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Msxyz

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About Msxyz

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  1. I'm glad Obsidian decided to delay PoE. The mechanics need a good overhaul, it's not a matter of simply tweaking some stats; this of course requires some time
  2. The game makes a basic use of 3D graphics yet it's very intensive for what it displays... Of course it won't be a problem for people using modern desktops but for people with integrated graphics it's a different story. I tried to install it on a MacBook Pro Late 2013 with Intel HD5100 GPU (it's about as fast as current AMD 'A' series APUs) and I had to scale back resolution down to 1280x800. Just to put this into perspective, I can run Skyrim at high detail on the same system, at same resolution and with all the sliders set to the max, at a solid 30 fps. I do believe the culprit is Unity as Endrosz says. For the level of 3D processing required by PoE (pre-rendered backgrounds, unlike, for example, Neverwinter Nights), any 10 years old mid-range card should be more than enough. I hope Obsidian will put some effort in this aspect too.
  3. Enlighted dispotism is an excellent principle in theory but fails in practice, especially when you mistake confidence and inability to understand the other people's point of view for true enlightment. History teaches us that despots meet often unhappy ends and even the few that successfully accomplished something (and peacefully died in their beds) couldn't prevent their creations to crumble when they were no longer around to impose their will. Just because this time Obsidian doesn't work for a publisher that set their schedule and goals, it doesn't mean they can do as they please, especially since these issues are raised from the very people who funded their game! Swen flatly stated that he will no longer use this method of fundraising! I can't really blame him because I understand he must have felt constantly pulled in different directions by the community. However, he has carefully listened to the feedback to the point of almost completely overhauling the gameplay so close to the release. There are no reason to expect anything less from Obsidian.
  4. IndiraLightfoot: Having a queued set of events indeed makes things harder to follow. In classic turn based mechanics, simple actions are completed within one turn while the most complex ones require multiple ones. Thus, the subdivision of actions into "finite" slices of time typical of turn based combats makes very easy to understand what's going on in the battlefield and to strategically conduct the fight. Interruption is contemplated as the chance to disrupt those actions which take more than one turn. In PoE the asynchronicity between the actors makes very difficult to issue commands at the right time unless the game is systematically paused. Questionable design choices aside, I feel most of the current difficulties stem from being able to click on the commands fast enough after having understood what's going on in the screen. The (sad) irony in all of this is that, under layer of abstractions and obtuse math, Obsidian ended up designing PoE more as an action RPG than a RTwP game, since it's the eyes, the nibleness of fingers and ability to quick reasoning that are constantly pushed!
  5. It doesn't. That's the point. It was kickstarted and crowdfunded for it to not cather to everyone and their mom but to have a fixed target audience. If Obsidian dumbed the game down just for the sake of cathering to more people, broader audience, like is so popular now with big brands, then it would be the last time they saw my money. Poe is only supposed to be as difficult as BG2. Even if it were meant to be more challenging (which it isn't), having the trash mobs, special encounters, and bosses be tactically challenging is simply poor game design. It will be mentally draining and the game will feel repetitive since every battle will go on too long and the difficulty won't ever spike thus lacking variety. Not to mention a flat difficulty curve will make special battles less memorable. Remember that in the IE games the trash mobs died easily. It served the IE games well and poe would be wise to emulate them. I think you have a skewed memory of BG2 encounters difficulty in your first playthrough. That is the difficulty that PoE should be compared too, not the difficulty after your 10th playthrough of BG2 when you know exactly all encounters and already pillaged the best weapons and armors. I reinstalled recenly BG2, after nearly 8 yrs since I had last played it, and I did experience some difficulties at the beginning. However, after a few hours, I felt perfectly in control of my party even if, after all this time and hundreds of games played, I barely rememebered the story. D:OS is also quite brutal with beginners but it's easier to understand the mistakes, feel the 'flow' of the battle, learn the ropes. between the difficulty of understanding what is going on in the screen and the counter intuitive mechanics, I'm finding PoE boring, exhausting and more of a matter of repeating, at each encounter, a sequence of action which I observed to work through sheer trial and error rather than from reason.
  6. Many people (including me) backed this game on the perceived premise that Obsidian would have used a tried and true formula which was equally beloved by many. Instead, after the beta, I feel like I've backed an experiment (mechanics, UI, gameplay) I may like or not but; certainly, not the kind of game I hoped. Maybe I will end up enjoying this but, so far, PoE seems the kind of game I would normally wait purchasing until I can read reviews and impressions. Whom is to blame for the different expectations? Part me, I've no problem admitting this, but I'm not alone thinking the lack of XP and many other things don't make PoE really a spiritual successor of anything but a new game of its own. I don't feel easy just to "wait some months after release to see how it pans out" since I already paid in full and even something more...
  7. Doubt it, they managed to hype this one even more then DA2. Too bad the memory (and disappoinment) of DA2 is still fresh. I think a lot of people will wait to read reviews and hear other people's opinions before buying this.
  8. That's what part of the people here ask: a better redistribution of the XP with other activities beyond quesing.
  9. Do we have a time scale on an overhaul and would it allow for combat xp to be added? It depends on how deep you want this redesign to be. I wouldn't be contrary to scrap the mechanics and to replace them with something Pathfinder inspired, but it would take several months, not to mention a new playtesting phase.
  10. In an online game, it's the developer responsibility to avoid situations where certain players have an advantage over the others for something else than mere ability. In a single player game, it's okay to let the players indulge in what they think it is more fun. Part of the reason behind the success of the Elder Scrolls games doesn't lie in the mechanics, in the story or in the gameplay, but it's because they allows players to metagame to their will without a clear direction. The availability of MODs (on PC only, though) it's the icing on the cake.
  11. I'd like to wait for a whole overhaul of the mechanics, not just the XP issue. It's seems the main focus has been on balance rather than on fun; for a game that relies so heavily on combat as a mean of questing (by admission of the developers) it seems we've got something a good portion of the people here would rather avoid or have redesigned.
  12. Pistols should be allowed as a secondary, off-hand weapon even at the cost of a slight penalty in accuracy. Now, if we're talking about muskets and other long firearms, this is another matter entirely. I'm surprised that the fact characters can use only one hand for a pistol is considered a bug! Hello? LOOK AT THE PICTURE. Indeed. A flintlock pistol should be considered like a "instamatic" offensive spell. You can use it once in the course of the battle and be done with it. Of course, the world of PoE seems to be advanced enough to have the so called "pepper boxes" or other style of multi barrelled weapons that were created starting from the XVI century (like a sawed off side by side granting two shots per fight). Is it unbalanced? No more than a muscle wizard first showering you with fireballs and than using his mace to finish you off!
  13. Another poll? I don't mean to sound too harsh but there was at least another poll like this not too many days ago. I think this thread should go to the cRPG mechanics forums. BTW, I voted yes
  14. I think Obsidian still has a Wheel of time license. There were supposed to develop an RPG using that settings but then it disappeared off the radar.
  15. Its a single player game around a story not a multiplayer game where you train to beat real humans. Edit: Also if we talk about multiplayer games here the best equivalent would be mmorpg PvP and the major problem most people have with it beside balance is that every class has one perfect cookie cutter build and does not allow variations. what has this to do with multiplayer? I take you'll never played those old Sierra adventures with a text parser and the nasty habit of making your PC dieing at every turn. Before the advent of multiplayer, if anything, the games were more challenging because they were meant to entertain people for a long time. So burly dwarves should be as nimble as a wild elf and gnomes should be as strong as humans, eh? What's wrong with introducing a little differentiation? If anything, it brings more, interesting variations to the table and... challenges.
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