Jump to content

View619

Members
  • Posts

    569
  • Joined

  • Last visited

Posts posted by View619

  1.  

    I see a lot of complaints here along the lines of "I get killed a lot, therefore the system sucks." That's what's technically known as a "non sequitur." You get killed a lot because you suck at playing this game. That alone says nothing at all about the system in question.

     

    Figure out how it works. Then criticize it. You can take notes from Sensuki.

     

    Thats not what I'm seeing at all.  I see a lot of detailed reasons why certain aspects are significantly wonky and don't make sense.

     

     

     

    Taken from the OP 

     

    "Your non-tanks are beyond squishy. Monks have to get hit in order to use their skills/powers? That's ****ing stupid beyond belief! Almost every fight my rogue/monk/wizard get dropped. The tanks can't hold aggro. It's just bad design all around. Yet again, this shows the major problem with paid betas when its the fanboys telling the devs what they want to hear instead of giving them the criticism they need to hear."

     

    "The spell system and spells themselves are terrible. Fights happen so fast that de/buffs are basically pointless because the fight is over by the time the spell is cast. It also makes most food/potions/scrolls useless in that regard as well. The spell times should be instant - seeing as you get so few spells to actually cast anyway and mana doesn't play a factor. And durations on all that stuff should be upped by a factor of 10 at least. I should be able to have those buffs going for an entire map. Otherwise, it's just camping after every encounter - and that's way too expensive at low levels."

     

    Sure, there are some arguments regarding specific player preferences on "why certain aspects are significantly wonky and make no sense" but a lot of it is "I don't understand how this game works and keep getting dropped".  

     

     

    That's right, they are my opinions and the further I get into the game the more I stand by them. Maybe it comes from being to set in my ways of playing D&D for 30 years, but I *really* don't like the system they've designed for all the aformentioned issues and more. However, like I said, the art and the wriring are exellent so I'll push through and finish it. I actually applaud Obsidian for at least tryng to shake things up. They just failed miserably at it IN MY OPINION. Disagree? Cool. I wasn't asking for feedback, just letting Obsidian know what I think. If you love it, then tell them, don't tell me.

     

     

     

    If you don't want discussion, don't post on a forum? You could always send a direct email to OE if you don't want feedback.

    • Like 1
  2. Sounds like it's time to start a mod project for stat "optimization". As stated, the game is now released and players are learning the system based on the current attribute system. Going in now and completely re-working attributes could be disastrous for players in the middle of a session.

     

    Maybe if bonuses were added to con, per and res without changing how the attributes fundamentally work (no removing duration from Int, for example), otherwise it would be pretty difficult to explain why such a revamp was done post-release.

  3. Individual stealth would be really nice, but I'm not exactly missing the degree to which IE characters could waltz right up to enemies in the open and remain undetected because they made a couple Hide/MoveSilent rolls.  Pillars' stealth mechanic is not ideal, but it's not as stupidly verisimilitude-breaking as that.

     

    (I liked D:OS's stealth implementation specifically because it played up how ridiculous this trope is.  "Oh, pay no attention to that great, goofy barrel over there!")

     

    Pretty much this.

     

    Stealth != Invisibility.

  4.  

     

    1. Having a front-line to hold back enemies while your remaining party members support has been a standard choice for table-top and CRPG games for years.

     

    Sure, but your damage output didn't scale inversely to your ability to TAKE damage.  The fighter has always been the best damage dealer, outside of AOE effects.  Now my fghter has to just sit there and take it up the ass while some squishy that dies from a spitball gets all the glory.  May as well be playing WoW.

     

     

    So, instead of one tank specialized in a purely defensive configuration, set up multiple front-line characters with armour for DR and weapon configurations for damage and spread the aggro around? You're not forced into having a purely defensive tank to manage all the aggression himself while everybody else deals the damage, that's just one style of playing. It just sounds like you're trying to force yourself into a specific style and it's boring you, so switch it up.

     

    Before "optimal strategy" comes into the discussion, who cares. Enjoyment should come first.

     

     

     

     

    The game is fine, if you want to play BG or IWD series then go play them. This game didn't need to copy-paste those mechanics to be great.

     

    Maybe not, but the concept for this game was sold from the very beginning as the spiritual successor to those games. While I wouldn't go so far as to say the game sucks, I am disappointed. I like certain aspects of the game, ie the art design, sound, etc, but I have issues with the core gameplay to the point I simply don't find it enjoyable. The way xp is handled, stealth, combat only abilities, ai. endurance/HP, etc. I have no doubt that patches will address some of these, as will (hopefully) mods, but for the most part some things are here to stay. The game seems to be doing well and I am glad for that, and I know I am in the minority as a lot of people enjoy it, I just wish I did.

     

     

    I feel like it lives up to the claim of being a spiritual successor while being a unique experience. That being said, I can understand that not everybody is going to enjoy some of the core game-play decisions; I can only hope that mods will be available so you can tweak it to your personal preference.

     

    You can take a look at the IE mod and see if it has anything you like, I'm certainly using it for a few things (primarily loot manipulation and the removal of movement recovery).

    • Like 1
  5. The game is fine, if you want to play BG or IWD series then go play them. This game didn't need to copy-paste those mechanics to be great.

     

    1. Having a front-line to hold back enemies while your remaining party members support has been a standard choice for table-top and CRPG games for years.
    2. You don't have to sneak into battles at all, just don't expect to be able to do any form of pre-battle scouting if you don't. Same goes for finding traps, you're not forced to do anything.
    3. Turning resting and spell restoration into a weighted decision instead of a no-brainer is a good thing. Props to OE for implementing the mechanics behind fatigue and an adventuring day so well.
    4. I haven't seen a reason as to why you can't make varied parties. Having a tank or front-line soak up engagement while the rest of the characters go to town was pretty effective in the IE games too.
  6. Just restrict yourself to picking up armour/weapons/etc when you have space in the character inventory? Not sure why it's so hard to put in a trivial amount of effort to keep your immersion in-tact.

     

    However, I will agree that being unable to drop items is an issue in this case. Maybe just ignore stash items that aren't ingredients (or IE mod)?

  7.  

     

    To go back to the original point I am absolutely stunned that you regard what is surely the most powerful class in the game right now as needing buffing.

     

    You're thinking Druid.

     

     

    Druids win battles, Ciphers win wars.

     

    Or to phrase it another way...

     

    Druids win battles in around 5 seconds, with several party members knocked out and maybe some permadead, Ciphers win the same battles in around 40 seconds, with everyone at nearly full health.

     

    I respect Druids, but they are a class that demands a lot of sacrifices - mainly from other members of the team.

     

     

    I have never seen anybody complain about Druids killing their party members, just sounds like bad positioning and unit management. I do see notes about their great damage-dealing and CC abilities, though.

  8.  

    The backers got the game and the content at a discount and had a small degree of input on the development...  If you want to get review copies of the game - it's not like reviewing games is hard - get to it.   

     

    Sorry just thought backers would be treated better ... After all if Chris Roberts can take time out of his day to put his backers first you'd think any KS developer would. I guess I've just been spoiled.

     

     

    Quoted for truth.

×
×
  • Create New...