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mutonizer

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Everything posted by mutonizer

  1. I have learned to "accept" it though. I have also learned in the process that core parts of the lore is just bull****, which is a worry further down the line (especially extreme immersion disconnects as I explained), but not something I can full assess right now due to limited content. All in all: only time will tell at this point.
  2. Maybe, though there are some who, while they can get over the game mechanics, recognize that the "lore" reason is bull and just there to try and justify the first. Same thing can be said for many things really, such as the Health system, camping supplies, stash, crafting, stealth, etc. And for some, lack of cohesion within a given context to pursue purely abstract game mechanics (as in, completely disconnected from the world presented to the player), means lack of immersion. While not a problem in itself, it's there and it's important for some. That said, once you accept the game design philosophy of PoE, you start considering the game as actually being two completely disconnected games (one based around the story and lore, the other based on mechanics). Once you reach that point, makes you wonder if there will be an option to "auto win" battles, therefore just letting you enjoy the story portion, or, likewise, another option to "auto-win stories", and therefore focusing on the mechanics.
  3. He can if you consider (and simulate) these attributes just like physical attributes. Consider a puzzle or a riddle, for simplicity. Most GMs (and games) go at it presenting the actual puzzle to the players and asking them to solve it, instead of presenting it to the characters just like a physical challenge (ie: breaking a door). By doing so, they create a split that not only voids a large part of the RPG core concepts (the ones with non-physical attributes that is) but also create a disconnect between the role and the actor. If instead puzzles and riddles where presented as game simulations, then the disconnect would not exist and players would remain in their place: providing intents to their actors, and that's it. cRPGs also do this a lot and though previously it was mostly for mental challenges, they now also include this disconnect for physical challenges. By doing so, in my opinion, they create an even bigger disconnect between the character and the player, almost erasing the character itself and forcing the player to stop playing the role he chose, and instead inject himself (as a human being) into the game, thereby replacing his actor completely. This is really, again, to me, a major misunderstanding of the core concept of "role playing". The resolution of any given action should not involve the player whatsoever and instead, the player should only be there to provide the intents, which then lead (via game simulation) to a resolution. For example, I (as a player) want my character to try and break the door (intent), the game simulates the resolution (via game mechanics). Never should the game involve me (as a player) into the resolution itself (ie: quick action event, button mashing to open door, etc). Likewise, if presented with a puzzle, I as a player should only provide the intent of solving said puzzle (for example, deciding to invest time and effort, investing research cost, etc) but never in actually pushing buttons or providing the correct answer to a riddle, because it's not the player who should know this and instead, it's the character. That's how, with high INT (or knowledge, etc), a character should be able to answer the question about complex arcane secrets, without the player having to manually find the answer. Likewise, that's how a character should be able to intimidate someone, with the player only providing the intent of doing so, leaving the actual resolution not to choosing the correct dialog option, but the character itself. That's also how, with low INT, some information will ALWAYS be unavailable to the character, despite the player looking up for walk-through and whatnot. Of course there are various schools on this, just saying that it is possible if you handle it properly.
  4. Not to beat a dead horse here but someone should really tell that to the dev team then, because obviously they themselves think that excuse is bull**** and use Might just like anyone else with half a brain would: physical strength. ...unless of course someone's gonna come here and cleverly retort that a collective of plants and fungi has a ultra powerful "soul" because... reasons?. On top of that, the fact that non sentient/humanoid creatures have a fixed Might value instead of, as you should be expecting if Might was indeed treated as Soul power by the dev team itself (since one soul could be strong, while another could be weak, etc) clearly shows that this whole "Soul Power" thing is just an excuse to try and justify a game mechanic with some "lore" sugar. That said, it's not a big deal in itself ... as long as it's kept within the confines of the game mechanic and the story doesn't go on and on about this. If at any point there's a "your soul is powerful Watcher, you are the one to help" or "his soul is powerful, I cannot resist" and some other crap like that, then gimme the option to say "dude, go ask a plant fungi, they're way better at this than I am"... My point is, I don't mind too much eating the **** you feed me, as long as you don't start calling it maple sirup
  5. Unity engine folks... 1) Go to Steam page of PoE 2) Right click > Properties > Set launch options 3) put "-popupwindow" (without the ") 4) close and start PoE Done. Edit: Though in-game option might be easier I suppose.
  6. Petrified by Crystal spider? Makes any damage you take deal 4x Health damage I believe and lowers a lot of stats, on top of, I think, paralyzing you for a time. That's usually what screwed people over in there
  7. You are 100% correct...
  8. From what I could see, any creature with a poison effect landing any graze hit or above, will automatically trigger "additional effects", which makes a ACC vs FORT check, and from there, calculates hit quality (graze, etc), applying a varying DOT depending on that hit quality.
  9. I posted this here because I didn't think there would be any discussion or arguing about how flawed the entire mechanic was, therefore considered it a core issue to be reported and hopefully improved to make it an interesting and viable approach and/or alternative. How anyone can look at this and not go "wtf" is just beyond me... That said, as I posted before, no more mechanic discussion/reports from me so let's just leave it at that. I don't discuss with crazy...
  10. Probably gonna come, tooltips and UI clarity was reported couple times and with a system like the one they're using, they gonna need it. Also, am I wrong to expect a 120-160 pages game manual with the game like the IE games had?
  11. And camping supplies, oh geebus, camping supplies!
  12. Can't wait, should be interesting. Make sure you follow a common thread title nomenclature for easy searching/browsing if you can.
  13. Not default clothing, an entire line of clothing items.
  14. Hmm, worked for me, can see it in the video at the end when I test it (4:41 or so)
  15. Ahhh, 4E. I really didn't want to bring the name, not even usher it, for fear of what might happen...but well, it's here now and pretty much explains everything... Welp, no more game mechanic discussion whatsoever from me then, just bugs.I've lived through it once, not doing it again
  16. Fair enough on 1), as said, I'm usually all for more keybind options but that just seemed overkill for a cRPG. As long as they work fine if all bound to the same key/mouse button, who cares right? As for the rest, just putting it here to have a trace since I was testing them around anyway.
  17. Personally I'd go for something like this: Constant check for each character while normal running around. Radius of check based on INT and line of sight Check is a random roll d100 + PER (or PER/RES or whatever based on attributes) - DIFF (difficulty of the secret) - DISTANCE Any result above 0 means that the character notices something close by ("Hey, something weird here!"), hinting that there is something, but you're not sure yet what or where. You can explore more carefully, ignore it or pixel hunt. Any result above 50 (or whatever) means that the character finds it and it's revealed. That way, you don't have to worry about them at any point, exploration still rewarded and and there is a chance for great things happening (above your normal chance to find something) and **** ups happening (damn, just wasn't paying attention and you run past it too fast!)
  18. To which I always retort: "so the hell what?" With this mentality you end up focusing all your attention on trying to prevent players from doing anything, instead of actually having any "spirit of the game" whatsoever, giving you at the end of the day nothing but a series of completely artificial, illogical and disconnected mechanics. Health/Stamina, Camping supplies, Stealth mechanic, Skills mechanics, Stash, Crafting, Enchanting, Character building, Combat lockouts (etc), all seemingly designed to "prevent degenerative game-play" and end up looking as if nobody even stopped to ask if they're worth a dime or have any reason to exist in the first place. No magical healing in this world...oh but just rest 8 hours and it's 100% fine. You want to rest and can carry an infinite amount of items? Yea sure but sorry, only 2 camping supplies. Magic's really coming from your soul, Might is really your Soul's power...but yea, we had to up them Ogres and Beetles Might because otherwise they just can't damage a wet towel really... Don't worry you can carry as much as you want and put items into your stash anytime....but you cannot take them out. Anyone can Craft and Enchant stuff on the fly, and I mean anyone because "no bad builds!"....that's right, even random peasant can craft magical stuff out thin air! All magic comes from the Soul you say? Well, not for crafting or enchanting and certainly not for potion making! You can stealth, but the more you can stealth, the less you can stealth! Unless of course everyone else sucks at stealthing, then you're great at stealthing IF you're with them, because if you're alone, you really suck at stealthing...And even then, don't worry, we've blocked EVERY SINGLE PATH out there, so you won't be able to ever stealth past anything anyway....because we all saw how THAT turned out in "other" games! And the list goes on...and on..and on... Don't take the above the wrong way...it's just...Where's the "spirit of the game" in all that? Where's the cohesion..where's the immersion...
  19. It's gonna be when you're out of camping supplies, all merchants are out of camping supplies and you're not 2 hours into the game
  20. Yea that's been my reasoning as well and I basically just jumped on the train couple weeks ago. That's really something I immediately realized was a "no go" so I just let it drop.
  21. Well, I'm all for better AI as long as it's not something like: "naked guy! suicide rush!!!" or other cheap AI tricks like that Note: I swear, soon as I get my time machine working again, I'll bloody lobotomize whoever came up with that stupid concept of "degenerative gameplay" before it can spread. It's all you hear about now!
  22. Below are various tests of selective keybindings. The video's not really interesting, I just had capture on while testing this and it takes 2 minutes to edit..so there. https://www.youtube.com/watch?v=Mdy-c0sjI7c To sum it up, as it stands now, we have separate keybinds for: - Select > to select and drag-select actors - Multi-select > doesn't work afaik - Move > to give a move order - Interact > to interact with props, lootables, zone transitions - Attack > to validate the use of an ability, or an attack command - Attack Cursor > switches cursor to attack command mode - Cancel Action > cancel any action, move Some remarks: 1) Why split Select, Move, Interact and Attack? I'm all for more keybinds usually but shouldn't these be contextual and all merged into a single "Select" keybind? - If I click on empty ground, it's a move order. - If I click on a friendly Actor, it's a select order. - If I click on a neutral Actor, it's an interact order. - If I click on an enemy Actor, it's an attack order. - If I click on a prop, lootable or zone transition, it's an interact order. - To force attack a friendly or neutral Actor, I use Attack Cursor, then Select 2) Despite all these keybinds, in menus, inventory and whatnot, all interaction keybinds are static (LMB and RMB) 3) Only RMB, LMB and MB2 can be bound currently in game. However, a simple modification directly in the registry clearly shows that you can remap use MB3, MB4, MB5 and it works just fine as seen below. Allowing them to be bound in the game options would be nice at some point. 4) All keybinds you'd usually find bound to mouse buttons worked fine using keyboard, even drag multiselecting using for example A as the keybind (just need to hold the key down and move mouse). However, Drag Formation doesn't work that way and is basically unusable via keyboard binding. 5) Queue keybind (the missing string) seems to work fine afaik. That said, you cannot assign SHIFT currently in the options, which I believe is the most common form of queuing modifier.
  23. Maybe, probably, hopefully. Something that might help would be simple official list on couple core issues topic, like: - XP for combat: This has been discussed, will never change. - Health / Stamina: This has been discussed, will never change, just balanced at best. - etc... At least we'd know what's final, what's still being discussed, then can focus on balancing, rather than arguing.
  24. I'm glad to know that "big bad tough" enemies will potentially have stupidly low Might because their Soul sucks. Finally an Ogre King dealing less damage than my pet rabbit!
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