Allan Schumacher wrote...
Oh god yes....
Though we had a worse snowstorm last November, but it was pretty insane yesterday. Drove 20-30km/h pretty much everywhere.
Have you ever got stuck stranded at work during a really bad snowstorm?
Allan Schumacher wrote...
Oh god yes....
Though we had a worse snowstorm last November, but it was pretty insane yesterday. Drove 20-30km/h pretty much everywhere.
Allan Schumacher wrote...
Oh god yes....
Though we had a worse snowstorm last November, but it was pretty insane yesterday. Drove 20-30km/h pretty much everywhere.
Last Vizard wrote...
One question, how in depth will the skill customization and leveling be? I miss Neverwinter Knights 2 and it's level of customization, everything is so casual today.
SeismicGravy wrote...
Windows or Linux?
Cameron Lee wrote...
Last Vizard wrote...
One question, how in depth will the skill customization and leveling be? I miss Neverwinter Knights 2 and it's level of customization, everything is so casual today.
We're still working on the progression system and all that entails (level up, skills, talents, equipment customization etc). Ultimately we want progression to be meaningful and visual with strong fantasy fulfilment so you feel your character is truly your own.
Guest_SilverMoonDragon_*
ElitePinecone wrote...
Cameron Lee wrote...
Last Vizard wrote...
One question, how in depth will the skill customization and leveling be? I miss Neverwinter Knights 2 and it's level of customization, everything is so casual today.
We're still working on the progression system and all that entails (level up, skills, talents, equipment customization etc). Ultimately we want progression to be meaningful and visual with strong fantasy fulfilment so you feel your character is truly your own.
This sounds... well, awesome.
Can't wait to see it in action.
Cameron Lee wrote...
Last Vizard wrote...
One question, how in depth will the skill customization and leveling be? I miss Neverwinter Knights 2 and it's level of customization, everything is so casual today.
We're still working on the progression system and all that entails (level up, skills, talents, equipment customization etc). Ultimately we want progression to be meaningful and visual with strong fantasy fulfilment so you feel your character is truly your own.
just that marketing it to casual gamers who either don't have time to think or just don't use their grey matter much more than to regulation of bodily functions.
Allan Schumacher wrote...
You're right, they aren't guarantees.
I'd prefer to not state something as a guarantee at this point because a lot of work is still being done on nailing these sort of things down.
I'm actually not a fan of having clearly "broken" player builds however. As far as I'm concerned that means we didn't do enough during design.
Note that the following is unnecessary:just that marketing it to casual gamers who either don't have time to think or just don't use their grey matter much more than to regulation of bodily functions.
A monkey randomly assigning skill and stat points shouldn't result in a build that can perform just as well as one that was made after a great deal of thought into what the player wants to do. It should be possible to have builds that don't work otherwise you don't have the depth to make different customizable builds.
Allan Schumacher wrote...
A monkey randomly assigning skill and stat points shouldn't result in a build that can perform just as well as one that was made after a great deal of thought into what the player wants to do. It should be possible to have builds that don't work otherwise you don't have the depth to make different customizable builds.
Deus Ex (the original) is a pretty shining example of how investing into different skills can result in different ways to play through the game.
A player should be able to take a skill distribution that has been randomly assigned, and see some worth to it. If there is a clearly optimal build, then you actually undermine customizable builds. What good is there to have customizable builds if only a subset of them are actually viable?
But different builds should require different methods of play to be as viable as another. For example, one build may be ideal for short confrontations by burning through their stamina/mana in moments, while another is more geared towards passive abilities that allow one to better survive a longer battle. Both are viable, but require different styles of play to optimize.
Modifié par Allan Schumacher, 24 mars 2013 - 06:51 .
Have I ever told you that I <3 you, Mr. Schumacher?Allan Schumacher wrote...
Deus Ex (the original) is a pretty shining example of how investing into different skills can result in different ways to play through the game.A monkey randomly assigning skill and stat points shouldn't result in a build that can perform just as well as one that was made after a great deal of thought into what the player wants to do. It should be possible to have builds that don't work otherwise you don't have the depth to make different customizable builds.
A player should be able to take a skill distribution that has been randomly assigned, and see some worth to it. If there is a clearly optimal build, then you actually undermine customizable builds. What good is there to have customizable builds if only a subset of them are actually viable?
Allan Schumacher wrote...
I mostly agree. Although there's also the idea that skills are a reflection of character customization as well, so some level of equivalence between some skills also works for me (i.e. if someone were to choose between a fire mage and an electricity mage, and for the most part they still play the same way with maybe minor differences, that is still a positive contribution to the game).
BouncyFrag wrote...
Do you ever read the meme thread?
BP20125810 wrote...
What is your favorite blend of tea?