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Everything posted by wanderon
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Lack of/Uneven amount of Unique Weapon Art
wanderon replied to Sensuki's topic in Backer Beta Discussion
So it's you that's the Watcher of Dyrwood? -
Sure, but you had to choose to do one of three things to do that. 1: Make them a ranged Rogue, which actually runs counter to a lot of the best Rogue talents. 2: Make them a hard core trap user, which I guess I can see it but I don't enjoy using traps so not an option for me. 3: You gave up a Talent that could have given you a real combat buff (like Weapon Focus, Bloody Slaughter, or Backstab) to pick a straight + tons of Mechanics Talent. Edit: In retrospect it actually makes a ton more sense to make your Ranger a Mechanics expert over your Rogue as Rangers are great with ranged weapons, have a long history with traps, etc etc. Not sure they get free points in Mechanics just for being a Ranger though unlike Rogue. Also but seriously, having to pick Envenomed Strike just to get every character some stealth (while a good Talent) seems pretty darn lame. We shouldn't be shoehorned into taking it because it is the only way to get a character Stealth Skill without gimping them. Making choices in an RPG is not necessarily a bad thing - I do in fact play ranged rogues quite a bit and even when I play melee rogues they always do some ranged work as well. And I have stopped playing any rangers until they get them a bit more sorted out All I'm saying is there are ways you can use this system to build a decent character but it really sucks that you can ONLY get skills with talents - so for me putting the two together is OK but ONLY if you give us some additional skill only points to spend both at Character creation and also ever few levels along the way - I have a feeling this may be what they have in mind anyway and they are tweaking the skill menu as we speak... If so that would mean you can set your skills as you like and then choose to either augment them with talent choices as well or not as you see fit. That would work for me.
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I built a rogue the other day and had no problem getting mechanics up immediately but then struggled a little getting stealth caught up but not much - the skill only talents with +4 give a good starting base. I also found myself having to choose a talent for each of the non-rogue BB Bozos that would give some stealth and so far have settled on envenomed strike which should be useful to anyone at some time or other. I still think this system will work but I'd like to see some tweaking and very much like to see at least a handful of points available on their own as part of character creation and maybe a few more along the way every few levels. After all this current character only ended up having a decent skill set almost immediately because he essentially starts at level 5 in the Beta.
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Don't forget that the final game will feature real companions as opposed to the placeholder BB companion team and I suspect the real ones may come with individual more robust and useful AI which may have quite an effect on group combat at least for those who choose to use it.
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I voted to keep the current system because every build gets a little better and I see no reason to return to a 10 year old system just because it worked 10 years ago. I also voted for it because at 66 I probably have a bit more patience to let the new baby grow and not toss it out with the bathwater. It seems to me over 2/3 of the posts on this forum are clamoring for a clone of the IE games and that's not what I signed up for at all - this is a beta and it's getting better I'm ready to watch it grow into a new and exciting game - if I want to play an IE game I have them all already...
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Shouldn't Health and Endurance Be Switched?
wanderon replied to PrimeHydra's topic in Backer Beta Discussion
It is simple. You get hit you lose endurance currently, you run out of endurance you fall unconscious and get a "wound" which is semi permanent character disability. If you lose all your health on the other hand you just plain die. The formula as it currently stands I believe is 4 endurance damage = 1 health damage, unless you are a barbarian then you lose 1 health every 8 endurance damage. It is pretty straight forward actually, even if a little more... intricate than it really needs to be. Actually the confusing part to me was why you thought the names needed changing - to me stamina or endurance is something that you can run out of and still survive when a runner runs out of endurance he stops running and sits down or passes out etc. Health on the other hand seems to convey the comprehensive total of all your bodily bodily functions both internal and external - you are not healthy when diseased or wounded but you're not dead but when you have 0 health then nothing is working and you better hope there is an afterlife becuase you are now toast... Trust me when you get to be my age you know when you're losing health and you do something about it while endurance....well like the song says I may not be as good as I once was but I'm as good once as I ever was... -
[333] The top 3 things I hate about PoE right now [spoilers]
wanderon replied to Hormalakh's topic in Backer Beta Discussion
I have not had much issue with the boar with 333 - still a bug as it still doesn't "die" completely but the party comes out of combat mode (and stays out) and the boar just sits dormant occasionally flashing the red circle under it's feet on & off so quickly I found it impossible to "catch it" with a pause in order to try to target it to see if it could be killed... (then I realized there was no kill XP anyway and we went on about our business) This was the case with 2 of the three characters I've fooled with in 333 (the other one died at Medreths hands and as far as I know the boar survived and is still happily digging truffles somewhere)... -
Shouldn't Health and Endurance Be Switched?
wanderon replied to PrimeHydra's topic in Backer Beta Discussion
I'm confused just reading this... Seriously for me the current words are fine and changing them will not make things any more clear for me as far as I'm concerned all that's necessary is to explain fully how the system works not search the universe for that perfect set of words that everyone will immediately yell eureka I understand now because there simply are no such words. -
Now you're just saying things that my extremely casual gaming mind cannot comprehend. And I'll launch into a tirade about how overlap between skills and classes only proves that they are all redundant any time now. Because rhetoric is a tool to prove that I'm right, not to express something coherent. Seriously, though -- this is the direction they picked with the game. Specifically because complex, varied, and consistent characters - in relation to the gameworld, and the other characters, as well as the enemies - wasn't appreciated. Or so we've been hearing. Collapsing skills into a simpler class and perk system is a result of that. Just like when they collapsed all the character abilities into either fewer of the character attributes, or into the class card. The aim being to make the classes less difficult to deal with. The result unfortunately being that the characters aren't very interesting. While the huge "wall" with all the attributes and numbers still being there. I suppose next someone is going to suggest removing the attribute system. Which probably would also make sense at this point.. Never mind I thought you were serious there for minute...
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Why should rogues and wizards have to choose from different skill sets - wasn't that supposed to be one of the points of skills in PE to knock down those walls with skills as well as armor and weapons making all of them available to every class? So whats wrong with a muscle wizard with high mechanics or a naked scholarly fighter with high lore? I don't have any issue with the skills being aligned with talents and backgrounds I just think there should still be some level of skill choices outside those choices and for that yes we do need a separate skill panel at least once at character creation and preferably again every so many levels so not every skill point must be gained on the back of a talent or background choice.
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Shouldn't Health and Endurance Be Switched?
wanderon replied to PrimeHydra's topic in Backer Beta Discussion
Spiritual successor does not equal clone - if Ford announced they were releasing a spiritual successor to the Edsel would you expect to find the same instrument panel an AM only radio, wide whitewall tires and a hood ornament? PE was never meant to be a mix of the old IE game mechanics with a new storyline it was meant to be a new and exciting isometric party based game with interesting companions that made you think of the old IE games as you made your way through the adventure - no one ever promised that every or even ANY mechanic would be the same or even similar. -
Shouldn't Health and Endurance Be Switched?
wanderon replied to PrimeHydra's topic in Backer Beta Discussion
It's not about the terminology, it's about communicating the right thing to the player. When your portrait fills up with red vs. when the little bar to the left depletes and you die "for real". The terminology is just a means of communication. Again, that's not a reason to not try and make a system clearer. If my company released quirky and inconsistent UIs because our customers are intelligent (they are) and can figure it out (they do), would that be OK? UI and naming conventions in games, as with any software, should only be broken when it makes sense to do so. They certainly shouldn't stay confusing just because one tester didn't mind. I'm hardly the first beta backer to suggest that endurance as health (and health as endurance) doesn't make sense. What makes the current system better than one that mirrors the IE games, one that uses endurance as fatigue/stamina (gaming synonyms for endurance)? I am so tired of hearing about how this or that should be done like the IE games or DA or Monopoly for Chickens... -
Shouldn't Health and Endurance Be Switched?
wanderon replied to PrimeHydra's topic in Backer Beta Discussion
Why does there have to be an argument to leave it as it has been designed instead of changing it just because it doesn't use the same terminology as other games for similar functions? People who play RPGs are pretty smart - I suspect they will be able to figure it out... -
Shouldn't Health and Endurance Be Switched?
wanderon replied to PrimeHydra's topic in Backer Beta Discussion
:shrugs: different games use different terminology I for one think there are much better things for OE to be focusing on at this stage of development - I have no real issue to the current terminology nor the way it works. -
Short answer to do we need skills? Yes...
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I didn't have any issue with the "eye" as people are calling it - I just treated it as if it were a shield they were holding - I doubt this is the final version in any event.
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Generally don't use hotkeys other than those provided for pause, select all, etc and have almost never made any changes or assigned something to a hot key myself but I think it's a good idea to have the capability.
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Gear shop, am I missing something?
wanderon replied to Cl_Flushentityhero's topic in Backer Beta Discussion
There are some weapons missing from the mix not sure why no one thought about that when putting the BB together altho depending on how you resolve the quest involving the party at the bridge you get access to almost all the armor options and there is a robe available a little later - and there is a pretty good mix of weapons available as well through various means but you do have to get your hands dirty if you want the largest selection... EDIT: You can also get "some" weapon choice on your characters weapon in character creation based on the background you choose but these are all generic "common" weapons and you really want to get a "fine" weapon asap. -
Gear shop, am I missing something?
wanderon replied to Cl_Flushentityhero's topic in Backer Beta Discussion
The BB is set for characters in the middle levels of the game for testing purposes and they have stated that actually the BB companions are a little under equipped for their levels (using fine weapons) so I suspect they didn't see a need for a lot of low end weapons & armor at merchants. -
Please, No Lockpick or Trap-Disarm XP!
wanderon replied to PrimeHydra's topic in Backer Beta Discussion
Only if one assumes the only way to enjoy or "beat" the game is based on how many experience points you earn.- 118 replies
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A change in design philosophy, in fact. But unlike Namutree, I don't believe Obsidian can take it all the way. Not by release time at least. There's far more involved in making a total switch to combat XP than simply assigning XP values to all the enemies. There's also the matter of balancing the entire game from beginning to end to account for the switch, unless they think it's no big deal if players end up hitting the level cap halfway through the game. due to the thousands upon thousands of additional experience points they gained from every enemy kill. Not if they limit kill XP to a "graze".... BB fighter kills Ogre Party gains .00034 experience
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This sword has a scratch on it can I get a discount? I can find the same thing at Willies Weapons for half this amount and he gives green stamps! All that for a staff? It's just a big stick!
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Best XP system has probably not been made yet.....
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So are the blasts referring to rods etc or to blast type spells? Probably one of the main reasons I'm not into mages was I hated the mages in BG2 - specifically the whole buff/debuff nonsense - the mages were fine in BG1 but then I am more into low to mid levels in D&D based games (1-15-ish with the sweet spot in the low teens)
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After some more usage of the new system I am already more comfortable with it but I still feel there should be at least a small pool of skill points that you get to choose directly at character creation (to set your skill "path") and then every so many levels another point or two (or three ) and then you can use the ones tied to talents as a way to augment your skill levels.