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ISC

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Everything posted by ISC

  1. This is it. It does not have to be solved by 100% wysiwyg loot, but that's one possibility. Another is of course exp. But the key point here is that people are motivated by direct feedback and rewards for doing challenging stuff. A good example of this is going to the gym to work out - the reason this doesn't work for a lot of people is the lack of directly feedbacking reward for the effort, and for the one's who are capable of focusing on delayed gratification it is still often a chore to get there. Of course, you do get quest rewards, but that is not always in connection with any specific challenge you put yourself through, and it is difficult to motivate making a game which is largely about combat in which it is at least equally meaningful to circumvent combat.
  2. Only if the poll comes with key arguments for and against. I dont think everyone realizes what Sensuki just explained.
  3. This is actually a pretty good idea. I'd skip the whole force-disengage for everyone, and the disengagement attack, however. I think that adds unnecessary complexity, concepts and artificial mechanisms. I mean, if you have absolutely no talent, class or otherwise, for disengaging a swordsman, you will not be able to escape him easily. And by not having a disengagement attack the swordsman would not get two free (artificial) attacks in the middle of a normal attack when two targets try to move away from him. Instead he would have to chose if he would like to pursuit target A or B for "free" hits, or pursuit A while B is still hitting him etc. Its kind of imperfect, but its a simple way to give fighters some control of the battlefield, to be able to block corridors, scare squishy rogues from coming to close etc, while maintaining the usefulness of disengage talents.
  4. Well, the idea kind of allows that. Maybe I should have used the term non-linear? Kind of like this, using arbitrary stats/numbers: From 10-15 each point in strength adds 5% to skill A, 16-19 each point adds 3% and from 20+ each point adds 1% or whatever. So 20 str would always be better at skill A than 15, but you may sometimes be better off spending them elsewhere, depending on what build you're going for. And the opposite for lower values of course, so that each point between 6-9 decreases skill A by -8% and 5 and below decreases it by -10% per point etc. Am I making sense here? The point would by no means make your ox-potato useless or less of an ox-potato, but that character will have some quite specific and extreme advantages and disadvantages, which should be the case when min-maxing.
  5. I guess this is in response to the second question? Wasn't this changed with 333, so that dex for example only impact action speed and one defense? Although more overlap might be worth considering, I was not aware of the impacts of attributes on defenses, thanks for pointing me in the right direction. Anyway, the exact effect of attributes on defenses should probably be clearly stated in game.
  6. Hi all! I've pre-purchased PoE and been following backers beta videos as well as some of these discussions. When it comes to the attributes debate and dump stats... 1. Have a system of diminishing return, where lower attributes are significantly worse, been considered? Such a system would mean that even though not all attributes are equally important to all builds, some distribution of points would be encouraged. For example, if intelligence would increase some kind of will-save (or whatever its called), going far below 10 would result in a significantly lowered will-save, so a 20 might 3 intelligence barbarian would be constantly charmed etc. 2. Have attributes with more effects than one or two been considered? I realize we don't want an overly complicated system, but if for example accuracy would depend on both perception and dexterity, we would perhaps avoid most dex 3, per 20 -scenarios? If every attribute had say 3 effects, but some overlap, people might be encouraged to distribute more evenly without feeling that a wizard must be mighty or that a dex 3 dual wielding rogue would be a good idea. In the best of worlds I imagine these would be combined, simultaneously making stats more meaningful less forced and preventing stat dumping.
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