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bgi123

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Posts posted by bgi123

  1. Few quick thoughts.

     

    On the first topic, I don't think the game engine is currently designed to label elevation. It's possible that because some walls are able to bounce things, that there is some level of 3d for "cover", but I doubt this includes every object. As such, this is a great suggestion for a future isometric from obsidian, that will in all likelihood make greater use of 3d, but I don't think it's applicable to the current game state. 

     

    Regarding spells you are right, that tactically having fewer spells is an obstacle. Some spells are really powerful, others pretty ineffective, and the cast times for some spells is too long (like weapon summons, or healing). The spell system could be tweaked both for balance, and also to allow casters more tactical options. Even allowing more casts of a specialised area (such as illusion or one spell per level) would allow players to develop a specialised play style with their caster more, rather than falling back on damage spells. It's great to have more spells than poe1, but it's still a little lacking next to d20 games. The wall spells don't seem particularly effective for example. For strategy you don't want to rely purely on damaging spells. 

     

    Regarding rest, well there's a pretty easy way they could make rest meaningful on POTD. They could make it time constrained, so you can only rest once per day, or make injuries help per time, rather than per rest. With the way injuries result in permenant death, that would make getting an injury in a fight a bigger deal. 

     

    It's odd you say that there is some dislike of d20, or class systems in obsidian, because that's totally what this is. The attributes might be in theory closer to a narrative pnp, but in practice the whole system is not unlike pathfinder, just with a per encounter system rather than per day, and empower points replacing hero points and empower feats.  There's a slight 4e/5e ishness to it as well, that the classes don't really feel that different, even if they have different tactical power. If they'd wanted something classless, it'd be more like gurps (just a large collection of attributes and skills you can select).

     

    I can see where though, they focus on sort of minor powers that are like other classes, and multi-classing, where they might be trying to make everything blend. But honestly something like pathfinder's hybrid classes (brawler, arcane archer) etc works better than multiclassing, because those are generally not under powered or overpowered and individually balanced for each hybrid. The ability to for example stack things like flurry and ranged bounces, or flurry and cleave is pretty unbalancing. Power gamers are always going to power game, and these are the EXACT same tricks people use in pathfinder - ranged weapon monks for combining flurry and multiple missles, monk/fighters with reach based pole arms to stack cleave and flurry with more targets, fighters with heavy cleave focus, especially two weapon weilders for dps. 

     

    In fact a fighter monk with a pole arm was my last pathfinder character lol. It's kind of amusing to see the exact same exploits being used here. 

     

     

    As with my previous post. The duration of ailments is a nice addition to what I previously proposed and could work very will within the existing game engine. 

  2. The game would need to be restructured a bit for the resting mechanic to work out.  For now you can rest pretty much infinitely with zero repercussions other than losing some food. 

     

    Resting should allow you to eat more food, but it doesn't rid 100% of all ailments and only restores fractions of your abilities. Resting in dangerous areas should have a chance of you getting ambushed. Maybe make it that you need to rest 3 times to fully recover all ailments or make resting have like 35% chance of healing one debilitation out of many you can get, and 30% chance to regain 1 empower charges.

     

    Make events that can interrupt resting like stray animals messing with you or getting ganged by wolfs, bandits, assassins, treasure seekers, or simply soldiers who want to loot you, etc. Make some companions events that can reduce the effectiveness of resting. Like if Aloth's awaken soul takes over him when he is sleeping and she messes around, or if your broken wrist made it difficult to rest without ale. 

     

    Maybe have areas regenerate some (not all) monsters or NPCs as time passes. The NPCs generated doesn't need to be same ones that was native to the area. It could be troops sent there to check who murdered everyone, looting bandits or mercenaries, scavenging carnivorous animals, or spirits from those slaughtered. 

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  3. Like if my party member is a very beautiful women she can make some merchants give her discount or have more favorable options with males or lesbians in general. Likewise with the Watcher. Maybe ugly has bad options in dialogue and some interactions, but it repulses combatants making them aim worse or you smell bad etc. You can be ugly or beautiful depending on culture or race of people you talk to. 

     

    Beauty can also just be female trait as it matter a lot more for them in most cultures, but with that you can also make them have less athletics, HP, or attack power etc to balance it out. 

     

    Renown can work like how people know who you are. High renown will make you unable to lie very well as people know you, but low renown allows you to bluff and lie better. We already have reputation so renown can't really do much to change interaction with factions, but it can allow you to gain favor or disfavor with random people. Like if you are known murderer etc people will not talk to you and police will try to capture or kill you. 

     

    There might be better ways to implement these ideas, or do you guys think it is bad to add this? Since I am about 5 hours into the game this system might already been added and I just do not know. If so, please tell me. 

     

  4. So I noticed that the ships have maximums it can hold of each supplies, but I have simply been buying 200 of each supply so I wouldn't have to manually change the number believing I wouldn't get charged for overstocking the ship. So I tested it out with full stock and the merchant will still take my money....

     

    Why is this allowed? This is ridiculous. 

     

    Please correct me if I am wrong. I am only about 4 hours into the game so the supplies might be held somewhere I don't know. Other than that its really frustrating me. Makes me want to quit. 

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