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wolfstriked

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Everything posted by wolfstriked

  1. Dont have beta so these are just my silly thoughts. I always felt that sleeping in a dungeon or anywhere that's dangerous was freaking crazy and then to sleep multiple times?!? I say get rid of camping supplies and make healing powers be a gift from the gods and behave like a mana system that refills with a short prayer and hopefully a sweet animation. Another thing is the once per day,at will etc powers.I really disliked 4th edition and to see POE seem to follow it is saddening.And then the stamina thing where you take damage to that instead of your health?Why not just give more health to the characters and link stamina to your abilities.Like a mana pool for all classes stamina shows how much you can do per encounter.After a battle rest can refill stamina with sweet animations where the party sits around and rests,healers praying,magic users reading etc as the screen fades to black for a few seconds.As you level up the healer their ability to heal goes higher and higher so that at lower levels its a pain and you need multiple prayers to heal which slowly gets better and easier.Fighter classes get to use their stronger abilities more per encounter etc. Resting at inns for bonuses is superb so do not touch.
  2. I always found it weird that my party would actually sleep in dungeons and then a ridiculous amount in BG2.But this camping supplies thing as a requirement I really like as it adds a backstory to what is happening.3 rests and back to a town is much more immersive for me then the rest spam I did in the IE games. To encourage strategic use of your per-rest abilities. If you have unlimited resting, then effectively every ability is per-encounter since you can just rest between every fight. Same reason (probably) they came up with the Spirit Eater mechanic in MotB. (FWIW I loved that mechanic. Probably in the minority, but I loved it.) Great to hear!
  3. Why not make it a talent and that it takes two or three turns to reload where your doing nothing.Two pistols should also be possible with same penalty and talent requirement.
  4. 30 arrow capacity quivers in "Quick Slots" while the inventory slots are unlimited and so its one spot for each type of arrow carried.If you are an archery type then that is your inventory dilemma,deal with it.
  5. So your answer to that is to get rid of arrows? Yes. Any benefits you get from specific arrows types can just be handled by abilities. So you mean rangers can imbue arrows with fire or acid damage or easier stuff like clicking on add +5 to these arrows I am about to fire off.
  6. Just thought of something and that is the characters being made larger could of been done to make them easier to spot in the grass.I say revert back to the small size and ccut the grass down to just above ankles.We can live without the waist high grass IMO,though many will probably want it as is?
  7. I posted this idea a few days ago and got one like. When you click on a character on the battlefield that characters spells/actions etc could pop up right over the character to allow you to forgo the crazy widescreen travel that will happen in current form.
  8. Magical quivers?Man you really wanna change stuff just to change stuff huh?
  9. Regardless, I'm confident they have their ducks in a row. They've entirely redone their pathfinding system in a very short amount of time(it's waiting for deployment, I believe), so that's a moot point. The scale is, beyond a certain point, a done deal, I believe(given the number of variables that would have to be shifted to change it significantly), so that falls into something you don't like rather than a bug. When Josh was explaining why they took time to model big heads into the game he stated that it wasn't work put into just modeling big heads but more a way to show they can change scale of characters easily and actually there individual parts.They could ask the forums for advice as to what the scale should be set to or put someone who is good at setting scale and be done with it.The guy in charge of this aspect is just not in tune,sorry just saying. IMO the images on this preview from 2013 is what the game should look like.Somewhere along the way the dev team took an idea that the characters were too small,ran with it and hence we have what we have now. http://www.rockpapershotgun.com/2013/12/10/mega-impressions-obsidians-pillars-of-eternity/
  10. No arrows???No effects? What happens with no ammo is that you cant have special arrows then and save your cheap stuff for fodder.And what about finding that magical bow that doesn't need arrows?Some of the design choices are strange coming from guys that made the IE games.Sadly its IMO a way to stay mainstream even if mainstream sucks!
  11. That sucked in BG2 that I needed to set up a character to be able to use the flail of ages.I wonder if a background program can change a great magical item into one that the player wields.Then again one weapon of great power from each class would work here also. That said I have always wanted RPG's to cater more to an adventure feel like in the D&D days where you would buy an "Adventure for levels one to three".Make an engine with excellent abilities and then start churning out adventures every few months.Small 10 hour adventures packed with super high quality FTW!
  12. One of my funnest RPG experiences was playing a supposedly low magic mod for original NWN.I was tasked to venture to this tomb alone as a young boy for a reason that escapes me right now.But what was so excellent about it was that the tomb was dark and I had to go back to town and grab a torch.I remember that when I finally finished the tomb clearance and was venturing out into the world I was gifted a truly unique and much needed gift of a ring that cast light.I ran back to the tomb to try it out and was loving this mod.Then a few levels later I realized it wasn't a low magic mod and rather a lower magic mod till level 3 or 4 and then I was brimming with magical items in my pack.I quit the mod and never looked back. Now I know that many people love magical items and its part of the fantasy RPG experience but I do agree that it has to be done right.Magical items need rarity to make them better BUT then people will complain that there is not enough of them.Its a tight line to walk and I wish the devs well on this one.Crafting to remove magical properties from items to place on another item though?That removes the lore of a great craftsman who wielded great power to instill an object with certain properties. That said I have always thought that a kool way to do weapons is to make the better weapons made out of heavier and heavier materials and as you leveled up you gained the strength and technique to wield such items.Same with armor at high levels would crush simple grunts under their weight and make them unable to move while a truly seasoned warrior,maybe with a bit of magical strength enhancement from a magic wielding friend could empower them to fight with these extremely heavy and forged in the depths materials.LOL NM that rant!!
  13. I dont think that you should have 4 weapon sets that you carry with you and can change at any time(ranged weapon not included)and find this a silly idea that breaks immersion.IMO,at camp is where you rest but also where you can choose your equipment for the melee and ranged slot for encountered enemies. What?!?! No effect!?!Whats kool about POE is that as you kill creatures you start to learn about them more and how to kill them more effectively allowing you to equip the right tool for the job at next encounter So as not to lose the tactical choice in combat of choosing a weapon set for each enemy I think that a more immersive option compared to switching weapons is to have to choose a different melee attack tactic as battle progresses,think aimed or power attack.So beetles have high DT armor so easy enough you set for power attack to get as much damage in.But then your enemy changes to a fighter who is in light armor but has incredible skills at deflection and you change to aimed.Enemy is heavy armor tank you change back to power etc.The power attack of course leaves you less able to defend so its a choice you make. Now to add to this while in combat you could add a bit more feelz to melee by having it so that as you cause effects to happen to your target you can quickly change tactics for even better effect.Say you stun a light armored enemy who your having a hard time hitting then pause and set the next attack for power attack and voila fast tactical death.
  14. Scripted interactions need voice to narrate the words.They seem bland from the videos I have seen while I have vivid memories of the IE end chapter scenes. https://www.youtube.com/watch?v=fJQvZ0hocM4
  15. A pic posted by someone that shows what Diablo3 looked like yrs before release where the devs wanted a light source look to the game.Diablo 1 and 2 both had the dark dungeons where the player lit a small area of it.
  16. I do agree Sensuki makes some great suggestions.Why fog of war though?Why are the players here set on using it when there are more realistic ways to show off caves and dungeons like using a light source.Its 2014 and fog of war reminds me of the 90's.Could be torches in dungeons you could then light to show what areas you have explored already.Caves can be more primitive and not have torches everywhere etc. Fog of war IMO should only be visible on a map of the area and not in the gameworld.
  17. I still think a realistic fog of war done with actual torches would make this game superb and truely make the player feel like he is controlling his toons down into dungeons or caves etc.When I see posts that the devs are worried that players might feel too confined it makes me sad.Then I see videos of POE dungeons,with torches everywhere or glwoing crystals or just ambient lighting. So now the devs will give them this.... When this is worlds better to immerse the player into dungeon crawling.... Add in ability for player to hit a map button that then shows a "drawing" of whats been mapped so far and you have a classic game on your hands.
  18. In fact the cretine who had the brillant idea of might should never be put in the position to do this mess. Uhhhhhh buh bye now.
  19. Is there an animation for stealth?I ask this because seeing crouched slow moving characters sneaking past enemies would be great and yet game devs don't seem to catch on to this.BG had nothing but that was better then Divinity Original Sin's attempt at it by turning the characters into rocks.Please go that extra step to flesh this out,of course first fixing the mechanics of it all.
  20. What happened to the character models?A yr back they showed realistic looking visuals that have changed somewhere along the road.Many posters say that they like the visuals though so good luck.
  21. They could also make it so that you click on the actual character(not the portrait)and the commands pop up right over the character.
  22. This is how I would LIKE to play the game. Btw,I noticed that there is an option to remove the character selection circles.Can we please have ability to leave them on certain important characters,like the one we need to assasinate etc.
  23. What about having it so the UI appears on screen when you hold down a UI button.This could be the same key as the pause button so game pauses and then allows you to pick and choose and then release button for clutter free image.You could also place all the UI elements in middle of screen and place mouse over them to allow for easy choosing of the choices.
  24. My original idea was that you press the characters key and his orders pop up right under the mouse,click on what you like and release.
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