pochoclo
Gumshoe
Clockwork Detect THIS!
Posts: 74
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Post by pochoclo on Oct 23, 2014 11:45:50 GMT -5
Hey guys it's me Pochoclo from Legacy. I heard about this thing you're doing on SA and it looks like an awesome setting and the presence of lovecraftian and occult stuff especially has me interested, it's something that comes to me more naturally than the kind of plots we had at Legacy. As you know I can DM and script; I can't do nice looking maps at all but I can populate them with static quests and faction mechanisms (like the Cornu stuff at Legacy). If you want me to give a hand I'm up for it.
Cheers.
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Post by Psionic-Entity on Oct 23, 2014 12:13:29 GMT -5
Hey man, long time no see. This is a pretty big project and we're always on the hunt for more builders, even more so since we've worked together before. I'd love to have you on the team if you're up for it.
Content wise we're going for a lot less overt magic than Legacy, for the most part fantasy elements either have plausible deniability, roots in supernatural biology (dragons, undead, etc.), or are tied down to certain areas (curses, altars of unknown origin, and the like). For the actual content we're focusing on fewer grindy or repeatable quests (we have none planned so far) and more full featured side quests with multiple endings and ideally a few hours of gameplay.
On the build side I run things similarly to how I did in legacy, but since I got the chance to start from scratch I overhauled most parts of the game engine. Best thing you could do to get familiar with it is to play the little demo we've got online. I can get you hooked up with the build tools if you PM me here or shoot me a message on skype (j-bok-73@hotmail.com) or steam (SharkSpider).
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pochoclo
Gumshoe
Clockwork Detect THIS!
Posts: 74
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Post by pochoclo on Oct 23, 2014 21:14:12 GMT -5
Awesome. I'll reinstall NWN2, play the demo you got up to get accostumed to the setting and mechanics, then add you to skype.
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Post by Fuzz on Oct 26, 2014 13:43:42 GMT -5
HAY IS FOR HORSES!
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Post by whyemmdee on Oct 27, 2014 17:35:47 GMT -5
well well well look what the cat dragged in
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pochoclo
Gumshoe
Clockwork Detect THIS!
Posts: 74
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Post by pochoclo on Oct 29, 2014 19:09:41 GMT -5
Jesus Christ. I spent 4 days downloading the game from my old Atari UK links (purchased it there a long time ago) and now it seems I have a corrupted file
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Post by Psionic-Entity on Oct 30, 2014 10:14:40 GMT -5
Jesus Christ. I spent 4 days downloading the game from my old Atari UK links (purchased it there a long time ago) and now it seems I have a corrupted file Do you still have your CD key? After patch 1.23 the game can be run out of a folder. I'd be happy to send you mine (minus my own keys) via dropbox if that works for you.
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pochoclo
Gumshoe
Clockwork Detect THIS!
Posts: 74
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Post by pochoclo on Oct 30, 2014 22:42:39 GMT -5
EDIT: I'm in the game yay
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Post by Psionic-Entity on Oct 31, 2014 11:44:00 GMT -5
EDIT: I'm in the game yay Awesome, glad it's fixed.
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pochoclo
Gumshoe
Clockwork Detect THIS!
Posts: 74
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Post by pochoclo on Oct 31, 2014 16:15:49 GMT -5
I'm in the middle of a live broadcast in a shopping center but my first impressions yesterday night were: - I like the guns - The skill system is hard to figure out - I didn't get a clear purpose from them - The extra armor and damage explanation is hard to figure out - The narrative gets a bit too flowery at times, reminds me of how I used to write before a writing workshop teacher beat me with the "show, don't tell" stick on the head - The maps are good but hard to navigate with NWN2's cameras - The setting is excellent. I fucking love Arcanum and this setting reminds me of a mix between Arcanum and Call of Cthulhu tabletop RP
So from what I read on the forums, you guys are going for the more traditional PW dynamic after all?
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troy
Just Wandered In
Living Legend
Posts: 7
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Post by troy on Nov 1, 2014 16:56:34 GMT -5
I am glad to see none of us have moved on with our lives. I won't be able to dm or play much given the new little lady in my life (baby girl), but I'll pitch in on areas, etc. Wish you all the best. Missed you guys and gals.
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Post by whyemmdee on Nov 3, 2014 4:20:07 GMT -5
it's like a highschool reunion but everyone's still fat and nerdy
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Post by Psionic-Entity on Nov 3, 2014 11:36:03 GMT -5
I'm in the middle of a live broadcast in a shopping center but my first impressions yesterday night were: - I like the guns - The skill system is hard to figure out - I didn't get a clear purpose from them - The extra armor and damage explanation is hard to figure out - The narrative gets a bit too flowery at times, reminds me of how I used to write before a writing workshop teacher beat me with the "show, don't tell" stick on the head - The maps are good but hard to navigate with NWN2's cameras - The setting is excellent. I fucking love Arcanum and this setting reminds me of a mix between Arcanum and Call of Cthulhu tabletop RP So from what I read on the forums, you guys are going for the more traditional PW dynamic after all? - What kind of information would help clarify the skill system? I could add additional tutorial info (might be cumbersome) or maybe include more in the skill descriptions on the character sheet (ie. explain what they do, maybe go over the brackets thing there as well, etc.). Let me know if you've got any ideas there. - Dialogue was mostly YMD's work. Easy to make changes but we'd have to look at specific conversations rather than the whole deal, there's a lot of text. - Any maps in specific you'd want to see changed? I've been trying to make direction a little more obvious in the beach map, but other than that the only big plan for navigation I've got is to add a head lamp you can buy before going past Beggar's Cross. -Yep, full PW. That's what people have been interested in playing so we're going to shift development to making an open world with good sidequests for now. I'd like to continue the campaign quests at some point but it's not a priority. Instead I've been working on the game engine, the city maps, and all the usual PW subsystems (plus some extras).
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pochoclo
Gumshoe
Clockwork Detect THIS!
Posts: 74
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Post by pochoclo on Nov 3, 2014 15:15:46 GMT -5
Well actually after a while the skills don't seem that complicated. I think my main gripe was the stuff in the item descriptions where it describes the extra points of damage/armor you get by skill, like 10 + 13 (100) what does that mean? Do I get 13 extra points when I get to skill level 100? Do I get 13 extra points every 10 levels? What do I get when I'm at 50? And so on.
The part in the city approach where you have to navigate stairs, the sewers, and the burning airship were hard to move around in for me. Sewer definitely too dark without a good light, and the layout in the map is weird.
Also, just noticed, the sewer spiders take forever to kill. Like, took 5 minutes to kill a pair. Am I doing something wrong?
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Post by Fuzz on Nov 5, 2014 17:15:12 GMT -5
Well actually after a while the skills don't seem that complicated. I think my main gripe was the stuff in the item descriptions where it describes the extra points of damage/armor you get by skill, like 10 + 13 (100) what does that mean? Do I get 13 extra points when I get to skill level 100? Do I get 13 extra points every 10 levels? What do I get when I'm at 50? And so on. The part in the city approach where you have to navigate stairs, the sewers, and the burning airship were hard to move around in for me. Sewer definitely too dark without a good light, and the layout in the map is weird. Also, just noticed, the sewer spiders take forever to kill. Like, took 5 minutes to kill a pair. Am I doing something wrong? Use a bludgeoning weapon, although honestly that's not very clear or intuitive, either. As a suggestion, I'd say why not give the player the Sewer Spider entry if they inspect the corpse of the Brood Mother you fight right after the Rat Catcher lab, maybe link it to Detection skill or something and since the tool-tip for Bestiary entries was literally right before that, you add another tooltip or something that says "sometimes you can get Bestiary entries upon defeating and dissecting particularly powerful (boss) monsters." Then later on maybe let the player examine the Swamp Hydra and get its bestiary entry, too. (at a higher difficulty, of course) In terms of the item descriptions and how the skills play into the bonus, I have to agree with Poch... I get the general idea behind it, but the /100 or /10 and then the parentheses number is really confusing... the whole nomenclature system is very code-ish, if that makes sense... certain variables bracketed and all that, but that's pretty opaque to lay people, I guess, as Poch and I demonstrate. Maybe have it be a little more straightforward somehow, or maybe have the skill descriptions of each skill spell out what they do, particularly for the weapon and armor skills? I personally was really curious as to how the weapon skills were really modifying my chance to hit or damage, because I had a flat AB the entire campaign and it didn't budge, and that's sorta confusing. Maybe a layman's explanation for how the skills factor into the given rolls in their highlighted descriptions in the Character Pane?
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