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Tigranes

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Everything posted by Tigranes

  1. Yep. There was a poll before for what people wanted - ship later with patched version, or ship early then require patching. People voted the former. (Obviously you couldn't do it half and half, logistical nightmare.)
  2. When someone suffers a bug, some of those people mysteriously develop a mystical belief that everyone in the world must also be suffering from that bug. The 'difficulty gets knocked down' bug is real and some people do experience it, and OE is working on it.
  3. You have a crappy fighter on your party and you're wishing it wasn't so useless. Well, you're right. The only mistake is equating your crappy fighter with the crappiness of fighters for everyone. There are many testaments - and builds - that show fighters don't have to just sit there and be a sponge.
  4. Why do people like to pigeonhole all their characters into MMO roles like 'tank'? I don't even know what 'tank' is. Is a tank defined by its ability to absorb damage? If so, POE fighters are far too good at it. Are you saying tanks should also be good at dealing damage? I thought that was what you people call DPS. Are you saying a fighter should be good at DPS and good at tank? Then what is it meant to be bad at? You can create balanced fighters in POE, and have Eder or any other fighter do at least middle-grade damage relative to everyone else in your party while also soaking up damage better than most. IE fighters were also not as good as Archers, Assassins, Mages, etc. at dealing damage in many cases.
  5. My interpretation is all the gods were created through sacrifice of many Engwithans, perhaps all of them except for those remaining as missionaries. I'm fine with such important, long-lost knowledge being a bit ambiguous. Given that the only way the player can / does find out is through Thaos' visions that you get for a few seconds, it would be a bit odd to get a wikipedia rundown.
  6. If you like Dungeon Siege, I don't think I can estimate anything about whether you'd enjoy it. Ironically, it was one of the slowest paced game of all time, because you literally didn't have to do anything once combat started.
  7. If they remove animal companion fatigue it basically becomes a free summon, which would be pretty good. Of course what is more likely is that they remove fatigue but make it take health damage ... which with it's atrocious defense will mean rather than being fatigued all day it will be dead all day. That would make the companions even less significant, given all the summon figurines.
  8. This is precisely what makes the cipher play different from everybody else. A monk has to invite hits. A barbarian has to hit many without getting hit by many. A chanter has to buy time. A cipher has to hit things. So on and so forth. I think that's the reason you can't just give this to everybody. Arguably, a Fighter also needs to be pretty boring/low-maintenance because he is meant to be the crutch class for less skilled players. There's a reason Eder is the first companion. I know some people go "hurr durr game so easy stick your tank up front", but the game is meant to be more hands-free if you decide to take a fighter or two and stick them up front, because without this a lot of less skilled players will say the game becomes an impossible steamroll for the opposition. Now, what I could get behind is some redesigning of the Ranger and the Paladin - they both have designated 'different playstyle' like other classes, but these aren't very successful at all, I think. Ranger would be cool if it accentuated the stuff that, as b0rsuk describes, is already there, for example, while Paladins could potentially make more of their various auras.
  9. I don't see anything here we can't do in the other thread, however much some people believe their post deserves a new thread unlike everyone else's: http://forums.obsidian.net/topic/78279-rpgcodex-review-1-h%C5%B5rpa-dwrp/page-29
  10. If we're talking solo, then your proposal makes some sense. I like playing solo, but POE is first and foremost party-based. And when you have a party-based game with 6 characters all racking up focus-like resources in 6 different ways, it quickly becomes very clunky. Not to mention it actually makes the classes 'samey' in the sense that you feel like you have to do the same watch-the-number-counter with all 6 characters. They sure could have made some classes better designed, but I think the idea of making all classes play differently, sometimes fundamentally differently (e.g. chanter), is a good idea, and I wouldn't want to turn Focus into the new Mana for everybody.
  11. I don't remember because I ignored the pets, but I've found several besides the ones I start with. There's the dog in the Black Hound inn, the pig in Dyrford...
  12. I only did Hard ironman solo Monk, but for me it was not so much a problem of missing 70% as it was (1) grazing too often, (2) getting past DR with fists or fast weapons when I did hit. The answer was, of course, fan of flames scrolls + potion of eldritch aim... though if you're missing all the time, then that won't work either.
  13. Sorry, that was a bit disingenuous. The more precise point would be that Steam endorsing paid mods this way changes the name of the game for all modders and fans in the future - since before then, most people would have considered charging / paying for mods suspicious, etc.
  14. 1) I have to admit that... I hate to sleep. (It was the same in BG.) I know that you lose nothing in the game when you use 8 hours... but I feel bad when I rest "too much", it's like breaking game mechanics. It's weird that the only thing you have to invest to replenish your health is "in-game" time... when in-game time worth nothing. Ok, there is campfires now... but you can always easily backtrack to an inn (there is very few exceptions). I think that tiredness and "per rest" abilities (and health now) are good tribute to Baldur's Gate, are maybe important for "role players", but are not really interesting gameplay features! At least, if the game annoys you with resting, it could be more important. (For example, timing could be important to resolve some quests, could impact the result of some situations, could lead to ennemies come back so you can not sleep 10 times during dungeon exploration, etc...) But, of course, you're right! If you take the game as it is, this exploit is not interesting at all. Except maybe if you try to do an "in-game time" speedrun... Small spoil (I would prefer to know that before I finish the game) : 2) I think that when you unlock a lock with mechanics, it's something like "lock level x 30 xp". It's not so much, for sure, because there is not so many keys... But why not taking this experience if you could? I'm still thinking that finding a key to open a door should give you more experience that unlock it. Nothing stops you from doing it, I just think it's pretty weird, unusual and cumbersome to bother to do it in such unintuitive ways when the game easily lets you play more simply.
  15. This is not the case because it's not a salient expectation to have in the first place. It's a bit like saying you've been playing football at the highest level for 15 years, surely you can kick the ball and hit that guy in the face from fifty metres away every single time. Game development is incredibly complex, and its practices and organisation has also historically been very chaotic. Every single game often has to reinvent the wheel in many different ways, including as you say the engine issue, and there is also extremely high turnover of your team members in the industry (Feargus' experience doesn't count for much when he doesn't work with the same guys each time necessarily), and so on. As for the rest, yes. POE has already made some major, conscious decisions in this first iteration about the kinds of things it wants to do differently and the kinds of things it wants to be its 'signature' - whether it be its classes, engagement, the souls setting, and so on. The key for POE2 will be to build on those signature things and make them much better. Some of them are arleady good and just need extra time; others are still a bit half-baked, but that was also the case with something like BG1. I'm fine with POE trying to be a bit different and build its own strengths and I hope they continue, and I hope they do a good job. No matter what they did someone was always going to complain that it's not like the IE games, or that the IE games were better. I think the most productive way forward for Obsidian is to treat POE as its own thing and to assess what it needs to do to improve itself, and worry less about IE at this point.
  16. That's not a bug, that's your Mechanics score.
  17. I don't like it myself, but I don't really see how it stifles open source, it's supposedly up to the creator of the mod whether they want to make it free, donation, or paid? And if someone wants to mod, they can get the same tools if they don't like a price? It does stifle the ability of the player to *use* any mod in their game, if/when some modders get greedy. But the open source/freedom of the modders? Maybe the former is only what you meant? (in which case I do agree). It's very naive and short-sighted to say "well people have a choice". People always have a choice. What matters is what kinds of choices are offered to them and how those choices are weighted. In principle there's nothing wrong with some modders wanting to be paid for their hard work, but I expect this will further pseudo-professionalise the modding community. It will accelerate the end of the days when modders were purely enthusiastic amateurs, whose work might often have been incomplete, iterative and clumsy but this very fact encouraged them to keep in close and amiable contact with the fans. This is part of a shift where we're going to see more modders let money drive their decision-making, where fans increasingly treat modders like paid service providers (which they are now), where modders fight each other over profit sharing and other monetary issues, and so on. I doubt this will actually increase the quality or diversity of mods in any way. You never really had that problem where would-be modders stopped modding because they weren't getting $0.99 a pop, and you're not going to have more than a few people try to earn a living off this. What it does change is make the community more adversarial and entitled (even more than it already has become); introduce even more micropayments into gaming so that your gaming life just becomes one continuous cycle of 'want something? pay for it right now', and other negative changes.
  18. 'Buggy as hell' would mean every CRPG in the last 25 years was at least 'buggy as hell', possibly buggy as several hells collapsed into a giant vortex of helldom. Every game has the 20 people who sit on the forums complaining for weeks about how this is the 'worst/buggiest game evar' because they got some bugs.
  19. Bounty XP is the major culprit - they are far, far too big. If you skip bounty and endless paths, for example, then you reach level 12 at a reasonable point nearing the end of the game. Of course, that's no excuse; XP gain / etc should be rebalanced in 1.05. For now, you can install IE mod and just enable 25% extra XP needed for level ups. IE mod is modular so you don't have to use any of their other components. I just use the XP mod and some UI tweaks.
  20. Dirty Fighting is the most beneficial since it synergises with almost any kind of rogue build, but having blinding strike as well as hobbling strike can be useful if you find your rogue is not sneak attacking 100% of the time (it should be). Blind doesn't literally blind them to everything. Hover over effects names in-game and read their tooltips.
  21. It's a cool ability, it just needs to not be fixed numbers. I used it to good effect when I took Pallegina. POE battles aren't super long, so if someone dies and then you take the bother to revive them, chances are the battle will be over before the penalty hits. Aloth would get up, blast everyone dead, then drop dead all on his own.
  22. Yep, if you talk to the fampyr too early it's all gibberish, then he tries to skewer you. Nice touch, I thought.
  23. The only options are, I think: -Bring child and potion back to chieftain. -Bring fake potion back and kill chieftain. -Confront chieftain (or screw up with the potion) and kill chieftain.
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