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perilisk

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Posts posted by perilisk

  1. The problem with the difficulty levels ...   AI is a big part of it.   The enemy does not know how to use spells, buff and debuff.   It does not know how to swap weapon sets.  It wants to focus fire your casters but it won't take the drive-by hit to do so.   It has no potions or scrolls.    1/4 of the fights or so would be very, very hard if the mobs coordinated and played smarter.  

     

    Hard is redundant, its just normal with a couple of extra enemy.   POTD is fine, its the next step up from "normal" really.   Want it harder still?  Need a new difficulty level, but again, if they just made it smarter....

     

    Truthfully, it doesn't even have to be smart. It just has to have enough different attack patterns, strengths, and weaknesses that you can't utilize the same strategy for every battle. That is, it doesn't matter whether the enemy is smart, so long as it forces the player to be smart.

  2.  

     

    I haven't read this whole thread, but I am glad glad GLAD!!! there aren't romances in PoE. Not only do they side-track you from your intent, but who the sam-hell would girl players romance beside Eder? Aloth? Nope. Durance? Double nope. Kana? hahahaha, and that little dude (I forget his name) is way too short.

    You'll romance Durance, and you'll like it. And if I hear any complaining, you'll get downgraded to Anomen.

    I'll take Anomen. He doesn't look half bad, so I can gag him and tie him up to make him sufferable, while Durance has absolutely no attractive qualities whatsoever.

     

     

    Hey, Durance has a sense of humor, albeit a filthy one as befits him.

  3. I haven't read this whole thread, but I am glad glad GLAD!!! there aren't romances in PoE. Not only do they side-track you from your intent, but who the sam-hell would girl players romance beside Eder? Aloth? Nope. Durance? Double nope. Kana? hahahaha, and that little dude (I forget his name) is way too short.

     

    You'll romance Durance, and you'll like it. And if I hear any complaining, you'll get downgraded to Anomen.

    • Like 1
  4. At the beginning of the "Far From Home" quest, the quest-giver explains his plight. If Kana is in your party he interjects with something to the effect of "...to retrieve a medallion to earn the favor of the gods so that you can return home. That reminds me of ... a story I heard somewhere." (paraphrased from memory)

     

    This seems to be intended as a fourth-wall breaking moment, relying on the player to get the reference.  Unfortunately, I don't get the reference.  Is this the plot of a story from Greco-Roman mythology that I can't remember? Maybe something from Tolkien? I'm struggling to think of many contexts where a character is attempting to "earn the favor of the gods."

     

    Can someone here explain it to me?

     

    He isn't talking about his own personal quest?

  5. Well, the initial companion arcs are pretty familiar; you, your dog, and three friends you met (and Durance) are traveling down the same road together, seeking answers from a powerful Wiz... err, Watcher, who lives in a castle with this whole green rock theme.

    As for your own reasons, well, you got smacked by a windstorm so hard you're in a completely different world (sort of), and you want to go back home, metaphorically. A kindly wi... err, animancer points you in the direction of the Watcher as someone who can help.

    But the Watcher turns out to be a disappointment, blah blah blah, and you learn that the all-powerful entities you encountered and sought aid from are actually a sham concocted by a guy from the same nation you came from back in the day, and everyone learns a valuable lesson about looking inside themselves for answers/strength/whatnot.
     

    • Like 3
  6.  

    Sold items don't go into the mobileobjects file. They are stored elsewhere, so this is not related to the file bloat.

     

    Other than that, I still can't understand why all the backers wanted WYSIWYG loot. It brings nothing but imbalance and annoyance to the game.

     

     I take exception to "all the backers". I didn't say anything on that issue. :p  (Or most others, to be honest.)

     

    OTOH, special loot (anyone has a similarly cool name for that?) always feels like the game master / developers cheating. "In lieu of doing AI to make things harder, we just give our Xaurips spears+3. No, you can't loot them." Or: "We made this very cool bad guy who wears really nice armour. No, we didn't make it wearable, and its armour class travels at the speed of plot. Also, it won't turn up as loot, of course."

     

    It's annoying both ways.

     

     

    Special loot is annoying, sure, but it could be justified -- e.g. the item is powered by the user's soul rather than an intrinsic enchantment, so in the hands of anyone unworthy or untrained, it's just a normal or uselessly magical item. I sort of feel like that would even be a good approach for having some class abilities that are tied to an item (say, a set of paladin abilities based in the use of a particular relic venerated by the Paladin's order, like a Holy Avenger).

  7. Has there been anything written about what the unique item names mean in the PoE world? Some of the names seem similar to words in real world languages, but not quite.

     

    For example:

     

    Munacra Arret - This is a head slot item that looks like a monocle. Arret means stop in French. Munacra is gibberish as far as I can tell but maybe has some relation to monocle.

     

    Pensiavi mes Rèi - This is a +3 might ring. Pensiavi makes me think (quite literally) of thinking or thoughts. Mes means my in French. Rei makes me think of king from the spanish rey or french roi.

     

     

    Anyone have any insight on the subject? The in-game item descriptions don't help give much context.

     

    The first is Terra Arcanum backwards.

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    to have a romance there'd have to be a decent looking girl first, and the one we got is killed in the tutorial.. sorry for the spoiler.. Not so sure about GM or Sagani.. Its as if they didnt want us to have female companions at all, let alone romances. Pretty big change to BG1 btw, where the first NPC we got was a cutie., and well bg1 generally didnt held back on kawaii material

     

    Your character is a Watcher, surely they of all people would be able to clearly see inner beauty and all that.

     

    Your response sparked writers gold for any game writer who wants to use this. This is clever actually.

     

    So you would make two versions of the female companion:

     

    In the normal physical world she is ugly & mannish, but when you use your watcher powers to peer into her soul, you are treated to her ethereal representation in which she is drop dead gorgeous, beautiful.  How she looks in spirit form is similar to a super model, because she is beautiful on the inside.

     

    This would satisfy a straight male gamers need to see a beautiful woman, but also take a step back to understand that on the outside she is not attractive.

     

     

    But then Jack Black would steal her away from you. :`(

    • Like 1
  9. What I wondered about though, is if you developed a relationship that was believable, that wasn't constructed around picking the right responses to get over a certain limit on a "relationship progress counter" variable before you can **** - would people appreciate the opportunity to ... brutally and soul-crushingly dump their romantic interest at some point, if they were given the chance? For example, what if you discovered along the way that your love-interest was playing you? That he or she isn't actually interested in a deeper relationship, but goes along with your fantasy out of favoring the affection you give them? Or if they want and believe you're offering something you're not? Would a fantasy setting where you actually role-play this be a good setting to explore the type of fears and consequences you normally don't experience, or at least act out, in a real relationship?

     

    For example - let's say that your character develops an adventure crush for another character. Or a character develops a similar crush on your player character. And neither interest is reciprocated, before you reverse the situation again. If you develop a trail like that, and keep track of the interest, and eventually allow the relationship to happen. But then give the character an option to pay the other character back for the hurt they've caused the other, or to forgive completely, etc.

     

    Yeah, it's the detours and dead ends that make relationships in drama interesting. And if they did do romances, there should definitely be potential to flirt with a character only to be told "Let's not make things weird. We're trying to save the world here."

  10. to have a romance there'd have to be a decent looking girl first, and the one we got is killed in the tutorial.. sorry for the spoiler.. Not so sure about GM or Sagani.. Its as if they didnt want us to have female companions at all, let alone romances. Pretty big change to BG1 btw, where the first NPC we got was a cutie., and well bg1 generally didnt held back on kawaii material

     

    Your character is a Watcher, surely they of all people would be able to clearly see inner beauty and all that.

  11. As much as I enjoy playing the stealthy sort of pacifist, it would be great if the expansions or sequels introduced more nonlethal options, including some aggressive ones.

    You get no combat XP for fighting kith, and the game's mechanics are set up so that people are normally taken out of combat by losing endurance, not health. There's no reason you can't loot a KO'd body as easily as a dead one.

    All of that suggests it would be very rewarding (from a C&C perspective) to set up a Gothic-style system where kith-on-kith combat often boils down to beating people up and taking their stuff, where killing a fallen opponent is usually a deliberate choice with moral weight.

    It also means that it's reasonable to have alternate means of beating enemies other than dropping endurance to 0; breaking morale could be more than just a debuff system -- unless you really had your heart set on their loot or truly wanted them eliminated, terrifying an enemy into fleeing the map is essentially as much a win as killing them all.

    Reputation could come into play here too. If you have a reputation for being honorable and benevolent, enemies might be more likely to lay down arms and surrender once it's clear the fight is going badly, the leader is killed, etc. On the other hand, people might just try to avoiding getting into combat with a Bleak Walker in the first place.

    • Like 14
  12. One way around the level cap blues (even if it is a little regimented and metagamey) is to differentiate between systems of vertical and horizontal progression.

    Keep vertical progression (HP, skill ranks, total number of equipped talents and ability uses) bound tightly to main quest progression. Let the side quests, bestiary, etc. expand horizontal progression (maybe unlocking extra talents or powers that could be swapped out at rest, bonus spells known, etc.).

    Since the horizontal progression component is more about versatility than power, you can leave it essentially unbounded without worrying about trivializing endgame content.

  13. If romances existed in PoE, they would be like this:

     

    -The sky bursts above, fraying rifts at the edges until the world disappears to nothing, leaving only her naked spirit facing you in the void. You reach for the back of her neck with an ethereal hand and draw her close. She cannot escape: and as she cowers from your soul's touch, you sense her entire being as fully as she senses yours. For a moment she is only puzzled by your soul's touch, before she stares into you with horror, silently screaming her throat asunder as she vainly tries to escape. You laugh, an unstoppable laughter aside you that slowly takes force from within. Is that all there is? You stare through her soul as it withers from the void, forcing one last thought to stay with her as long as her soul is bound to the planes: "I know you".

     

    Needs a trigger warning.

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