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wanderon

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Posts posted by wanderon

  1. More to the point, this has been a basic feature in most of RPGs I can think of -- including the Infinity Engine games PoE takes cues from: Planescape:Torment, Baldur's Gate and Icewind Dale all had walk toggle. And so did the original Fallout games and Wasteland 2, for that matter, so you can't say it'd be something unsuited for isometric games. Even action-RPGs like Mass Effect, Witcher and Elder Scrolls have it.

     

    We know for a fact that walk toggle could be added with relative ease, since the (currently out-of-date) IE Mod does add the feature. It's honestly starting to feel like the only reason it never makes it in is that the people inexplicably hostile to the idea also populate the dev team.

     

    Maybe it's because when BG ONLY had walk everyone screamed it was too slow hence the faster walk in BG2 and now the run - be careful what you wish for... :devil:

  2. What about a skip toggle? I mean seriously why shouldn't my party be able to skip down the lane occasionally like a totally happy six year old why are walk and run the only movement options anyone talks about.

     

    Or March? A nice disciplined march step for my gang of soldiers with a goose step and double time option and fancy parade formations to show off while we march into town with the Ogre head on a pike!  (toggle of course no reason not to just make it a toggle so not everyone has to march my way)

     

    These would make this game so much less immersion breaking! Can I get a HELL YEAH???   :brows:  :thumbsup:

  3. Tbh I am ok with traps dealing such big damage. 

     

    What I find strange is that when you disarm it and put it into inventory, it is suddenly made to deal less damage. Isn't it the same trap after all?

    I understand that this is made for balance, as explained in another thread by Sking.

     

    But I find it would make more sense to have "Trap of X" that lays on the floor getting transformed into "Scrapped Trap of X" once picked up. One extra word, one less immersion breaker. 

     

    So you think the trap maker prints the damage on the bottom someplace and when you disarm it the figures change? How would your character even know how much damage a trap set by someone else would do to begin with never mind know how much it more or less it will do if it is reset and used later by someone else. Sounds to me like the player here is the one breaking immersion with too much metagaming  :grin:

  4. @corrado:

     

    This AI you are describing in no way even begins to resemble any AI from the IE games - you are actually asking for an AI that when implemented by the player does in fact allow any character you have "programmed" to play by him/her self.

     

    There were some player made scripts for BG that attempted to do a robust AI for spell casting  and some general AI options that led to a reasonably competent "auto-attack" and yes I do think such an AI as you are describing would be a large scale project to implement in a cohesive manner for each and every build you may wish to play. And yes I also would prefer the devs spend those resources on improving something other than party AI.

    • Like 1
  5. How? Coz magic, coz soul and so on.

    It's too easy and too cheap to explain everything away like that. Often sucks mystery out of supernatural mystery (wow how? bah, probably because soul/magic or conglomerate of souls/god). PoE's setting and the concept of souls is fine, but it's important to keep the dosage at acceptable levels. Humans of Eora physically resemble humans of Earth, but imagine Eoran humans walking on their hands by default. Some human players would ask for an explanation and that explanation could or could not be "Accept it, it's becoz souls!".

    Therefore it's even more important, when introducing peculiar concepts like PoE's Might, to explain how it works and why it works like that in detail. Is physical strength always the same as spiritual strength etc. I have my theory, but a plausible "official" description is always welcome.

     

    Huh? I thought you just had to be a game developer to decide how your game would work and define it's working in your own way... 8)

  6. I don't have much trouble with the devs balancing stuff by assigning things to the attributes they have chosen that may or may not make sense given our normal understanding of the word they chose to use to describe or define the attribute. I have no trouble accepting that that's just the way things work in their (soul driven) world. In fact I much prefer they choose familiar terms than to make up "in game" terms to describe terms like might, dex con etc.

     

    Resolve effects deflection? OK by me! That's much better than the resolve attribute being labeled Evloser in order to have it work the way they wish without having people say hey thats crazy you can't do that deflection is better suited to  Ytiretxed...  8)

    • Like 1
  7.  

     

     

    I have a hard time deciding on weapon focus in the game and often I just put off deciding until later and choose some other talent instead - I kind of wish there was a way to put your own grouping together.

     

    You can both create wholy customizeable henchmen at any inn as well as respec your character and any companions you pick up.

     

     

    I'm referring to your own choice of WEAPON grouping for the weapon focus and weapon specialization talents not party grouping  :p

     

     

    He means that if you make a mistake with your weapon focus, it's not game over. You can just fix it later. So pick now, try it out, see if it works, if it doesn't, respec at shopkeepers or Caed Nua. +6 accuracy makes a bigger difference early level, than it does later. Although accuracy is still pretty good all the time.

     

     

    I am aware of that altho since I mostly RP my party I would be very unlikely to take advantage of it - Gee I used to be better with a sword and bow but now I'm better with a club and wand doesn't really fit my playstyle - nor does the idea of having a character with different stats & skills depending on where you are in the game (or a whim) - not that there's anything wrong with that - just not my style. 8)

     

    What I'm trying to say is I guess I find the weapon sets a bit too restrictive from an RP standpoint - I'd like to be able to choose a bit more freely and not have my choice of melee weapons dictate the ranged weapons I use or vice versa.or the choice of a single weapon only allowing certain other weapons if I want to make use of the bonus. I would gladly trade a group of 3 of my own choosing even if it was restricted in some manner rather than to only be able to choose a non varying group of four or five together.

     

    It's not a huge deal to me sometimes I just don't take weapon focus or I take it but still use weapons from outside the group as I please altho I have probably only seen someplace between a third and half of the game at this point so it's possible it will come into play later on and I'll have to adjust.

     

    ATM my biggest goal is simply not restarting and attempting to get through the entire game prior to SoD being released... :grin:

  8.  

    I have a hard time deciding on weapon focus in the game and often I just put off deciding until later and choose some other talent instead - I kind of wish there was a way to put your own grouping together.

     

    You can both create wholy customizeable henchmen at any inn as well as respec your character and any companions you pick up.

     

     

    I'm referring to your own choice of WEAPON grouping for the weapon focus and weapon specialization talents not party grouping  :p

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