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tdphys

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About tdphys

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    (3) Conjurer
  1. I've been playing with Serafen full cipher. POTD alot of the spells just seem underwhelming in the amount of damage they do... especially higher level spells that take 1/4 of the fight to actually get to. Paralyze constantly misses, and the durations seem shorter than they used to. I avoided the charm/dominate route, just for fun.
  2. You should try Darkest Dungeon if you haven't yet. I've looked at it, but I need spatial puzzles in my combat, dungeon-crawl stone-soup is my fallback.
  3. You had to go hunting for that encounter, and punch above your weight to get to it and enjoy it. A good portion of the rest of the game is going to be what seems to be trivial combats. The design challenge is to somehow maintain experience gain and play difficulty at the same rate, so that the player feels that the game stays challenging throughout. This is obviously a challenge (see pillars 1), and especially for open world style games, since you can get over-levelled for content that still gives meaningful experience which worsens the problem. For deadfire it's even more of a challe
  4. You had to go hunting for that encounter, and punch above your weight to get to it and enjoy it. A good portion of the rest of the game is going to be what seems to be trivial combats. The design challenge is to somehow maintain experience gain and play difficulty at the same rate, so that the player feels that the game stays challenging throughout. This is obviously a challenge (see pillars 1), and especially for open world style games, since you can get overlevelled for content that still gives meaningful experience which worsens the problem. It would be nice if easier quests gav
  5. Unfortunately, your initial post logically creates instant clash of philosophies... Due to leveling up, low level fights become cakewalks. With the current per-encounter design style, those are meaningless cakewalks ( well made point in your OP) As far as I can see there's only really 2 ways to address this: 1. auto level up everything lower to your level. 2. have some kind of attrition that makes even low level fights meaningful. These two solutions appeal to incompatible psychologies, hence the discussion degenerating into drawing lines in the sand. I'
  6. Sure, but getting random injuries just from getting hit doubles it. It's like taking random, undodgeable homing bullets in an FPS game that cripple your aim just to make the game harder. There are ways to introduce consequence and difficulty. This isn't it. This is simple random inconvenience and annoyance that's outside of the player's influence other than by upgrading armor—and even then you're at the mercy of RNG. The consequence and difficulty comes from mitigating the chance of injury. It makes in combat buffing important, it makes in combat healing more important. You might n
  7. I killed I'm going to have to disagree with this characterization of how dungeon crawls went down in much of the original game. A number of dungeons did not have typical trash mobs leading up to one final boss fight. As I said in the OP, the temple of Eothas is one example. Another pair of dungeons like this are the catacombs below Copperlane and the Ciant Lis (sp?) ruins. Neither dungeon has a traditional "final boss". Moreover, even dungeons/sequences that did have a true final fight such as Raedric's hold also had several fight where you most definitely had to engage at a higher le
  8. Sure, but getting random injuries just from getting hit doubles it. It's like taking random, undodgeable homing bullets in an FPS game that cripple your aim just to make the game harder. There are ways to introduce consequence and difficulty. This isn't it. This is simple random inconvenience and annoyance that's outside of the player's influence other than by upgrading armor—and even then you're at the mercy of RNG. The consequence and difficulty comes from mitigating the chance of injury. It makes in combat buffing important, it makes in combat healing more important. You might n
  9. Sure, but getting random injuries just from getting hit doubles it. It's like taking random, undodgeable homing bullets in an FPS game that cripple your aim just to make the game harder. There are ways to introduce consequence and difficulty. This isn't it. This is simple random inconvenience and annoyance that's outside of the player's influence other than by upgrading armor—and even then you're at the mercy of RNG. The consequence and difficulty comes from mitigating the chance of injury. It makes in combat buffing important, it makes in combat healing more important. You might n
  10. The whole combat is based on RNG.... that's what the whole deflection/accuracy mechanic is.
  11. I very much agree with the OP.... My Solution (For at least Path Of the Damned): Every attack has a chance of doing injury that rises with miss->graze->hit->crit. (this is the tunable part, of course) No limit on injuries (no death dependent injury), but resting with decent food only gets rid of 1 injury / rest . Sleeping in a tavern clears injuries. Being knocked down in combat with 3+ injuries is instant death. This will make #1 the pre encounters leading up to a final one relevant, and even easy ones will be meaningful in order to avoid graze injurie
  12. I've tried starting Deadfire on my arch linux laptop, and I'm getting the window decoration with just a blank screen / no rendering. I get this when running on both the descrete nvidia card (1060) (using optimus via bumblebee) and the regular intel gpu. POE1 starts just fine for me using both. If anybody has any ideas, I'd love to hear it, I don't want to post a bug yet, till I've verified it's not my side or something in my setup.
  13. I seam to recall said that the crit path is probably easier, and if you stray off, then you find the more challenging encounters, I think that was said by somebody (Josh?) once on a stream...
  14. I think this will always be a problem; primarily because of the linear amounts of XP needed to go to the next level. I wish they had made the scaling higher, with harder quests giving more xp. Either that, or implement a sliding XP return, where easier quests return less XP to higher leveled characters. I just think its odd to "scale the encounters" rather than scale the XP said counters give.
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