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View619

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Posts posted by View619

  1. So basically you want to punish people for using tactics?  Btw, the AI does the samething to an extent.  Caster never rush forward and let the front line fighters engage and the AI has a very nasty habit of targeting the weakest link if they can get a shot at them

     

    Making improved AI != punishing players. Expecting intelligent behaviour from intelligent enemies is reasonable and keeps the combat from becoming a trivial activity.

     

    On topic, I would like intelligent enemies to target weaker defenses of high deflection units where possible, maybe even debuff that tank you're using to hold the doorway and rain death upon him. Hell, even making encounters where lining up in a door way is a bad idea due to AOE spells and abilities would be great.

    • Like 4
  2. Mowing down dozens of copy&paste cultists and getting nothing out of it but trash loot made me sad. Removing combat XP achieves nothing in this case, you'll still mow them down to the last man in hopes they hide something interesting (they don't).

     

    On the other hand, you get huge piles of XP for progressing quests in the most trivial manner.

     

    Lower quest XP, make up for it with combat XP. Not like you can grind mobs forever anyway because nothing respawns.

     Lockpicking XP could be removed entirely far as I'm concerned, it leads to the very munchkin gameplay JES supposedly wanted to avoid (pick lock instead of using key to get XP).

     

    Beastiary xp wouldn't make this ideal, once an entry is full you don't get combat xp. Also, humans never give combat xp.

     

     

    Another thing that could be done is when I level up as a Druid I get six more spells, they could have cut that in half to extend the level cap and give you something to strive for.

     

    DAO did leveling great..never felt like I had to slow up leveling before I reached my end game.

     

     

    There's a level cap because this is early game. Anything after twelve will probably be handled in the expansions.

  3. Don't get the "just don't do the side quests, no one is forcing you" people. So you would only do them if you were forced to? Why play the game at all then? No one is forcing you. 

     

    That nonsense aside, after a cursory examination of the game's files, it seems all of the quests are stored in xml in data\quests folder. But they only have an "experience level" and "experience weight" values, the former being (mostly?) single digit numbers. So i guess they should be multiplied by something in order to get total experience, while the latter obviously point to how much of the experience you get in each quests stage. So after some testing to determine the multipliers i guess its possible to determine total maximum quest experience by parsing all these files. 

    The exp tables themselves seem to be somewhere in unity assets or dll's, so some unity thingie or visual studio would be needed to modify them. Hoped they would be in xml as well. :(

     

    Yeah, it looks like the quest files are referencing some id values to determine how much experience should be awarded. I'm trying to figure out exactly where the exp tables are; if it's something that can be modified in VS then that would make it a lot easier.

     

    A good start would be linking the different quest files to their in-game counterparts. From there, you could start playing with the "ExperienceType" and "ExperienceLevel" values. Or, just create a script that ensures that no quest outside of the crit_path has an ExperienceLevel greater than some number.

  4.  

    im playing solo on hard, its fun but i have to run back town every 3-4 fights, its stupid. i dont think i gon play anymore untill i can find somekind mod for this. does anyone know where i can find a mod like that.

     

    Hit the ` button > type in: iroll20s > cheats are now enabled and you can now type in: rest

     

    Use your best judgement on when you should use it to make the game a bit less of a pain in the ass, but still a challenge?

     

     

    Nobody wants to "cheat" for what they believe should be a default feature. This was mentioned on page one, yet people are still complaining.

     

    I'm still confused as to why people want a mod for something that they can easily do themselves in-game. So they can have unlimited rests without disabling steam achievements? Typing "iroll20s" breaks immersion? I have no idea, but I'm pretty sure that I know why people who have created mods haven't bothered sharing them.

  5. Yeah, the most efficient method of handling this is going to be tuning xp gained from side content. But I doubt you'll see a mod for that and it's probably a low/non priority on the list of post-release tasks. The best option that you can hope for, IMO, is a mod that increases the amount of experience required to level so that you're forced to do all side-content in order to hit the level cap. 

  6.  

    IMO having to complete only "over half" the side content to hit level cap is indicative of a problem. As is having players hit Dyrford at level 10. That sort of thing does ruin the experience.

     

    I don't know how that could be solved though without either (1) making side content effectively mandatory because if you don't do it you'll be underleveled in the endgame, (2) making side content so unrewarding in XP it stops being much fun, or (3) level scaling. Pick your poison.

    Or like I suggested, make it so you need more xp to gain levels.

     

    I would say getting to level 4 should be about the same as it is now, however gaining levels beyond that should take considerably more xp.

     

     

    This is effectively making side content a requirement to avoid being under-leveled for the end-game, though.

    • Like 1
  7.  

    I think most of us would agree that the game can be challenging at early levels but then once you get midway in leveling it becomes very easy.

     

    Simple solution 1: Reduce how much xp is gained through side quests, disarming traps and discovering new locations.

     

    Simple solution 2: Increase how much xp is needed to advance levels. Either uniform like it is now (extra 1k xp on top of what was needed from the prior level to advance to the next level) but make it so instead of 1k xp extra you need 3k. Or maybe keep it at the current progression level but once you reach level 6 instead of needing 1k on top of what was needed to level prior level, you need 4k extra.

     

    Simple solution 3: Wait for a mod to do these things while the rest of us enjoy the game as it was intended.

     

     

    This discussion is how ideas for mods are created. Number two seems to be the easier option, assuming all the data on experience caps is in one area.

  8. This is how playing a monk with Force of Anguish looks.

    https://www.youtube.com/watch?v=s_6QgHg4eTk#t=1m57

     

    Surprisingly accurate. xD

     

    On a serious note, I am very disappointed that the Wounds mechanic was dumbed down to act like Cipher's Focus. Damage mitigation on Wounds sounded really cool and would have provided an interesting method of implementing a front-line class. It seems like the best way to play them is to pick up the 1-2 enemies that the tank isn't engaging and gain wounds like that.

  9. I'm pretty sure Bestiary xp is here to stay, that was implemented as a compromise between the "no combat xp" and "I want combat xp" groups. As far as xp is concerned, it's pretty difficult to balance a game around the assumption that the player will do all side quests before completing the game; this just results in scenarios where players who don't want to do a lot of side content have a harder time completing the game, which is a poor design choice (complete all content or suffer).

     

    If you really want to make the game more challenging, just do a minimalist run on POTD. The best the devs could do in terms of difficulty is tune it for the average player and provide options for the more hard-core players, which they have done. You had to do the same thing in the BG series if you weren't using SCS, iirc.

     

    As far as turning off side quest xp by default, that just results in players avoiding those quests because they receive no rewards.

  10. Yeah I truly think the side quest XP is one of the bigger issues. At the risk of opening a can of worms I encourage everyone to tweet J.E.S. and OE and Pillars about the XP issue. Not to say that without the XP issue there wouldn't still be problems.

     Not sure if anyone here has played Endless Legend? The attack resolution system in that was not wildly different from this one. There were limits to just how invulnerable tanky units could be though. Also a limit to just how much better accuracy could get. Maybe if they had a system a bit more like that and a bit less like this one where each extra point in a stat is so much better than the point before. I haven't even tried a custom tank but considering that you could definitey improve Eder(or your main tank) by at least 15 points of deflection ... that is a worry.

     I have considered trying a playthrough and just banking all of my XP once I feel its getting out of control. It is a bit hard to know what level to restrict yourself too though. Also I heard the main was built to be defeated by level 8. Not so sure you are supposed to be able to do all of the side content at level 8 though. /throws hands up in air and shakes head.

     

    FWIW, Sawyer stated in an interview that the game was balanced around the assumption that you would stick to the main path with some side quests. It's by design that you'll be over-leveled for the main path if you do a lot of side content. I think the only way to get around this is with a mod that changes xp values or something.

  11. Well, here's to hoping that the team can resolve some of these issues in a patch. If the information for xp values is in one place, that shouldn't be too difficult. Not sure if they can really do anything about the AI, though.

     

    Any ideas on what a decent reduction in xp values would be? Fifty percent across the board on Hard & POTD? How is POTD difficulty vs Hard, since Hard is supposed to be the equivalent of BG Core rules?

    • Like 1
  12. Nobody bothered by the fact that there is only one viable level 1 spell ?

     

    Yes, it's a common argument that FoF needs to be re-examined. For a first level spell and when compared with third level Fireball, it does a lot of damage. Not sure why it doesn't do less than Jolting Touch when it's AOE and touch spells require you to enter melee range. That being said, it's not the only useful first level spell.

     

     

    I fully expect a mod to come out soon that changes all spells in the game to be use-able out of combat, and buffs to have their duration boosted to allow for more "Tactical' game-play and less "Do one fight blowing all your spells then go back to town" game-play..

     

     

    It should be obvious that POE does not promote this style of game play. If it did, the rest system would not exist.

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