on top of Unity which is totally accurate even if Pillars/Tyranny engine was used as the base to speed up development.
Although, funny enough, POE used Unity base pathfinding engine at the beginning (somewhat revamped a bit later), so even if they started from scratch and just copied POE UI elements some stuff would be the same (but the copied UI stuff is kinda lazy to me in that case).
SasqWatch
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June 10th, 2017, 10:57
Originally Posted by ChienAboyeurIt is a gameplay video, they are not going to show a difficulty encounter in it. I am sure those will come later.
Same slideshow as usual.
The fight against the ogres killed the assumption of expecting to be challenged. Enemies are felt in a few blows. The only challenge is to place inputs in real time.
The showcaser could have played the sequence RT no pause but it would have spooked the UgoIgo skillset audience, which is going to play it on slideshow mode.
The vid confirms two points.
One is that animation is on the down side. In order to please the UgoIgo crowd, they are slowing down everything. The result is that everything lacks dynamism. The few glimpses in real time showed that the whole sequence played in real time does not look fine.
Has nothing to do with being in alpha, has all to do with the slideshow requirement.
On a sidenote, it appears that some inputs freeze the ongoing play. Pausing is not required. If confirmed, this would even more destroy any opportunity to play that stuff in RTwP.
Two is that the RTwP content is poor. Mostly a succession of 4 vs 1, spoonfed to the player. There is nothing to achieve to reach that situation, ogres are placed already on convenient spots.
This is going to be another demonstration that RTwP products can not be developped without the corresponding audience.
And those were Trolls. Trolls in D&D are a simple encounter that is a gear and level check only. If those player characters were of high enough level, Trolls die fast. Their biggest trick is that they get up from the ground if you don't finish them off which might be a surprise to completely new players.
SasqWatch
| +1: |
June 10th, 2017, 12:29
Everyone knows that you best equip the Flail of Ages against trolls.
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We don't stop playing because we grow old; we grow old because we stop playing.
- George Bernard Shaw
Currently playing: Black Geyser
We don't stop playing because we grow old; we grow old because we stop playing.
- George Bernard Shaw
Currently playing: Black Geyser
June 10th, 2017, 12:43
Originally Posted by ArchangelThey don't move in group like a robot in Deadfire version of the engine (I don't remember if they do in Tyranny).
Pathfinding is not the same. In PoE the group moves like robots in perfect sync. And you can see in this video they don't.
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It's developer is owned by Sony which means it'll remain a hostage of inferior hardware. ~ joxer
It's developer is owned by Sony which means it'll remain a hostage of inferior hardware. ~ joxer
SasqWatch
Original Sin Donor
June 10th, 2017, 12:57
Originally Posted by ArchangelThat is the point. That is a simple to handle encounter and yet gives way to the usual slideshow.
It is a gameplay video, they are not going to show a difficulty encounter in it. I am sure those will come later.
And those were Trolls. Trolls in D&D are a simple encounter that is a gear and level check only. If those player characters were of high enough level, Trolls die fast. Their biggest trick is that they get up from the ground if you don't finish them off which might be a surprise to completely new players.
There will be no miracle. Complex situations will be dealt with the same way and makes it impossible to consider that RTwP is better to feature big battles.
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Backlog:0
Backlog:0
SasqWatch
June 10th, 2017, 13:09
Originally Posted by azarhalEven if these guys got access to some version of PoE modified Unity engine (like some people are trying to claim), I am sure Obsidian didn't sell them their newest one that they still plan to use to release a game with
They don't move in group like a robot in Deadfire version of the engine (I don't remember if they do in Tyranny).
SasqWatch
June 10th, 2017, 13:17
Originally Posted by ArchangelI don't think they can even sell it, they can probably share it under whatever Unity use as a license though.
Even if these guys got access to some version of PoE modified Unity engine (like some people are trying to claim), I am sure Obsidian didn't sell them their newest one that they still plan to use to release a game with
--
It's developer is owned by Sony which means it'll remain a hostage of inferior hardware. ~ joxer
It's developer is owned by Sony which means it'll remain a hostage of inferior hardware. ~ joxer
SasqWatch
Original Sin Donor
June 10th, 2017, 13:50
On the question of balance, I think that's an inevitable problem when you implement a rich RPG system in the scope of a CRPG. Because, if you allow for a wide variety of specializations and builds, with a balance of strengths and weaknesses in different scenarios, to a large degree the usefulness of the builds will depend on the content of the game. That is to say, a paladin might be very useful in a campaign that heavily features the undead, and less so in one that focuses on human conflicts.
To me, that goes with the territory, and discovering that you've picked a build that's not a great fit for the challenge at hand is far preferable than a developer's attempt to flatten the significance of build choices. In my ideal world, a great rpg might be expanded with multiple campaigns, allowing more builds to shine in different circumstances.
To me, that goes with the territory, and discovering that you've picked a build that's not a great fit for the challenge at hand is far preferable than a developer's attempt to flatten the significance of build choices. In my ideal world, a great rpg might be expanded with multiple campaigns, allowing more builds to shine in different circumstances.
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"I cannot define the real problem, therefore I suspect there's no real problem, but I'm not sure there's no real problem."
Richard Feynman
"I cannot define the real problem, therefore I suspect there's no real problem, but I'm not sure there's no real problem."
Richard Feynman
June 10th, 2017, 14:52
June 10th, 2017, 15:32
Originally Posted by RipperI would say in P&P balance is more important than in a party based computer game.
On the question of balance, I think that's an inevitable problem when you implement a rich RPG system in the scope of a CRPG. Because, if you allow for a wide variety of specializations and builds, with a balance of strengths and weaknesses in different scenarios, to a large degree the usefulness of the builds will depend on the content of the game. That is to say, a paladin might be very useful in a campaign that heavily features the undead, and less so in one that focuses on human conflicts.
To me, that goes with the territory, and discovering that you've picked a build that's not a great fit for the challenge at hand is far preferable than a developer's attempt to flatten the significance of build choices. In my ideal world, a great rpg might be expanded with multiple campaigns, allowing more builds to shine in different circumstances.
In P&P you only play your one character in a party and if you underperform noticeably worse than others it is less fun even if the whole party still wins and does well.
In a computer game, most players will not care that their party fighter underperformed compared to party wizard as long as he still was somewhat useful and party did well and won without big problems (that could be blamed on that fighter). Trying to chase some "balance" in such a game will only make the game worse as a whole.
Lets take Baldur's Gate as an example. You find an enemy wizard with a couple of tough animals that he controls. You got a mixed party. Your party wizard if well prepared and buffed can beat the encounter alone. He will first beat enemy wizard then deal with animals. It will take a lot of spells, kiting, lots of clicking and effort.
Or he can deal with enemy mage and then you use your fighter to deal with animals. Fighter will deal with animals fairly proficient with very little effort from the player and no usage of daily spells.
There is huge imbalance between fighter and wizard on paper, during gameplay that fighter is as useful to players as is the wizard.
SasqWatch
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