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Zwiebelchen

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Everything posted by Zwiebelchen

  1. Wrong. You forget that the extra AoE range bypasses the friendly-fire mechanic. Given enough INT and you can always aim spells so that they never even hit allies, making spells that are meant as risk-vs-reward spells completely overpowered. Just imagine a situation where your tank is surrounded by enemies and you want to throw a fireball on the enemies: Without INT, you could only hit the enemies on one side of your hero, if you tried to avoid any friendly fire. With INT, you can aim your fireball so that all the action happens inside the yellow area, damaging all enemies but not harming your hero. Same, btw, goes for cone spells. Without INT, you most likely won't find an angle in which you don't hurt any of your allies unless you move forward into the front line to avoid friendly fire. This puts your mage at risk, balancing the spell against it's potential higher damage (compared to foe-only spells). With INT, you'd actually move your mage backwards until all foes and allies are inside the yellow area. No more risk for your mage; the whole risk-vs-reward balancing goes out of the window.
  2. Haha, das ist die offizielle Übersetzung in Dragon Age, falls du das mit "gängigen" Fantasyspielen meinst... Warcraft, Warhammer und diverse MMOs. Und Dragon Age ist mMn auch nicht unbedingt ein Paradebeispiel für völlig verfehlte Übersetzung, so why not?
  3. This. PoE is basicly what would happen if IWD, BG, BG2 and PS:T had rough and violent sex: - PS:T had those giant double-D story-boobs - IWD had that technique to make good use of her assets - BG had that innocent naivity and curiousity to explore - BG2 had the personality that lights your desire every time you see her ... can the offspring even have all that, considering you can't be a slender Loli and a voluptuous Vixen at the same time? Hell no. Would you bang it for being generally hot? Hell yes!
  4. Which, again, is a lowlevel enemy. Act 1 is mostly fine. It's the mid- and lategame that is the problem.
  5. Which was my entire point. The GPU renders it as if it was real 3D geometry in lighting/occlusion because that's how normal/bump maps work. You have a very strange understanding of concepts like "real depth", "real 3D geometry" and "fully-functional 3D scenery" - and of how normal maps work. It's a goddamn texture, with fake lighting added using a normal map. What you see is always a projection on a 2-dimensional space (a flat screen). Any 3D information along the road will get lost as soon as it is displayed. It only matters for internal calculus: collision and occlusion. What you call as "fake lighting" isn't any less 3D than "real lighting" using vertices. The internal mechanics of graphic processing are the same. It's just the mathematical model that is different: "real 3D geometry" uses vertices and coordinates to store the z-depth. "pseudo 3D" used in PoE uses a pixel map to store the z-depth. Both get processed into per-pixel occlusion when it hits the output layer (screen). Think of it like this: if every pixel on the texture was a tiny, pixel-sized polygon instead, would the game look different? No, because the lighting and z-depth informations required for collision and occlusion are all there. The only thing we don't have is advanced rendering procedures like raytracing. Because that requires real vertex-based geometry. But then again, all the landscapes in PoE are derived from real 3D geometry anyway, allowing for raytraced lighting to be baked directly into the image, so it's kind of pointless to have that.
  6. The music imho was quite good. I guess we can't blame Obsidian for not having more of it, given the budget of the game. We will see more music tracks in the expansion for sure. Party banter in BG? Did we play the same game? There was no Party Banter in BG. Every character was a silent cardboard cutout except for it's initial quest. But I agree there could be more banter in PoE, especially in act 1, where the npcs rarely speak if not approached actively by the PC. It's weird Aloth has the least dialogue when he is the first character you encounter in the game. The stronghold was a stretch goal and imho feels like it. It certainly was one of those features that would have been cut before release in any big-budget game. Unfortunately, Obsidian had to deliver it because it was part of the backer stretchgoals. I hope it will be expanded upon with meaningful mechanics in the expansion. You can't compare PoE to PS:T really. They are different games. PS:T is pretty much a straight linear RPG with a fixed protagonist. PoE is more sandbox in that it allows you to build and characterize your own character.
  7. All I can say is: If the game isn't for you, move on, life is too short.
  8. Um mal noch eine Meinung zu den "Blight" Diskurs abzugeben: Ich vote für "Verderbnis". Klingt zunächst skuril, aber: "Feurige Verderbnis" beispielsweise reiht sich aber gut in die Bezeichnungen und Übersetzungen gängiger Fantasyspiele ein, in denen Geister oft solche Bezeichnungen haben.
  9. All I can say is that I am positively surprised by the interesting characters in the game. I first was a little bit disappointed when Forton and Cadegund got removed from the roster. But the replacements (Grieving Mother and Durance) were totally worth it. My initial first-playthrough party had Eder, Durance, GM and Aloth. From that cast, only Aloth felt somewhat lacking (Somehow, he didn't have much dialogue, despite being the first character you meet in the game?) On my second playthrough, I will concentrate on the other characters to check them out. As everyone seems to like Sagani, I'm especially curious about her story. I'll probably take Eder again since there's another open slot and he seems to banter quite a lot with her.
  10. That discussion again? Seriously, attributes in this game matter much less than you guys think they do... The only thing that really matters about the NPCs in the long run are some of the selected talents. And you can combat that by picking them up early. One wasted talent is not the end of the world.
  11. Starcraft, DotA, and LoL have very high skill ceilings, but the skill floor of Starcraft is much higher than the other two. You need to work harder to maintain a baseline skill level with Starcraft 2 compared to Dota 2 and LoL. Playing an hour of Starcraft 2 is much more mentally exhausting than playing an hour of DotA or LoL. Skill floor is the amount of skill needed to play "properly" (not floating money or getting supply blocked in SC2, getting last hits and chaining spells in DotA). Skill ceiling refers to the theoretical skill limit and the potential for skill differentiation between players of different skill levels. But the point I'm trying to make is that you can't make PoE harder if you don't find it challenging. Just because you find it easy doesn't mean that others do. Some people struggle on easy mode, as evidenced by a few posts in the spoiler forums. If you don't find it challenging enough, don't ruin it for others who do find it too challenging. That way lies the lonely road trod by games that are overly competitive (SC2). I disagree. The skill floor of SC2 is not really high. As they removed the selection limit and made almost all of the unit abilities autocast, SC2 is more of a macro-heavy game than micro-heavy. And there's leagues for all kinds of skill levels. It doesn't take much skill to perform some of the popular strategies and win with them (6-pool, 4-gate all-in, Marine/Marauder/Medivac, Roach-all-in). The reason why playing an hour of SC2 feels more exhausting than LoL is that the game is just not as much fun as the other games. The perfect e-sports balancing of SC2 destroyed viability of all kinds of fun cheesy tactics that make lowlevel-gaming so entertaining. Spamming nukes, massing carriers, overrunning your enemy with Ultralisks... all these strategies are extremely fun ... but they don't work, not even in the lower leagues. Add the hardcore ladder system to this that punishes the player for losing and trying out funny new tactics... Notice how LoL rewards you even if you lose a game? SC2 doesn't have that. It slaps you with the "you failed, noob!" and a massive punishment to your MMR. Competitive games only work when casual players have an incentive to compete. SC2 doesn't offer that. What's the point in having competitive gameplay if it's no fun? The reason why MOBA games are so successfull is not because of the low skill floor or high skill ceiling, it's because they are fun to play. Comparing PoE and SC2 in terms of difficulty is moot. PoE has difficulty levels. Adjusting the game balance won't hurt the casual crowd at all, as we always have the option apply those balance tweaks to hard and PotD setting only. In fact, this is quite easy to do, as the lower difficulty levels have different kinds of monsters placed than the higher difficulties. So adjusting the hard mode foes only wouldn't even require any real gameplay changes. There is no excuse for front-loaded difficulty in RPGs. It just isn't right that a PoE game on Hard or PotD starts out punishingly hard and then gets progressively easier as you move on. It should be the opposite. Period.
  12. I don't see any correlation between E-sports and difficulty, honestly. SC2 is not a difficult game to learn. It's hard to master, but easy to learn. In that regard, SC2 is a perfectly designed game. League of Legends is exactly the same: easy to learn, hard to master. There is nothing wrong with that principle. And you didn't get my point here: Blizzard didn't fail because SC2 was hard. It's not. They failed because they regarded the E-Sport scene as the only content in the game, neglecting what made BroodWar and WC3 big: custom maps.
  13. Remember that english is not the only language on this planet. CT might not be common in english, but it sure is in other languages.
  14. All I can say is: get more creative and use it to your advantage. For example, check out the spell that takes a friendly target out of combat (and makes them invulnerable) for a 30 second duration. Charm, buff and be happy about your new perma-CC'ed enemy.
  15. Don't bother with the default translation. Check out this: http://www.nexusmods.com/pillarsofeternity/mods/6/? You can thank me later If you don't have a Nexus account, you can also just extract the newest revision of the "text" folder from github: https://github.com/phob/pillarsofeternity-german-patch
  16. Let's just hope Obsidian is aware of this. No dev responded to this thread yet, so we can't tell for sure.
  17. Which was my entire point. The GPU renders it as if it was real 3D geometry in lighting/occlusion because that's how normal/bump maps work.
  18. 1. Games nowadays are more expensive to make, not cheaper 2. SC2 failed because Blizzard only cared for e-sports, neglecting the casual gamer scene entirely by supporting modding. What was the most played map in Broodwar? Ladder maps? No. It was Big Game Hunters, a map designed for casual gamers. E-sport is the cherry on top, not the goal of game design. 3. Players love hard games. Gamers ****ing loved Dark Souls, a game clearly designed for masochists. Games nowadays are on the easy side of the difficulty spectrum, simply because it's easier to balance games that are supposed to be easy. Just to point out some of the common misconceptions. Back to topic: I think PoE got the direction right in Act 1. It just requires some rebalancing of later content to correct the difficulty curve. Add Accuracy all across the board from Act 2 to Act 3 and double the XP needed to reach level cap and everything should work out fine. And fix those few OP outlier spells.
  19. PotD has a reversed difficulty curve: it's punishingly hard at the beginning, then gets progressively easier once you reach level 4/5 with all your characters. The reason for that is that the accuracy ratings of enemies in act 2 and act 3 are heavily undertuned. If enemies can't hit your tank, the game is no challenge, except where enemies circumvent the tanking mechanics (Shadows).
  20. Have you actually played the game on a harder difficulty? It's possible to reach level 12 halfway through act 2. Clearly there is something wrong with that. But yeah, a game option that cuts XP in half could indeed help with that. But imho the default leveling goes way too fast.
  21. The amount of XP you get in the game varies slightly depending on your difficulty setting. Basicly, the higher difficulty settings have larger groups of monsters, usually also having some unique mobs that aren't there in the lower difficulties, front-loading you with some beastiary XP you would otherwise only get later in the game. So playing the game on Hard will make you hit level cap faster than playing the game on Easy. It shouldn't make a big difference, though.
  22. Na gut, dann sollten wir wohl im Sinne der Konsistenz auf Adjektive zurückgreifen. Was die Verzauberungen angeht, so führt da wohl an der "Doppelt-gemoppeltheit" (geiles Wort btw! :D ) kaum ein Weg vorbei. Selbst im Original sehen die Tooltips bescheuert aus... Natürlich könnten wir uns fancy Magienamen ausdenken, zB sowas wie: "des Heldenmuts: +5 Tapferkeit" oder "Flammenzunge: +25% Brandschaden", aber ich glaub das interessiert am Ende kaum einen, oder? Dann lieber die Zeit und Arbeit in die Dialoge stecken als was zu reparieren, was eigentlich nicht kaputt ist...
  23. This. Though I'd probably say we don't need any redundant XP at all. Remember that you get 10% extra XP for every missing party member. So why not add a special incentive for someone playing with a smaller party? I think it should look something like this: - 40-50% of side content will net you level 9 and will allow you to beat the game at a higher (perceived) difficulty [in other words: a game on "medium" should then feel like you play on "hard"]. This is a cRPG; I think it's fine to punish players for rushing content as much as that they don't even do half of the optional content. The IE games did that and nobody ever complained about it, so it's fine. - 85% or more of side content for a 6 people party will net you level 11 - 95-100% of side content for a 6 people party will net you level 12 - 85-90% of side content for a 5 people party will net you level 12 This makes it so there's a good incentive for people to drop one or two party members to gain the last level earlier than if you had a group of 6. Only completionists that explore every corner will reach max level with a 6-man party.
  24. It's not the level cap that is too low. The level cap is fine. It's just the XP curve that is unbalanced. Higher level XP values should be increased. Imho, the total amount of XP required to get from level 1 to level 12 should be doubled. If people skip most side content in the game, they should not be able to reach the level cap.
  25. This form of gaming has been back for years now. It's called mobile gaming. And it's already larger than the PC market ever was.
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