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Triple - A Foxy Lad

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Posts posted by Triple - A Foxy Lad

  1. 1. Story wise, I'd stick with the Watcher main character. But here's what I'd do for the story. Remember that sidekick, Rekke, who you find floating in the ocean and doesn't speak any known language? I'd assume that he comes from previously unknown continent on Eora. And that the Watcher wants to return Rekke home and go exploring! Beyond that, I'd really like it if the writers could avoid a story where the central plot point was on the gods of Eora. Have it be something else.

    More ammo for my cause. I really do think Rekke and Rekke land is the way forward.

     

    Nice big plot hooks. Rekke seems quite popular from what ive seen. New part of the world gives new narrative blood space to stretch their legs.

     

    New religion is interesting both for folk who are into the lore and folk who are sick of the current gods. (Tho im usually up for more rymrgand. Hes funny)

     

    Also this provides other great opportunity.

     

    Shipping watcher off to rekke land and ascending/stranding/killing them there minimises the shadow that the watcher casts upon the rest of the ip.

     

    This is other reason id like continuation of watcher tale. Watcher now impactful enough to distort ip around them. One way or another, watcher needs to be something that is resolved for good imo, so future writers arent frantically retconning everyones beloved creation.

     

    a. I'd love to see the plain "no subclass" option removed … sort of. In its place, what I'd like to see is a subclass that was a generic version of the class, but had more flavor than just thinking of it as "no subclass".

    This idea might have legs, provided implementation doesnt go overboard. Coming up with a fancy name for each class that basically means 'all-rounder', without tying it too much to lore might be fun. 'Gestalt Mage'? lol.

     

    As an aside, regarding mage subclasses, this has traditionally been hard as key maxim of mages be 'versatility uber alles'. Most mage subclasses have just been added power at expense of this versatility.

     

    Dragon age got around this by making mages *only* spellcasters in lore. Ergo they could 'subclass' as what are essentially clerics, druids, necromancers etc.

     

    Maybe is failure of imagination on my part, but feel will be very hard to create meaningful mage subclasses without seriously narrowing broad spectrum of base class. Im kinda resigned to notion that mage subclasses will always be slightly rubbish in game that doesnt revolve around mages.

     

    EDIT: cant type. As if i even have to say this anymore

  2. Oh man, i might have to try this civ 6 when update drops.

     

    Ive always loved the series. I got into it via colonization, which i was kind of obsessed with. Im glad it remains such a big deal.

     

    However i am like, comically bad at all such games. I have similar relationship with heroes of might and magic. Guess i have no head for strategy. Just like moving things around map and watching story unfold.

  3. Eora soul mechanic should allow devs to have cake and eat it. have mentioned elsewhere possibility of something analagous to dr who thing where same soul can go through multiple incarnations. If watcher grows too powerful and defined then it becomes possible to reset and maintain continuity.

     

    This may be cleaner solution than trying to go forward with 'canon' end for watcher that at best will be some variant of 'mysteriously vanishes'. At worst, watcher will remain active npc in ip and actions will half-please almost no one.

     

    Simply not addressing fate of watcher at all could also be fine, but i think only when current arc done and dusted. ending of deadfire too large a hook atm. Would be strange to not have continuation, but i guess oddly fitting considering series' tendency towards anti-resolution.

     

    Ive not strong opinions as to the combat. Direction feels okay to this fumbling idiot playing on veteran.

     

    Will say that combat as it current stands is among reasons for me to play game, rather than obstacle. Is fun. Judged by two nearest contemporaries, i prefer it to kingmakers hoary replication and whatever tf dos is currently doing - design by results of dev superfight tournament, i think.

     

    Im happy for the resident systems experts to thrash out the details and offer suggestions. They appear to be acting in good faith and knowing their ****.

     

    One think i would like is for completely new part of world so game doesnt become black mirror of reactivity to prior games (*shudder* ME3)

     

    have notion that main plot focused slightly more on drawing line under watchers arc rather than impacting fundamentals of setting - and loading ip with more obligations - would be nice. Deadfires done fine job of worldbuilding, making eora seem like living place with competing interests. With that heavy lifting done, i think narrowing focus is appropriate. Guess packing watcher off to meet fate in relative bubble of rekke-land would be good for many ends. Think there lesson to be absorbed from DA:I and ME3 collapsing under own weight.

     

    As for the romance thing, if the devs want to write such, they can crack on. Im pretty easy there.

     

    Feel that relationships system as it stands is too ambitious for anything but large team with appropriate QA. Something more basic and linear would have been fine. Dont think there sufficient extra return to justify so much effort. Suspect most players more invested in companions relation to protagonist rather than companions place among forces of fictional world. Establishing latter to flesh out ip is important, but as mentioned prior, that groundwork now done.

     

    Whatever obs are paying envrionment artists and unity experts, double it and retain them. Deadfire shockingly beautiful in places. For me, Neketaka surpasses everything ive seen in any infinity (or infinity-esque) engine game, which is high praise. That list includes athkatla and sigil after all.

     

    If it needs stating, would like another iso, party-based game. I like that ****.

     

    Think those all the thoughts i can gather for now.

     

    Wait. Final one. Hope the devs are as eager to make third game as i am to play it. Honestly, if series ever becomes source of stress and strife for people involved, id rather they left it be. My entertainment aint worth folks sanity.

     

    COLUMBO EDIT: oh wait there is one thing. I make no great impositions over returning characters. Writers can do what they seem fit. However, eder is one of the best 'everyman' npcs ive encountered in an rpg. His grounded, yet sympathetic perspective makes for a fantastic link between the player and the world. Id accept all kinds of contrivances to keep him in the game. Hell, come up with some weird metaphysical soul reason for his continued presence if need be. MAY I BE A CANDLE IN THE NIGHT.

     

    (On a side note, im partial to angry dysmorphic pallegina and i like notion of watcher continuing to disrupt and destroy her life and relation to the republics - despite her most ardent wishes. Idea of palleginas ultimate role as unwilling vessel for cosmic sadism amuses me more than it should.)

    • Like 2
  4. One thing that has always proven true for first person games - whether retro or modern - is that turn-based does not work well because it's never good for pacing, strategy and immersion.

     

    man, like, i dont expect everyone to know - or care - about the history of the genre but... wizardry was kind of a big deal, to the point where it spawned *every* jrpg. it must have worked well on some level to have all those kids.

     

    even Sqauresoft has gone the way of fast paced real-time.

     

    squaresoft debuted their Active Time Battle system in 1991. incidentally, shin megami tensei thrives to this day with its core largely intact.

     

    like i aint one to stew in the past, but we're kinda getting into alternative universe territory here.

    • Like 1
  5. Why do you look like you have come to some kind of realization? I said this before - perfect balance is for MMOs. Do you think the lack of it was one of DnD's flaws? It was actually one of the things that made it enjoyable.

    I aint disputing that. Got plenty of great memories of ad&d. I just dont understand why i cant enjoy both craftsmanship *and* freewheeling lunacy depending on mood and context. I got skepta, guitar wolf and al stewart all on my ipod.

     

    All these DnD games that have been released before and DOS:I & II worked fine - this is self-evident by their success. Your fears are unfounded.

    I would have had a lot more fun in dos if theyd actually stress tested their combat. Gearing whole party towards one damage type was a real downer. The mobility creep quickly became tedious. I played through it once and will prob go back at some point, but it wont be for a while. The games carelessness too often crossed the threshold from endearing to irritating.

     

    Other classes never felt like a waste of time, parties worked great, build guides were made for every kind of class. Every class was powerful in the end

    Fam, the bards uselessness was a straight up meme. It wasnt just a contested truth. It was universally acknowledged to the point where final fantasy 4, of all things, openly took the piss, assured that players would get the joke.

     

    If you think these games didn't work fine and none picked other classes, I urge you to do a research and find out if that was the case.

    Well if ud took ur own advice, ud have learnt that wizards in poe are considered a benchmark class by most of the playerbase. Yet u insist on their weakness. Why would u expect everyone else to perform a task which is apparenty beyond urself?

     

    Also saying that these games fail at delivering good party play... is quite a strong statement, considering their success, their fanbase and all published guides about builds and tactics.

    Why dont we all just play fortnite and be done with it then.

     

    Mate, all thats going on here is that u have an agenda that rule of cool should take priority over fine tuning and damn the consquences - bcs the playerbase can impose their own balance thru selective application of a games systems.

     

    There is an argument for this, but it comes with at least three issues that u havent acknowledged. 1. Selective application is limited in a video game as u have no DM. 2. U freeze out a certain percentage of players who are detered from playing game how they wish (eg. I wanted to play a rounded party in dos2, and the game told me to **** off.) 3. As viable choices in game are limited, it throttles replayability.

     

    Ur also glossing over fact that the success of the ad&d games didnt happen in a void. The games were partly successful bcs they piggybacked off an experience people already had positive feelings about.

     

    How well the games stood on their own was less important than how well they made certain connections in folks brains. Part of the reason BG1 was a blinding success was bcs it was a big ol dose of nostalgia that invited players to immerse themselves in memories of campaigns past. For newcomers, it was an introduction to an established arcane world full of nooks and crannies - both in its lore and its system. It had the thrill of exploration.

     

    New games and new systems cant rely on that context. Part of the reason i half-bounced off dos is bcs its imperfections have no history to flatter them. People have heartwarming stories about looking up THAC0 tables with friends and taking drizzt seriously as a kid. Divinitys systems and lore dont have that advantage.

     

    I think its telling that i enjoyed dos most when it most resembled ultima 7 - and that a huge factor in its success was the multiplayer option recreating tabletop.

     

    Im rambling now. Tapping on phone not coducive to coherent thought, so ill just end with notion that even if games can rely on history, they cant do so forever. Time comes for us all. This is why i appreciate games that attempt the heavy lifting of development and optimisation, even if they sometimes run into dead ends.

     

    Occasionally, wheel needs reinventing - or breaking, in deadfires case.

  6. Also perhaps worth noting. D&D of old balanced around frequent death and rolling new characters every other session. If u got character to about lv 7/8 without dying to stupid pit trap, u were on a hot streak.

     

    In this context, risk/reward of surviving dangerous early levels with useless, fragile character to become Death Destroyer of Worlds made sense. It comes unstuck when everyones guaranteed to hit their power spikes.

    • Like 2
  7. The uk, where i am, is a relatively poor market for them, but not dead by a long shot. mainland europe seems constantly to be producing great stuff. Like im on phone so its tricky to check, but i think game mentioned above is polish?

     

    My cousin runs a boardgame shop, and peeps are usually hanging out there playing something or other. warhammer remains a fixture around these parts, as do things like x-wing. Collectable card game tournaments are always happening. MTG being the daddy but also yu-gi-oh, pokemans etc.

     

    My tastes tend more towards co-op and emergent story-telling. i come from d&d after all.

     

    If conversation in the shop is any indication, theres been a minor resurgence due to the social aspect.

     

    While boardgame fanatics can be as ornery as the next owl, is still fundamentally communal hobby and not something u can do on the regular if ye prone to alienating folk. U can play online without developing personal skills. With boardgames - many groups take all sorts - but u wont last long with anyone if u outright disruptive. Think there is notion among enthusiasts of trying to preserve 'old' skills? And generation of parents eager not to lose kids to death spiral of internet.

     

    Vaguely related - one of my best mates is a full-time chess coach. Theres enough demand for his services that he has to turn down work. He never stops. There are so many thriving eco-systems that fly under our clogged radars.

     

    (I cant play chess btw. Dont have the brains or temperament for it. lol)

    • Like 1
  8. So you might want to decide what the case is about spell-casting classes. If they were so "unreliable and unforgiving" in DnD, why are they "tier 1"?

     

    prob cos martial classes are subject to same rng, but when they pass roll against target, they remove one layer of stoneskin - or maybe do 2d6+14 damage

     

    Meanwhile, when casters pass roll they destroy entire village, open portal to baator, invoke divine intervention or trap someone in rocky prison several hundred feet underground forever. or as a party trick, make ur thief redundant.

     

    So what about the tiers? Are you hung up on the "perfect balance" as well?

     

    hey, ur the one bleating that casters need reshaping to complete ur jigsaw. im pretty chill. at the very least, i have no great fear of the dreaded balance demon that stalks the halls of rpgs ruining everyones fun. at least he clears broken glass off the dancefloor.

     

    wizards are already strong. im just unconvinced that making them op and arbitrarily changing their resolution roll for aesthetic reasons will do anything to improve game.

    • Like 3
  9. Though it rather saddens me to know that PoE's status as a series is basically 'don't buy day 1, wait until the game is finished/wait for a sale', which is something that doesn't look good to developers/publishers. It seems cRPGs as a whole are sliding into that category, now that I think about it.

     

    Is echo of - and improvement on - prior situation, where game was released utterly borked. then u prayed intelligent and generous community members fixed game via unofficial patches later. before widespread internet, u didnt even have that luxury.

     

    would have been nice to see both deadfire and km up there. at least dos2's put some money in larians pockets.

  10. Were casters in DnD or PF (which has the most solid version of DnD imo), inherently better than martial classes? Perhaps, in many situations. But there was never a problem of them overshadowing the rest of the classes.

     

    i did a search for 'pathfinder tier list' and this was the first thing that came up.

     

    quoted below:

     

    The primary maxims of 3.5e remain true: magic dominates everything, the more and higher-level magic you have, the better off you are. Magic is both powerful and flexible, allowing magical classes to be strictly-superior to non-magical classes in many cases.

     

    If anything, Pathfinder actually made balance worse: nerfs to combat feats, and the distinct lack of better combat feats, which 3.5e published in supplements and Pathfinder never did, hurt mundane characters dramatically. And spellcasters received new class features, some of them very powerful, plus powerful new spells (e.g. paragon surge, emergency force sphere). There were some scattered nerfs to some core spells, but many are unchanged from 3.5e and still overpowered.

     

    like i dont know pathfinder as well as some folk, but ive got enough experience with ad&d and 3.x that this wasnt a surprise. primacy of casters in that system has been a meme for as long as i can remember. arguing against it is... well it aint a challenge id want to take up, and i aint short of contrary tendencies.

     

    It doesn't have to magnify the usefulness of ccs and debuffs, as long as there are proper will/reflex/fortitude defenses in place. It will just guarantee that all that casting won't be for absolutely nothing. 

     

    there are plenty of high level spells in d&d that can be ignored on a successful save, and due to d&d crit mechanics u got a flat 5% chance of failure thanks to possibility of even weakest foe rolling natural 20, thats not even taking into account things like improved evasion, slippery mind, epic resilience, and whatever contingencies an enemy mage might have prepared. there are also plenty of resistances not readily telegraphed. u could chuck out wail of the banshee only to find out ur targets packing a ring of death ward.

     

    like ur saying poe's spell casting is too unreliable and should be shifted in line with a system that is... *more* random and unforgiving? i dont get it. part of the fun of d&d is that every attempt at something is anxiety-inducing, rather than a given, and u get to laugh at that one sucker who keeps rolling under 5 on a d20.

    • Like 2
  11. would spellblade be better off buffing self into deity then flanking to clean up with rogue abilities after engagement has settled? If so setting a load of buffs to 'always true' but with long cooldowns before recasting might be the way to go.

     

    Ud have to micro a bit to ensure relevant conditions for rogue abilities to pop but thats always likely to be case unless u got something like cipher set to spam phantom foes on cooldown.

     

    Like ive never really mucked about with spellblade but it works for battlemage. Not really up on spellcasting/sneak attack/backstab synergy. When i use ydwin i prefer to keep her at range and use spells for cc and (de)buffs. Less stressful. Im too slow and lazy to micro something as high risk/reward as a melee mindstalker.

  12. -companion system - hear me out. I am not 100% sure if the attempt at the relationship system really paid of and the openness of the game makes it really tough for coherent character arcs to come through. However, every once in while, companions will critique/praise my character for things that fit and are the result of my role playing or they will have a very cool interjection during a conversation with NPC and are recognised by said NPC and when it happens it is really really cool. If PoE3 does happen I hope they will aim to polish, expand and improve the system.

     

    im glad it sometimes pays off, but it looks like so much work for the designers, esp getting a fair spread of disapproval and approval ticks over believable length of play.

     

    if the team thinks they can go forward with it, good luck to them, but i wouldnt blame anyone for scaling that one back.

     

    im fine with character arcs being what they are considering openness of game and spread of loyalties. i dont really need everyone to be drawn into protagonists inner circle and invariably achieve self-actualisation courtesy of dramatic epiphany.

     

    the main character in many rpgs would be most renowned therapist in history if they were real. something to aspire to i guess.

     

    anyhoo, favourite aspect of game. prob the whole setting and exploration thing. like one of my favourite games as a kid was side meiers colonization. i even used to write little short stories based on it. there were times deadfire brought back good memories as i was ambling around.

     

    also neketakas great. kudos to the designers and artists for that. one for the ages i feel.

    • Like 1
  13.  

    am i the only one who gets goosebumps whenever eder says this. Even if there were no other reason, id keep him just to hear that battle cry.

    It is a simple statement of intention, but surprisingly profound one. And benevolent as well which is as rare as kith-loving gods amongst the Eoran pantheon. I also like it very much.

    Ye im glad someone else approves.

     

    Im sure there are echoes of the sentiment elsewhere but, for me, the quote recalls john 1:6, which ended up on joshua grahams pistol in new vegas - and inside of my right wrist incidentally.

     

    Eders uneasy relationship with eothas feels quite familiar to this godless, childless catholic, as does his preoccupation with a family life not pursued.

     

    I also went for the night market ending in poe1. Seems likely the battle cry contingent on such.

  14. Calling Dragonfall a glorified VN is rather nonsensical so let's agree to disagree.

     

    i said 'sophisticated' VN bruv - but obv u know that and anyone who can scroll up knows that.

     

    theres stuff made in renpy and flash with full rpg progression, grid based combat, card based combat etc. and dragonfalls lightish turnbased approach - balanced courtesy of a small amount of bespoke encounters and limited options for ur npcs - aint a million miles removed from them.

     

    its. not. a. bad. thing. like i aint the type to use VN as an insult. if i ever get the chance, id like to try making one. i probably wont bcs life and laziness but whatevs.

     

    I don't care much for your glibness but at least now we've established that you're full of hot air.

     

    ROFLMAO. fam, u wrote that 'clever' little prelude about keeping a straight face to shove me on the defensive, so i chucked it back in ur face with interest. what did u think was gonna happen?

     

    If u dont want to deal with the counterplay then dont make the play bruv. and certainly dont get on ur damn high horse afterwards when u started it.

     

    *we've* established that you're full of hot air.

     

    god, my sides. so ur idea of a comeback is to emulate either HRH elizabeth II or a rubbish chemistry teacher tryna control a group of unruly kids. good luck with that.

     

     

    Thanks for making that point crystal clear.

     

    and u even start preening at the end of ur own **** like ur manures just won 1st place at the rpg debatolympics.

     

    sit down.

     

    i aint here for a row, and i dont make out im ought but a clown talking in circles, chasing a thought like a dog chases its own tail, but i aint no doormat. if u got **** on ur shoes find someone else to wipe them on.

     

    It would be manageable if it was just the docks, even with the warehouse fight, but the orc slog is uncalled for.

     

    ye, i didnt mind the docks and moonlighting with the watch. a bit of low level, low concern d&d is my jam. the stuff with the orcs and old owl well would have worked better as side-content imo, an optional quest where u could try out ur comp and kit against hordes of idiot mobs and generally chill out.

    • Like 1
  15. I was specifically comparing Deadfire to Dragonfall on the subject of NPCs. 

     

    You can't keep a straight face and say that the NPCs in Deadfire have such good reasons to tag along compared to the NPCs in Dragonfall. 

     

    mang i can keep a straight face and say lots of things, most of them to ur dad, but whatevs.

     

    point i was making is that we're comparing characters in two games that are operating within extremely different structures, and part of my thang is that i try to highlight these structures when i see them.

     

    saying that the content of a smallish game, based in one hub (that u walk around in by urself, incidentally - so less reactivity for the narrative designers to fret about) is better tailored to the *three* companions that are all in ur starting party is a given to the point of banality. Deadfire has to keep infinitely more plates spinning -  so holding it to same standard of coherence and relational depth just isnt useful.

     

    dragonfall is excellent at what it does, but is not huge and gameplay wise is not great deal more than a sophisticated VN / flash game. its less complicated than many nwn custom campaigns.

     

    like if u want to use dragonfalls success as argument for poe to narrow its focus at expense of doing other things, thats fine - i straight up said earlier, peeps could learn a lot from dragonfall - however ull find others will disagree strongly on poe focusing on such. 

     

    also part of poe's appeal for me is that the series is striving to unify and master as many aspects of the crpg as possible. even if this goal might be hubris, its attempts are often fascinating. and part of the reason i keep going back to examine it from different angles.

     

    honestly, as much as i enjoy such things in other games, im not sure if i want poe to focus on the fictional family aspect that dragonfall and the bioware rpgs often do. kinda for similar reason i was lukewarm on idea of obs chucking in romance. it just aint what i follow them for.

     

    EDIT: fml why cant i type.

    • Like 2
  16. Someone on the forums get their data mine on and apparently tekehu's the chattiest companion. Even so, none of them are vital.

     

    If u find any are abrasive just drop em without regret chief.

     

    If ur worried about missing out on content during any quests, keep an eye on the 'recommended companion' heading in the quest log. Even then, i wouldnt feel obliged to follow its direction.

    • Like 1
  17. Lv 1 in vivisectionist gives u mutagen (+2 natural armour, +4 to physical stat and -2 to mental stat) and 1d6 sneak attack which is absurd. U can also take true strike which is a good for those annoying high AC low HP targets like mages. Thats why ull see almost all physical attackers taking it.

     

    Iirc alchemist bombs target reflex instead of AC which makes them really good against certain annoying mobs like those 40+ AC sisters or whatever they were called. Alchemists can switch up damage types without blinking as well. Hello holy bombs.

     

    They dont scale off charts like casters, but pathfinder is basically d&d so caster primacy is a given.

     

    Inquisitors are funny if u go for the stern gaze build with max intimidate and cornugon smash / dazzling display. Many of the teamwork feats are quite tasty. Only problem i have is that if u aint lawful and abusing monk, ur rather squishy. U dont have all those arcane defensive spells to back u up.

     

    Strength of lawful alignment over neutral / chaotic serious problem with system imo but whatevs.

     

    EDIT: maybe im missing something but poe not feel much like 5e to me. Not quite sure if any crpg yet resembles 5e. Maybe i need to play more games

  18. Board games are very popular actually.

    Can vouch for this at least. My cousin makes a living out of them. They aint going away any time soon.

     

    It's funny because first popular RPG games ever were actually turn based, RTwP came much later, and yet it is somehow "weird and old fashioned"? Please, that's just BS.

    Things do come in cycles, and rtwp peaked with the rts genre over turn of millennium. So is old enough to be considered dated. Is maybe now *just* old enough to be considered vintage, but that newish development. Kinda like synthwave supplanting chiptune.

     

    Like maybe some analogue moog thing is older than yamaha dx7, but u ask someone which sounds more dated and they more likely to answer the dx7.

     

    Also many old school side-scrolling 2d platformers look less 'dated' than the fmv surge of late 90s. Even tho latter was supposedly bleeding edge at one point.

     

    Point is appealing to age alone as measure of modern relevance not enough. Is like saying ur better off eating month old pastry rather than drinking fifteen year old bottle of wine.

     

    Turn based combat in RPGs is boring, because it unneccesarily drags battles to the point of boredom.

    Thats an issue of poor encounter design, nowt to do with a system being turn-based. There are enough successful implementations of TB (SMT to name just one) to imply notion of TB combat not kiss of death. To suggest such without qualifying opinion as personal taste is rather hubristic.

     

    Like wizardry casts a longer shadow than almost any rpg and thats turn-based.

     

    Also many x-com / jagged alliance stans may consider such notion grounds for execution. lol.

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