Zombra wrote: ↑
February 17th, 2018, 9:39 pm
Well ... the "wiggling portraits" are more smooth and robust in this update. They've obviously been polishing the process. (It's really not helping me like it.)
On a hunch, I watched some Hearthstone gameplay for the first time just now. Pretty sure this was their inspiration. Instead of cutesy Hearthstone cards flying around a table, it'll be player character portraits flitting and flying around a battle grid. I can already hear the adorable boops and boings.
I think someone on a high level made an executive decision that this game has to not only have intricate gameplay like Hearthstone (which still sounds interesting), the animations have to look silly and childish like it too, and the poor artists are doing their best to make it look good. Please, whoever made that decision, rethink it. Thanks.
Yes and I almost commented on Hearthstone in my earlier post. That's exactly where it's coming from, considering the mention of Hearthstone in the KS campaign. Thing is, in Hearthstone we are dealing with playing cards. In Bard's Tale, they are portraits, kind of superimposed on the UI. For me, it doesn't work as portraits. They could turn the portraits into Tarot cards, which could work, sort of, but that really wouldn't make much sense in the way the game is presented. The only way for that work, is to present the game as something like a P&P game, with a GameMaster narrating it. Kind of take this concept of playing with Portrait Cards (like tarot cards) and a gamemaster and a stat sheet etc and then go into the GM's imagination (the 3d gameworld) and have this visual, interactive P&P game. The game would have to be set up from the onset that it's just a (virtual) game you're playing, not like a typical RPG where the game is presented as reality.
Zombra wrote: ↑
February 18th, 2018, 1:11 pm
Hmmm, looking at this example, this Fighter has maxed out several branches and could arguably be said to have mastered three subclasses! If we have a glut of skill points, one Bard may not turn out to be very different from any other by the end of the game. Maybe my observation about meaningful choices was optimistic.
Depending on how much skill points we have to play with, this system generally works out such as you have your subclass. You then have certain key skills or sub class lines that are must haves for the class in general. So no matter which tree you go into as your main, your pick in your off trees will all be the same, or very similar. So imagine, every bard is going to want to get skills X, Y, and Z, if you have the points to reach Z with your build, and all your main skills for your subclass. These types of trees almost always end up with "must have skills", no matter where your main focus is. This, of course, is speaking of optimal playstyles, not so much roleplaying.