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leninghola

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Everything posted by leninghola

  1. I haven't tried druid yet. I think it's the only one I haven't tried. It looks good on paper, though.
  2. Cipher and Monk. Both in need of tuning, but good concepts.
  3. Flashbacks of rolling a perfect party in Wizardry 7... I like point buy in video games. Rolls/ToEE style in tabletop. That said, I wouldn't be off-put if there were rolls in the game. I just prefer a point buy system if the GM is the game.
  4. The videos have no direct relationship with PoE. They are just fun satire. Check felipepepepepe(ppeppe)'s video for Age of Decadence.
  5. Damage rolls within a damage range were a best case compromise when simulating physical damage taken in a real fight. Even a solid hit isn't going to cause the same amount of damage to a human every time a hit is made. Not every hit is going to a vital organ, even when accuracy is taken into account. Battle is too chaotic, with moving bodies, areas of bodies that withstand more punishment and so on.
  6. Eliminate dice roll for the sake of transparency? I don't think there is enough of an issue in how damage is dealt and calculated to warrant such a clinical approach. Plus, mah random number fetish would go unsatisfied.
  7. Second Edition is (mostly) IE legacy, and I'm not really interested in revisiting that ruleset. It's an unbalanced and mechanically stiff system. "New" doesn't mean it's never been tried before. Quite a few of the "new" elements in PoE have been done in different RPG tabletop and vidya game systems. The question is, "Are we meshing the right elements?" or "Have we balanced each system and subsystem?".
  8. Did you have trouble with Perception in Fallout?
  9. There is nothing wrong with might except maybe the name. I bet if they renamed it power or potency then less people whould whine about muscle wizards. No I wouldn't because strength is would still be missing, you can not have a bow that requires a strength to pull it back or a proper ecumbrance system, and kills role play. This game is supposed to be a spiritral successor to the BG series but the might attribute is more akin to a tribute to world of Warcraft. There could never be a way to allow bashing in of doors or chests. Its flawed. It allows the most powerful or mighty wizard to hit someone with a two handed sword as it does a fighter. That's wrong. Two things: 1. BG didnt have a very good encumbrance system either. In fact, its inventory system was a mess that was only remedied by potion bags, bags of holding, ammo bags, and gem bags (which all effectively negated the need for inventory slots or a strength score). 2. You are looking at it all wrong. Who is to say that magical power CAN'T make you swing a sword better? Hell, worked pretty good for this guy... You do understand that Gandalf is a demi-god/angelic creature? Are you saying he has a really strong soul?
  10. I'm treating it like a beta, not an early access. I think it was a great idea to do the backer beta. There has been some incredibly well thought out feedback from the community. Honestly, despite the bugs and some poorly tuned systems, I'm enjoying the beta. It's going to take time to get the game tuned and polished, but I can see the potential.
  11. That is not to say I am against combat xp. Done well, I can dig it.
  12. For me, it's more about how often I level up based on story progression, effort expended, and positive feedback than which parts reward specific amounts of xp. I don't really care as much about the mechanics of xp accumulation. Hell, most of these games reward NO xp based on what you learn from books, bestiaries and other lore based paraphernalia you read in game. Was that a problem for us then?
  13. Feels much better. Maybe half the bugs. I still see occasional spike dps from spider petrify, but I'm getting way more time outside of bugs to test balance this time around. Disable pets needing to be nearby to "venture forth", or increase their pathing skills/runspeed.
  14. ps:t were our favorite crpg. being our favorite does not mean that we cannot recognize flaws. one glaring flaw were the xp mechanic. wisdom, a stat which were the prime attribute o' no playable ps:t TNO class, were an xp Multiplier. not only were many quest rewards tied directly to a minimum wisdom score, but having a high wisdom resulted in potential more than 33% improvement in all xp gained in the game. playing as a high strength and low intelligence/wisdom fighter, as were a viable and enjoyable build in all othe ie games, resulted in a player not only missing a significant amount o' wisdom specific content, but it created an xp penalty for those players foolish enough not to boost wisdom. ps:t, as much as we loved the game and still frequent replay it as a high wisdom, high charisma player, were a classic example o' developer schadenfreude. you wanna play a vanilla fighter in ps:t? HA! joke is on you, 'cause not only does ps:t combat suck, but you is getting a functional xp penalty for playing as a traditional fighter build. great game, but with some bad mechanics. nothing precludes a great game from having some flaws. HA! Good Fun! Indeed. It was mechanically lopsided and the combat was a slog.
  15. Always the clash of GNS. The venn diagram never intersecting on an area everyone can agree upon. With PS:T, the focus was clearly on the narrative side. A focus that served it well. It did very little to address the gamist and threw the simulation aspect on its head. It served as a vehicle for narrative, and a clever take on simulationist mechanics. Not for everyone. The narrative was a cut above the rest, however. From what we have seen in PoE, they are trying to deliver equal portions of each. A balance the IE games never had (for better and/or worse). With a few tweaks, and perhaps a little more development time, I feel they can come reasonably close to their goal. There are issues, see feedback from PrimeJunta and Sensuki for well rounded critique, but there are still some strong design elements here. Having played some very promising upcoming RPG betas in the last couple years, I can say that some have a very fresh take on xp, combat and mechanical systems. I don't expect at this point in development for OE to take inspiration from them, but I would recommend a single playthrough of a game like Underrail using the oddity xp system. Very refreshing, but still not perfect. In the end, I'd like the xp system adjusted as I said earler, but in its current state, it will not break the experience for me. I feel like I'll still enjoy the game a great deal.
  16. Link? http://forums.obsidian.net/topic/67912-does-having-more-characters-in-your-party-reduce-xp-gained/?p=1493247
  17. Correct. It should not grant XP on its own in either case. It already grants none in either case. You cannot complete any quests in this beta via stealth, for example. And what available Gameplay style in PoE would it discourage exactly? I'm a gamer. The amount of developer 'hard work' is not relevant to me. I do not judge how fun a feature is by "how long it took the devs implement it into the game". OK, I didn't want to bring this up earlier since we already had enough to discuss, but since you insist on parroting the company line without thinking it through... You have NO IDEA whether or not the system currently in place will actually be balanced. As it stands, XP is shared in this game, meaning a party of 6 will advance at a much slower pace than a party of 3...or a soloer. They *admittedly* did not take this into account when they designed the quest system. So you want a *PERFECT* example of quest XP exploitation? There it is. Take a party of 6. Do all your combat from point A to point B in a quest. Then, just before you get your XP reward for completing the quest, Dismiss everyone but your Main character. BOOM You've just gamed the system. Your main toon will reach the cap before he was supposed to, and the end result will be an over-powered main toon. Josh said there was something like a 5% xp penalty in groups vs. solo. Not a huge advantage.
  18. I don't need combat xp, but questing shouldn't be the only source of it. Learning certain lore points, finding rare drop artifacts (sometimes from looted corpses, post-combat, or in hidden loot caches), and successful skill checks in CYOA and dialogue should grant some amount of xp as well. The bulk of xp gain can still rest upon quest completion.
  19. 2 poll options? Trash talking Torment? I sense a disturbance in the force.
  20. I thought the pets were supposed to be unkillable (but also useless) mascots - did this change? --- +1 for helmets providing some kind of base bonus. Piglet pulled agro on some stone beetles, he died, but un-equiping and re-equiping him allowed me to re-summon. His pathing was still bad after his piggy easter, however. He does his own thing. So far it's seeming like pets aren't really going to be worth it. They're cute for about 5 minutes. Hopefully the KS exclusive pet will have something more compelling for a reason to keep it around - maybe a plus 1 to perception bonus or something. Passive bonus, possibly even some dialogue options from the type of pet you have would work well. Otherwise, it has no use.
  21. I thought the pets were supposed to be unkillable (but also useless) mascots - did this change? --- +1 for helmets providing some kind of base bonus. Piglet pulled agro on some stone beetles, he died, but un-equiping and re-equiping him allowed me to re-summon. His pathing was still bad after his piggy easter, however. He does his own thing.
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