Jump to content

J.E. Sawyer

Developers
  • Posts

    2952
  • Joined

  • Last visited

  • Days Won

    131

Posts posted by J.E. Sawyer

  1.  

    Selective invisibility in combat usually leads to a huge number of bugs, but I'll talk to Tim about it. 

     

    Ai, so the fact that stealth applies to the whole party at once is because you couldn't get per-character stealth to work properly?

     

    No, it isn't.  Selective invisibility of characters as a general rule leads to more bugs with selection, perception, and GUI feedback.

  2.  

      This was exactly the point of my suggestion. If the rogue (or any character really, but rogues are probably the most interesting) can stay in stealth when combat starts, then you would have a new set of tactics that are similar to the IE games backstabbing mechanic, but better.  

     

     The part that I want to change is that, currently, stealth mode always applies to the whole party at once (whether you have selected a single character or not). So, as soon as a fight starts, everyone pops out of stealth at the same time. I would like the option of keeping some characters in stealth mode to allow better tactical positioning.

     

    Selective invisibility in combat usually leads to a huge number of bugs, but I'll talk to Tim about it.  The more likely outcome would be an ability for rogues that allows them, specifically, to turn invisible once combat starts.

    • Like 7
  3. In Temple of Elemental Evil, 1st level Magic Missile can be spread out between targets as soon as you get at least a second missile, so one spell serves these purposes while also growing in power. There's different saving throw and shockwave, okay, you could probably make another spell out of it. But it seems inefficient to spread out these minor tactical options on conceptually similar spells, and it clutters spellbook.

     

    What your wizard learns and puts in his or her grimoires is completely up to you.  It's pretty common in A/D&D to include minor variations on existing spells that have different targeting rules, different AoEs, different damage types, etc.  Nothing forces a player into learning Magic Missile and Mordenkainen's Force Missiles, for example.

     

    And from a purely practical perspective, we can't have every spell in a wizard's arsenal contain unique mechanics.  There's always going to be some overlap between various effects.

    • Like 2
  4. Naïve question, perhaps: Why do they cost dough to hire? Are they all mercenaries? And wouldn't this gimp players who prefer self-rolled parties over parties full of talkative companions?

    I reckon that they should cost much less, and some of them should be free, or perhaps all of them. It seems like an unnecessary breaking pad, that's all. :)

     

    Making them NOT cost money would give a bigger advantage to people who don't use the OEI-written companions, since you could make a six-character party in the first town.  You could also freely use them as fodder with no consequence.  The adventurers aren't going to be outrageously expensive to hire, but we do want there to be some cost to them.

    • Like 4
  5. They are all crushing damage spells affecting Deflection, are they not? And even if some of them vary slightly in saving throws or an additional bouncing effect, in principle they are comparable. Say I meet the murder beetles. Is there a reason not to cast all these missiles on them or prefer one type over another?

     

    You'd prefer Bounding Missiles in a scenario where there are more than two beetles all spread out and Concussive Missiles in a scenario where the beetles are grouped together (the concussive shockwave also targets Reflexes instead of Deflection, so there's that to consider).

    • Like 1
  6. There aren't enough to say "all spells are just copies of themselves from 1st level", but some spells seem to repeat themselves through levels just to keep up with increasing numbers. Minoletta's missiles get an improved version once or twice where in IE one was sufficient, druid has two almost same sun spells at level 1&2 (and Sunlance at level 6 or around that), there are 3 Blight Summons (one can only hope creatures would get new abilities), cleric gets three sigils with some difference in them (knockback... that I think doesn't work; fire; shock).

    It also seems lots of work has been done to "check" every damage type; while only ~2 should be sufficient; Druid, for example, gets damaging spells from fire, corrosion, piercing, slashing & cold at level 1 alone. What's up with that.

     

    Some of them follow the general principle of course (we are used to have various healing spells avaible through levels), but sometimes you look at a spell and think "well, that's just same as that one I had level before it".

     

    The Minoletta's spells are not improved versions of each other.  Bounding Missiles and Concussive Missiles do different things than Minor Missiles.  More importantly, you probably would not use them in the same circumstances.  Sunlance (single-target, Deflection-based, Pierce and Burn damage) is not an improved version of Sunbeam (AoE, Reflexes-based, Burn damage and Fortitude-based Blind affliction).

     

    Yes, druids have three levels of blight summons.  BG's druids had three levels of animal summons.

    • Like 1
  7. Ok, so I checked the wiki and a few other spots but haven't found an answer. Was wondering if someone knew or if a dev could give me an idea.

     

    1) When does it first become available? If you want to save spoilers...do you have an estimate on how long it might take to get?

     

    2) Would I potentially have enough $$$$ to hire up to a party of 6 right away?

     

    You will gain access to additional (player-made) adventurers shortly after the game's introduction.  Depending on your play style, I would say within the first 2 hours.  On a replay, probably in the first 45 minutes if you just made a beeline for it.

     

    There's a hard limit of 8 total player-made adventurers per game and new characters can be up to your main character's level-1.  They also cost money to hire.  I believe those are our only limitations.

    • Like 7
  8. There's Wizard's Double and Mirrored Images, the various Restore _____ Stamina spells, and Insect Swarm and Plague of Insects.  I don't think there are that many "series" spells overall.

     

    The relative Deflection values of Arcane Veil, WD, and MI do need to be adjusted.  MI is supposed to be the longest-lasting but provides the lowest bonus.  Arcane Veil is supposed to be the fastest to cast with high DT and a relatively short duration.

  9.  

    How do you even set traps in PE? I haven't figured that out yet. Supposedly every character should be able to using the Mechanics skill.

    I have no clue.

     

     

    You use trap items from the character's quick items.  You can acquire trap items from traps you disarm if your Mechanics is high enough, but you can also buy them.  I think Matt may have overlooked putting traps for sale in the stores.

    • Like 2
  10. If the issue were simply that I needed to write a bunch of Talents or different Abilities, there wouldn't be much of an issue, really.  This is the first game in what will (hopefully) be a series, and is intended to parallel Baldur's Gate I / Icewind Dale I in terms of overall character scope.  I don't blame people for wanting stand-ins for every spell, ability, feat, talent, and item from every IE game to be present in PoE, but I hope people can all recognize that there are logistical problems with making that actually happen.

     

    What I would like to do (and always wanted to do) is allow all characters, not just rogues and fighters, to have more options via Talents -- and if that means characters should be allowed to select Talents at first level as well, that's fine.  But we still need to actually implement them.  The issue has never been that we don't have ideas for Talents (we have a doc full of them), but we have scope limitations.  The classes that people feel are most in need of versatility will have priority for Talents, so if people would like to discuss the specific ways in which they would like to see fighters and rogues (for example) change, that would be helpful to know.

    • Like 8
  11. If they must tweak them, I'd like it if they just made the rogue sneak attack do more damage than it already does. I was under the impression that Rogues are one of the "heavy hitters". But I'm really not seeing it (in the beta at least). My rogue seemed to do as much damage on average as my Barbarian and fighter did.

     

    Just to make sure, was the rogue Sneak Attacking?  That's where the majority of their damage potential comes from, though they can score it on targets with a wide variety of afflictions (Flanked, Stunned, Prone, etc.).

     

    E: Sorry, misread your post.  They currently do +50% damage on a SA, IIRC.

  12. I never thought that mr. Sawyer would be one of those creators who think their making is the best thing that was ever created since the last thing they made. If now he is disagreeing with everybody that have any critical view, then when the game will be released and not do well we will hear that people were not ready for his grateness. Really dissapointing.

     

    Do people really believe that I disagree with everyone who has a critical view?  I'm not going to change things that I don't think people have made a compelling argument for, but we've changed a lot of things based on backer feedback.  Of note, one of the people who liked your post really had a problem with the lack of offensive abilities on paladins.  That's why paladins now have Flames of Devotion and Sworn Enemy.

     

    I don't think it's particularly useful to argue about whether or not fighters and rogues are subjectively "boring", but we can productively talk about whether or not they have a varied list of abilities and, just as important, if they are tactically interesting to use in the context of PoE's combat.  If people say things like BG's fighters and rogues felt more versatile, of course I'm going to argue against that because I don't think BG's fighters and rogues were very versatile.  BG:EE and BG2's fighters and rogues (with kits) were much more versatile than BG's, but that's a different statement entirely.

    • Like 14
  13. In A/D&D people eventually got magical composite bows. Even if they didn't, 2nd Ed. grants bow specialists the Point Blank range category that explicitly allows them to add Strength bonuses to damage (and the +2 to hit on top of that).  Until 4E, their bonus damage also tended to spiral out of control since you could combine weapon and ammo bonuses with everything else.

     

    Dave is implementing smarter targeting AI right now which should help with the feelings of overall immunity for the back ranks.  That said, I've heard mixed things about ranged characters.  Some posters state that bows are terrible (which presumably also means that implements are terrible) due to DT.  Are crossbows/arbalests and guns the powerhouses?

  14. Not being able to kite is extremely frustrating. It lessens tactics and seems mainly to (a) be one of those Sawyerisms that fall under the 'strange-idea-of-fun' categories and (b) to mask fairly primitive creature AI.

     

    A 'retreat' function that allows you to back away but risk an attack-of-opportunity style hit in return seems fair, and better than what we have now.

     

    2nd and 3.X editions of A/D&D's standard rules are both more punitive to ranged characters than melee characters when it comes to moving and continuing to fight.  Pausing Recovery while moving was implemented both to account for movement being something of value that you're trading off with other actions (as it is in A/D&D and a lot of other RPG systems) and to address what became a default easy mode tactic in most of the IE games: fire bows at melee opponent, kite backward until they all drop dead, repeat.  Range gave the advantage of removing your characters entirely from harm at virtually no cost.

     

    Some creatures work best as melee only enemies, whether in a tabletop or CRPG environment.  A/D&D tabletop rules generally give melee characters better options for moving and attacking because they lack the positional flexibility that ranged characters enjoy.

     

    It may well be that this implementation needs to be adjusted to allow for slower recovery instead of no recovery, but I don't think the basic premise that movement costs something is bizarre or unique to this game system.

    • Like 7
  15. All the time spent on the bestiary could have been spent on making interesting items and sketches of said items(BG2 style). Instead we get this ****.

     

    edit: Don't get me wrong, it's a cool feature and I like it, but item sketches should have been priority.

     

    Polina did those sketches as part of the creature concepting process.  She did spend a bit of extra time making them look nice, but it was essentially the first part in creating the characters.  With weapons, the artists started with historical reference and made modifications, so there wasn't a library of sketches at the end of it like there was with creature images.

    • Like 13
×
×
  • Create New...