Jump to content

Fardragon

Members
  • Posts

    1432
  • Joined

  • Last visited

  • Days Won

    3

Everything posted by Fardragon

  1. In addition to Sneak Attack, there are a couple of other class abilities that look interesting (AKA borderline broken) transferred to other classes. I would put Carnage next on the list. Blast (Wizard) looks interesting too, combined with Dangerous Implements, for an AoE Ranger or Rogue. Oh, yeah, Shapeshift might actually be useful on a class that isn't too busy casting spells to use it! The class I see being most problematic for making any of it's abilities work with a different class is Chanter.
  2. The silly PoE card game site seems to be hinting at a third companion character. Which would make sense, given that there is still no Barbarian.
  3. Probably because Bethseda repeat the same gameplay again and again.
  4. Or you could have an option to hide the information. Call it the "I'm an idiot" button.
  5. Not sure if I misunderstood what you were trying to say but the Ultima series started in '81 and they were definitely single player cRPGs. Hopelessly primitive by today's standards of course, but single player cRPGs nonetheless. Don't think it was available in the UK. Don't think it would have run on my ZX-81 anyway!
  6. Sorry, I thought you said "one of the Simpson's cats was lead designer".
  7. All I can conclude is you have never played played any of the RPGs I have mentioned. Really, they have no "balancing mechanics". None Nada Zilch.
  8. Strawman much? Only one of the RPGs I mentioned had classes. Traveller, FASA Star Trek and Golden Heroes where all classless systems. In Traveller especially, it was quite possible to create a character who could do everything, or a character who could do nothing.
  9. I don't remember there being any single player RPGs in the 1980s (unless you include Fighting Fantasy gamebooks). I remember I cannot 1 hit kill anyone, be invincible, have infinate money unless I cheat. So there is a little balance. Just not so prominent until PvP multi player is introduced. AD&D First edition? You certainly could have 1 hit kills and be invincible. Golden Heroes, you could have those and infinite money too (via an Advantageous Background). But I was talking about role playing, not PvP (AKA pissing contests for adolescent boys), an abomination that wasn't designed into games in the 1980s.
  10. Actually, I found a number of pieces of music to be memorable. I remember the sounding a lot like music from the BG1/2 games. A pale imitation of the music from the BG games. I can still hum the main theme from Baldur's Gate. I can barely remember the music from PoE, and I played that less than a week ago. Not that it's a big deal, PoE music isn't bad, inappropriate or irritating. It's just forgettable.
  11. I don't think a lot of people realize... RPG mechanics are a spider web and that making a change anywhere on that web causes all of the other parts of the web to change position slightly. Changing a class's armor value can cause healers to become OP, or UP. Change a group buff and suddenly and entire class of monsters are too weak to be considered threatening. I'm not a game dev, but I suspect creating balance is one of the hardest parts of your job and involves lots of spreadsheets. That's why it's a good idea to use an existing ruleset, rather than try to create one from scratch. But the thing about "balance" is it a much more recent concept than the RPG. It didn't really become a big deal until the 90s. RPGs had got along perfectly well without it for 20 years. Balance has been there from beginning of RPGs. People just don't understand what it actually means. As someone who has been playing RPGs since 1979, I can tell you that simply isn't true. This is what I played: AD&D 1st edition: no class balance, no attempt at class balance. Traveller: RNG character generation could give you a 22 year old Scout with Pilot-1, or a 48 year olds space marine with Plasma Weapons-5, Demolitions-3, Leadership-3 and Vac Suit-1. FASA Star Trek: Similar to Traveller, RNG character generation took you through your previous career, giving you a character ranging from super-spock to redshirt. Golden Heroes: RNG character generation could give you Superman or Hawkeye. Balance WASN'T EVEN MENTIONED in the 80s. It started to be discussed in the 90s, but it didn't become an all powerful god until MMOs became popular. I have played RPGs from beginning (EDIT: Or at least near beginning) and I know for certain that balance has been part of them from beginning, it is just that people don't know what it actually means, which seems to be the case with you. Sure. If you define "balance" as the person who brings the beers and pizza, it has been there since the beginning...
  12. I don't think a lot of people realize... RPG mechanics are a spider web and that making a change anywhere on that web causes all of the other parts of the web to change position slightly. Changing a class's armor value can cause healers to become OP, or UP. Change a group buff and suddenly and entire class of monsters are too weak to be considered threatening. I'm not a game dev, but I suspect creating balance is one of the hardest parts of your job and involves lots of spreadsheets. That's why it's a good idea to use an existing ruleset, rather than try to create one from scratch. But the thing about "balance" is it a much more recent concept than the RPG. It didn't really become a big deal until the 90s. RPGs had got along perfectly well without it for 20 years. Balance has been there from beginning of RPGs. People just don't understand what it actually means. As someone who has been playing RPGs since 1979, I can tell you that simply isn't true. This is what I played: AD&D 1st edition: no class balance, no attempt at class balance. Traveller: RNG character generation could give you a 22 year old Scout with Pilot-1, or a 48 year olds space marine with Plasma Weapons-5, Demolitions-3, Leadership-3 and Vac Suit-1. FASA Star Trek: Similar to Traveller, RNG character generation took you through your previous career, giving you a character ranging from super-spock to redshirt. Golden Heroes: RNG character generation could give you Superman or Hawkeye. Balance WASN'T EVEN MENTIONED in the 80s. It started to be discussed in the 90s, but it didn't become an all powerful god until MMOs became popular. I have played RPGs from beginning (EDIT: Or at least near beginning) and I know for certain that balance has been part of them from beginning, it is just that people don't know what it actually means, which seems to be the case with you. The margin for error in balancing Single Player is very high as opposed to multiplayer. Rather than balance, it is more like different style of playing. Why would I care the mage have a instant kill spell if I am not competing against anyone? Why should I care the paladin invincible skill last too long if no one use him but me? In the name of FUN I can throw balance into the wind and make my OP as overpower as possible. The only balance will be to balance the characters and enemies so the player will not be bored with push over battles. I don't remember there being any single player RPGs in the 1980s (unless you include Fighting Fantasy gamebooks).
  13. I've never worked anywhere for more than 4.5 years. I have a short attention span.
  14. I don't think a lot of people realize... RPG mechanics are a spider web and that making a change anywhere on that web causes all of the other parts of the web to change position slightly. Changing a class's armor value can cause healers to become OP, or UP. Change a group buff and suddenly and entire class of monsters are too weak to be considered threatening. I'm not a game dev, but I suspect creating balance is one of the hardest parts of your job and involves lots of spreadsheets. That's why it's a good idea to use an existing ruleset, rather than try to create one from scratch. But the thing about "balance" is it a much more recent concept than the RPG. It didn't really become a big deal until the 90s. RPGs had got along perfectly well without it for 20 years. Balance has been there from beginning of RPGs. People just don't understand what it actually means. As someone who has been playing RPGs since 1979, I can tell you that simply isn't true. This is what I played: AD&D 1st edition: no class balance, no attempt at class balance. Traveller: RNG character generation could give you a 22 year old Scout with Pilot-1, or a 48 year olds space marine with Plasma Weapons-5, Demolitions-3, Leadership-3 and Vac Suit-1. FASA Star Trek: Similar to Traveller, RNG character generation took you through your previous career, giving you a character ranging from super-spock to redshirt. Golden Heroes: RNG character generation could give you Superman or Hawkeye. Balance WASN'T EVEN MENTIONED in the 80s. It started to be discussed in the 90s, but it didn't become an all powerful god until MMOs became popular.
  15. I don't think a lot of people realize... RPG mechanics are a spider web and that making a change anywhere on that web causes all of the other parts of the web to change position slightly. Changing a class's armor value can cause healers to become OP, or UP. Change a group buff and suddenly and entire class of monsters are too weak to be considered threatening. I'm not a game dev, but I suspect creating balance is one of the hardest parts of your job and involves lots of spreadsheets. That's why it's a good idea to use an existing ruleset, rather than try to create one from scratch. But the thing about "balance" is it a much more recent concept than the RPG. It didn't really become a big deal until the 90s. RPGs had got along perfectly well without it for 20 years.
  16. No, she doesn't send you there it kill it. She sends you to restore her temple, it is the priests who ask you to kill the dragon (and are rather shifty about it). I viewed it as a test: Hylea sent the dragon in the first place to see if her priests where wise enough to realise that as a beautiful flying creature, the dragon was inherently sacred to Hylea. No she sends you there to kill it. She wants it dead and gone so the temple xan be filled with singers, painters birds again. If you dont kill it, you need to convince her the dragon was beauty and so you did not kill it. She does accept that after you convince her but her first response is asking why didnt you do as i asked? It's a teacher's question. She want's to see if you understand WHY not killing the dragon was the right decision. Hylea always knew that a dragon was just as good as singers, painters, and birds, but she needs to make sure her followers understand that too. Hylea gets fed up with being the god of pink fluffy butterflies and all things twee.
  17. I would like to be able to run away from combat. I would like druids to be able to specialise in shapeshifting at the expense of spellcasting, or the addition of a shapeshifting class.
  18. No, she doesn't send you there it kill it. She sends you to restore her temple, it is the priests who ask you to kill the dragon (and are rather shifty about it). I viewed it as a test: Hylea sent the dragon in the first place to see if her priests where wise enough to realise that as a beautiful flying creature, the dragon was inherently sacred to Hylea.
  19. It's bad because they aren't equally good. If Perception effects accuracy it becomes the single best stat, for everybody. No amount of Might matters if your attacks don't hit. No amount of Intelligence matters if your spells miss. Maxing out Per becomes essential, and if everyone has the same Per, there is no point in the stat existing at all (other than to gimp NPC companions). Now, if it where split, so there where different stats for melee, ranged and magic accuracy, that would be a different matter.
  20. The problem stems from much of the writing of KotOR2 having been done before KotOR1 was released, and thus the writers not being familiar with the established character of Revan. References to the first game where tagged on later in development, but it was to late to change the basic plot and themes to more closely tie into the first game. The two games do showcase the contrasting styles of Bioware and Black Isle/Obsidian. KOTOR1* is very like Mass Effect 1 and DA:I in that it makes you the big stonking badass hero, whatever choices you make; as opposed to a more morally grey and less superheroic protagonist. I guess if you hate moral absolutism, then you aren't going to be to keen on The Force. But perhaps that means you shouldn't do a Star Wars story? *Okay, so you can be a big stonking badass villain as well, but you can't be a complex, troubled, weak-willed villain.
  21. I agree. I always thought the reason there is no stat for accuracy was because it was the one thing that pretty much everyone needed and as much of it as possible. Now, if they split accuracy, with a separate scores for melee, missile and magic, and assigned them to separate stats, it might make for more interesting choices. Suggestion: Perception for ranged accuracy, Int for magic (including spell like abilities and wand/rod/sceptre) accuracy, Dex for melee accuracy. Make deflection depend on Con and Resolve, move spell durations to Resolve.
  22. Tank MMOs and mobile card games. Looks like Obsidian has decided to try making money instead of interesting games.
×
×
  • Create New...