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mutonizer

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Posts posted by mutonizer

  1.  

    And mutonizer has also made some excellent points.

     

    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.  

    In fact, the only people I see complaining about Might are people who can't get over the fact that it's not just an clone of the D&D strength stat.

     

     

    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.

    • Like 1
  4. You should go back and read the first few Kickstarter updates and the wiki article about animancy.

     

    It could be said that attributes boost the strength of your soul, rather than your body.

     

    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?.

    post-115688-0-14846500-1410257317_thumb.jpg

     

    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 :)

    • Like 2
  5. Do DoTs even challenge your defenses? or are they just automatically applied on rolls

     

    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.

  6. 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...

    • Like 1
  7. 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!)

    • Like 4
  8. An example of this would be reloading until one is not interrupted by enemies while attempting to rest in the IE games.

     

    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...

    • Like 9
  9. Tbh, the more I think about it the less I mind the "tanks soaking up all the damage and causing resting" issue. It makes sense - if you (in "real" life) had one person doing all of the close-range fighting and taking hits, of course they'd be the driving force behind you having to rest. The issue with healing stamina being disincentivized still needs to be fixed - but the fact of one character taking most of the hits and then causing a rest isn't really something I mind at all.

     

    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 :)

  10. I'm not saying he's a dictator. I'm saying that XP for combat was not up for discussion, ever.

     

    I have not posted on the issue since the 2012 thread, because I understand that it is simply not up for discussion ;)

     

    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.

  11. 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.

     

    post-115688-0-58938200-1410020877_thumb.jpg

     

    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.

     

  12. 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.

    • Like 7
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