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Messages - Night

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News & Announcements / Combat Demo, Character Creation and Screenshots
« on: September 12, 2020, Saturday, 07:06 pm »
@Daveyd  thanks in advance for any combat beta uploading :D

Alright I managed to complete the beta solo with a barbarian this morning.   I think they nerfed enemies in a recent update as I recall getting killed by a giant toad in the swamp with 40 something HP (this time they only had around 15).

Anyway here's the video (HD available).  https://www.youtube.com/watch?v=0pTyPscf-Yo

There's still an issue with the 2nd to the last fight, where it's difficult to move near & target the orc archer.

Great video thank you very much ... this help us that don't have the "Combat Demo" reward.

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News & Announcements / Finished Map, Coin Design & Combat Beta Status
« on: March 04, 2020, Wednesday, 04:53 pm »
Some player don't like TB. They thinks that is too slow and prefer RtwP gameplay. I'm old i can't master 6 party member in real time now i prefer TB too :D

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Gameplay Discussion / Stronghold
« on: December 28, 2019, Saturday, 12:22 pm »
It doesn't matter if there are no companion NPCs who can be left at home like in P:KM it is always possible to hire specialists like in Tyranny and give them tasks to do while on the go with the party. Maybe depending on the reputation of the party it is possible to hire certain specialists and not others and make sure that there is an evil necromancer in the library instead of an expert scholar.

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Gameplay Discussion / General Requests for Game Content
« on: December 03, 2019, Tuesday, 12:52 pm »
We will not have any level scaling, but we also don't plan on infinite levelups. We're using the 3.5 OGL after all, where 20 is considered to be epic level, and anything above 30 just becomes ridiculous. A level 30 party could openly challenge gods, for example, and in the setting of Realms Beyond the gods aren't actively meddling in human affairs so that kind of plot wouldn't work out for our game.

We're aiming for a level cap of 15 for the first release of the game, and increase it to 20 or even 25 with expansions post-release, which also add new content.

The endgame content of the version 1.0 full release would be geared towards level 12-15 characters (which includes dragons, liches, etc).

ALL the fixed encounters in the game will be hand-placed, and all the dynamic wandering encounters will be based on their point of origin (a level ~5 orc camp in the wilderness will always spawn orcs in the 3-6 level range).
This is perfect for me. Clearly others have a different view, but I personally love to play at low levels and hate high level gaming (in D&D). It's a big part of why I love BG1 but don't care much for BG2. That sense of awe and wonder and mortality that you get at low levels is pure gold for me, and being God-level kills my interest in the game.

I think the same way. At one point in BG2 I had to lower the difficulty to go ahead because it was very difficult at certain levels to be able to have interesting battles. I don't like spells that are too powerful and defenses that are too specific for certain matches.

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Gameplay Discussion / General Requests for Game Content
« on: December 01, 2019, Sunday, 05:41 pm »
I must be of the old generation.

For me, a good cRPG does not have the aim of leveling up, having a difficult fight, or accumulating magic items and extraordinary equipment. A good cRPG must have a good story, interesting sub-plots maybe even of a certain consistency, possibility to solve the quests in a different way maybe with different consequences, one or two mysterious places outside the main quests to explore freely.
Going around to level up with random monsters, climbing fights to always have a challenge, having a thousand levels to be the most powerful of the realms I just don't know what to do with it. Actually the battle against the 5 goblins just started that can be deadly, and the battle with 5 other goblins when they are halfway through the game becomes a walk, I really like it because it gives me a sense of group progress instead of having to each time spend every single resource just outside the safe walls of the cities.

I certainly don't want to see goblin with 100hp and +3 weapons, it just doesn't exist. Maybe a tribal leader with some level of character to distinguish him from the others is fine, but creating an abomination like that just doesn't exist. A champion even for a minor breed like the goblins can be born from generation to generation, but whether it is the norm only to have an interesting fight I do not conceive it in a cRPG done well.

For the level cap it depends on how much the DEVs can do because each additional level means developing FEAT and SPELL and therefore they are additional costs that they may not be able to afford at the moment. A DLC or expansion could be the ideal solution, adding levels up to the 20th and maybe even missing races and classes from the beginning combined with new areas to explore or maybe a couple of additional chapters from the main story.

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Gameplay Discussion / This game looks great! My thoughts...
« on: November 19, 2019, Tuesday, 10:11 am »
So I suppose I'd be OK with some "scaling" in limited situations when there is a good rationale for it; perhaps not even based on your level but consequences of the player's actions.  For ex: You chose to let a necromancer live and now there are more / stronger undead in the area. 

Or another thing I actually like the idea of is that another group of adventurers might deal with a quest, or it otherwise becomes unsolvable if you wait "too long" to complete it.  To me that would add to the sense that this a living breathing world, not a static one waiting for you to solve every problem at your leisure.   

It would definitely be great to see a game do these things, but as a developer I can tell you that this kind of algorithm is really complex. I think this is the real difference between playing with people and with a CRPG. There is nowhere a game that can react as you say and to develop it we would really need lots of people and lots of time. Maybe one day, when a decent AI is developed we could see more reactive games, but for now the developers should put themselves there and create every single possibility by hand and I don't see how enthusiasts like Ceres can cope with the scarce resources they have.


Oh yeah, I could definitely see how some of the features I'm talking about could become complicated very quickly.  Not really expecting Ceres to do that sort of thing for their first game.

I have not played Pathfinder: Kingmaker yet but I've heard it has attempted some of the sorts of reactivity I'd like to see in RPGs.  But they raised around 7 times what Realms Beyond did on Kickstarter and had a publisher. The game was also extremely buggy on release according to reviews. 

Really, I'll just be happy if RB quests often have multiple solution paths (stealth / stealing, diplomacy, etc.) rather than simply "go here and kill this guy" all the time.

Yes, I also hope for what you say. Being able to solve the quests differently through skills or through well-studied dialogues is already a good compromise. This solution makes the different classes of characters in the group count. Failing a quest, for example, by making local merchants angry or foreclosing non-fundamental side quests would be a wonderful solution and would increase replayability.
As for P: KM I finished it 3 times, I participated as a beta tester and I can tell you that there are some choices that matter and make the game world congruous with the choices made. As I said in the previous post they don't upset the game, but they characterize the game a lot. Don't spoil it too much  :lol: :lol: :lol: :lol:

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Gameplay Discussion / This game looks great! My thoughts...
« on: November 17, 2019, Sunday, 05:22 pm »
So I suppose I'd be OK with some "scaling" in limited situations when there is a good rationale for it; perhaps not even based on your level but consequences of the player's actions.  For ex: You chose to let a necromancer live and now there are more / stronger undead in the area. 

Or another thing I actually like the idea of is that another group of adventurers might deal with a quest, or it otherwise becomes unsolvable if you wait "too long" to complete it.  To me that would add to the sense that this a living breathing world, not a static one waiting for you to solve every problem at your leisure.   

It would definitely be great to see a game do these things, but as a developer I can tell you that this kind of algorithm is really complex. I think this is the real difference between playing with people and with a CRPG. There is nowhere a game that can react as you say and to develop it we would really need lots of people and lots of time. Maybe one day, when a decent AI is developed we could see more reactive games, but for now the developers should put themselves there and create every single possibility by hand and I don't see how enthusiasts like Ceres can cope with the scarce resources they have.

 You can always amaze me I would be delighted  :P :P :P :P :P

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Gameplay Discussion / This game looks great! My thoughts...
« on: November 15, 2019, Friday, 06:11 pm »
This news is wonderful. It is right that those unable to escape due to fatigue, too much damage or other limiting conditions must suffer the consequences. Maybe a check on hiding, moving silently or surviving could make these unfortunate fugitives escape death at last :)
I can't wait to see it all with a nice demo video from DEV.

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Gameplay Discussion / This game looks great! My thoughts...
« on: November 14, 2019, Thursday, 11:13 am »
I also don't like that the clashes are self-leveled. But I would like to have the chance to escape from a fight that is too difficult and not necessarily have to die and reload. A system of escape from difficult clashes with some consequence for the party would not be bad indeed it would make the action more credible.

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News & Announcements / Combat Demo, Character Creation and Screenshots
« on: November 03, 2019, Sunday, 04:52 pm »

3) Abilities vs Origin/Class order.
If the player choose the 'buy point' system, he will benefits attributes bonus/malus depending on the race later, so the cost system regarding the min/max will loose some of its interest in its current order. Now if the player first need to choose a race before spending attributs points, the min/max will keep its interest. E.G. a player wants to create an elf with 18 in Dex. He will spend less points if he will first have to increase Dex to 16 then benefits later a 2 point bonus in Dex than first start with Dex at 10 by default,  benefit 2 points from the race bonus then increase the dex from 12 to 18 with the point buy system during the attrinut selection phase.

In all the games inspired by the 3.5e I have always seen the choice of race / origin before the selection of abilities for the question of race modifiers. Another thing that is not clear to me from the screen is the change in the appearance of the character. Is there a selection of options during genre selection? Also in this case the race / origin should influence the appearance of the character so it should be done before the choice of the kind.

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News & Announcements / Combat Demo, Character Creation and Screenshots
« on: November 01, 2019, Friday, 04:16 pm »
No problem what I see is already overwhelming.

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News & Announcements / Combat Demo, Character Creation and Screenshots
« on: November 01, 2019, Friday, 04:12 pm »
All this is magnificent !!! Great developers so on towards the game that all of us backers are waiting for !!! The screens are great, something I was wondering. If there are also the maps of the combat demo, does that mean that we will have to fight with very astute killing chickens in a field of grain for the harvest supremacy?

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Gameplay Discussion / This is vaporware ?
« on: October 30, 2019, Wednesday, 07:36 pm »
Definition of Vaporware:
Quote
In the computer industry, vaporware (or vapourware) is a product, typically computer hardware or software, that is announced to the general public but is never actually manufactured nor officially cancelled

Our team is actually working on the game 5-6 days a week, so, by definition, I would say the answer is: No, it's not vaporware.

But the combat beta came with significantly much more work as we originally planned and at the moment we try to complete all the many pieces we need to deliver a good experience for the player. We could release what we have right now, but then many backers would (rightly) complain about the unfinished game.

Regarding updates: we don't have prepared any meaningful and completed content to release a quality update since we're all busy working on the game right now. We still have a few topics to write about but it takes times to prepare that. Please consider that we're quite a small indie team especially in regard to RPGs which takes much manpower to developer. But just to send a sign of activity, I think we'll waive our original idea to release only "meaningful" content updates and go for a screenshot+status update very soon.

For me a post like this is already great news. Knowing that you are at work is all that interests me then if you still need time to finish things ... no problem you calmly do and I believe your other fun too we know that you are a small studio and you need time to do things.

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News & Announcements / Exploring the World #3: Camp and Survival Part 2
« on: October 26, 2019, Saturday, 07:06 pm »
@Night I probably agree with you more than you realise, especially regarding the BG3 comment... We have differing opinions on what should be prioritised, and that's fine. Like you said, mods should be able to adjust, hopefully, many of the gripes individual players have post release, and I have no doubt there will be many areas that need polishing.
mąlërfjernér, everyone understands you ). You suggest not to waste time on nonsense. This is not bullshit. This is part of the game. An important part of it. Make it easy for people like you. But do not delete what has been done. Traveling on a map without this feature will be the same as in other games. From one battle, get to another faster. This will not be an RPG, this is action. With best regards  ;)

The rest system in Kingmaker gets tedious after a while, particularly when you have a higher level party with near zero chance of getting your rest interrupted. Maybe there needs to be a casual camp option, where you just assume a night of rest but don't get any extra benefits?
I totally agree with you. At high levels, the camp is only for memorizing magic spells and rest, and random meetings on the plot of the game ... improvisation)
Your dramatize quite a bit. Maybe you think this makes yout point more convincing but to me it becomes pointles. Just because an RPG misses one aspect of roleplaying it does not become its opposite: an action game. There are still a lot of other aspects like fore example the conversation system. For example by having to choose different options of answers in a conversation or the best character for a converasation I get the chance to become a part of this fantastic world.
A rest System is once you found out how it works just monoton and tedious. This sort o a game mechanic will prevent me, and maybe other people, to become a living part of the game.
Best Regards

You propose to remove what has been done. People managed to do what others could not do. It took time and labor of people. This idea has a lot of fans. This is complete selfishness on your part. I suggest for people like you to disable this feature in the difficulty levels of the game. But do not delete. It is well implemented in P km. kingdom management. With best regards.

If you don't want a proper rest system, why don't you just play basically all the other RPGs that are coming out these days? Nothing "boring" or "tedious" there. There are enough people who aren't a fan of the casualization of the gaming industry and their needs get basically never fulfilled.
And that aside, the information about the system is almost two years old. Why all the whining now?
Good answer  ;)

Holy words I am also fed up of always seeing the usual old story of cRPG more and more rail road with the character that looks like a god and that to win just be quick to dodge and hit. A cRPG like this in which the tactics, the management of resources and, from what has been seen for the dialogues, focuses on reasoning and on interpretation choices have my highest support. So I prefer to spend my money on ideas like these from small studios that can be created rather than on big, famous brands where marketing is and "the audience" to choose how to make a game. I have been developing for more than 20 years at the enterprise level of course, but if I could lend a hand I would prefer to help studies like Ceres than Larian in BG3 that I'm so afraid of is a game for "the masses".

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Gameplay Discussion / Player Dimension: Hero or Group?
« on: October 22, 2019, Tuesday, 09:53 am »
what would be a failure to me, is the opposite : i.e, developpers allows a class which overlaps in every different class... In my opinion, developpers workout is to balance class between them.

I agree. I much prefer the idea of the complete party dynamic , not the lone hero with some hangers on. Also  i much prefef the feeling that the party has several members each with different/unique strengths and weaknesses - this again fits in much more with the type of tabletop  DnD i'm used too and the old school tabletop version the developers intimate they are after.

Agree to all!

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