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Aargh

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About Aargh

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    The Netherlands
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    nayenezgani

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  1. Yeah I agree with that. With some games (Battle Brothers for a recent example) I've even seen fans get extremely upset when the devs said they weren't going to sell DLC after the game was completed. I also remember the Oblivion Horse Armor incident you mentioned before and how much it pissed people off. By now, something like horse armor seems completely innocent compared to some of the stuff I'm seeing out there and nobody seems to mind at all. People will learn to swallow anything if you push it hard enough.
  2. A season pass usually just means it includes all DLC made for that game*. Don't know why they call it a "season" pass though. Doesn't bother me either way because I'm not buying a season pass anyway. If the DLC is worth the price I'll gladly pay for it, but I'm not very eager to buy some DLC bundle before the any of DLC is actually released or in some cases before it's even announced what the DLC will be. *there are some unscrupulous companies that sell a season pass and then make separate DLC which isn't included in the season pass, but I'm going to assume that's not going to be the case here.
  3. I don't understand what is meant with a "Roguelike Mode" in the survey.
  4. After some brainstorming (I can't take all the credit here) we managed to fill out the complete roster. It's harder than you'd think and I'm not entirely happy with some of these, but may it inspire someone.
  5. So essentially, Edér having Weapon Focus is the bug, him not having it is as intended?
  6. I recruited Edér before the patch, but currently the game is patched. Like I said, I'm not using any mods and I didn't respec Edér or anyone else. If the patch changes his talents, shouldn't everyone's Edér be missing his Weapon Focus? Or at least, everyone who patched the game?
  7. Nope. I'm not using any mods. I also didn't touch the console.
  8. I have no idea how or when this happened, but I just had a look at Edér's character sheet and for some reason he doesn't have his Weapon Focus: Ruffian anymore.
  9. This is what you get when you cave to the first person to loudly disagree with you: You open the floodgates for every moron with an opinion.
  10. I always love traits that come with a tradeoff, like the background traits in Fallout or Arcanum. Not only does it feel more flavorful than just stacking on the bonuses, it also gives the powergamer in me something to obsess over.
  11. I'll probably play a Humanb/Godlike Paladin first, because I usually like Paladins. I just hope the game will have some cool offensive Paladin abilities so I can get my Holy Smite on. I'm very tempted to play a Dwarven Rogue though, for some reason. Wielding the biggest gun I can find, of course.
  12. Very cool, thanks for the post. Is there any distinction between what classes use what weapons? Are there any obvious incentives for certain playstyles or classes to stick to certain weapon types, or is it more about what kind of defensive properties the enemy has? In other words, could I end up having a Paladin dual wielding daggers and a Rogue two-handing a warhammer and be just as efficient as the other way around? Or even equip my entire party with spears because for some reason I just love spears that much?
  13. Well, like I said usually multiple factors play a role. So in a system where speed and damage are the only factors, you can just do the math and get your DPS. But if other factors, like flat damage resistance, are also factored in it becomes a more complex (and thus more interesting but also harder to balance) system as a whole.
  14. After reading the recent update, there's something that's been gnawing on my mind. Most classes seem to have a fairly obvious preference for melee or ranged combat, while others can go either way depending on preference. A Fighter seems to have a melee bias, a Ranger would likely use ranged weapons exclusively, and a Rogue could put either option to good use. So far, so good. This distinction makes sense given the combat roles of each class. The thing I'm not sure about is when it comes to different weapon types in the same range category. A typical example would be a melee Fighter vs a melee Rogue. Assuming they're both interested in dealing damage, an archetypal fighter might choose to go with a big greatsword to cleave his foes in half, while a typical Rogue would be more inclined to grab a dagger in each hand for quick, precise stabs and slices at the enemy's vulnerable spots. Something similar can be imagined for ranged weapons, where you might have a choice between an arquebus (high damage but hard to reload and not accurate at long range) or a longbow (less point-blank damage, but better range and speed). Does Eternity have such a distinction? Is there any reason to pick one weapon type over another, or will there be a "best choice" for every situation? For example, D&D somewhat simulates this situation by giving the Fighter a higher damage modifier when having high strength and using a two-handed weapon, while the dual-wielding Rogue won't miss that modifier since he has lower strength and would rather get extra attacks to apply his sneak attack bonus to. Note that I'm not necessarily talking about damage types (like a club doing crushing damage vs a sword doing cutting damage), but more a general sense of choosing what weapon type your character will specialise in. In some games there is a clear "best choice", where for whatever reason one weapon type is simply more efficient in any given situation. For the sake of this question, I am completely disregarding the fact that many players simply choose their weapon type for flavor reasons. While that's of course a very valid way to pick your preference, it's not really relevant to the mechanics of the game. The way I see it, looking at the various games I've played in the past, there are factors that can influence what is "best" and often multiple of those can play a role at the same time. A few examples include: All classes have a default preferred weapon type, which means they either can't use any other weapon types or they simply get artificial bonuses to one type that make other types less desireable. This is a very simple to understand and straight-forward system, but does tend to restrict player choice. Even if it's just a bonus or penalty to certain types, it still feels restricted and artificial because it's just some arbitrary modifier that isn't based in the rest of the game's mechanics. Some weapon types simply have better options available. Like there are some awesome magical spears in the game while the best mace is kind of lame, so specialising in maces is less desireably than spears. While this makes sense, I feel that it rewards "spoilers" (how else would you know about those spears when you make your character) and penalises players for making choices that they have no way of knowing that they are bad for the endgame. Weapons have different damage types. For example is the game has many enemies that resist piercing damage, this will make spears a very undesireable weapon. On the other hand this tends to be one of the most frustrating options, like when your strongest character specialises in spears and you are in an area with many enemies immune to piercing damage. Suddenly your main source of damage is useless and the game becomes much harder than it would be if you chose to specialise in axes. Mechanical differences like attack speed are in my opinion one of the more interesting options. A light dagger can swing faster than a heavy axe even though it deals less damage, so you have to choose whether a character needs to hit fast or hard. However this can also quickly devolve into a simple DPS race, where an axe does 12 damage every 3 seconds while a dagger does 5 damage every 1 second, so the dagger ends up having a simple statistical advantage and there's no real reason to choose the axe. In some games, all weapons are more or less equal (with minor penalties in one area roughly evening out against minor bonuses in other areas, for example damage vs accuracy) which offers the best options for character customisation (you want a Rogue with a giant mace and a Wizard dual-wielding hatchets? There's no reason not to do it!), but makes some sacrifices in terms of variety since all choices end up feeling very much the same. So after all that text, my question is simply how does Eternity handle the differences between weapon types. Does it encourage a certain weapon type to be used with certain classes or play styles and if so, how?
  15. I think when you start obfuscating to-hit values, you get some awkward situations. For example, you keep missing an enemy, and you can't figure out why. Does the enemy simple have high defenses, are you very unlucky with attack rolls, or is the enemy actually unhittable? Things like that can be very frustrating, especially in an RPG where hitting or missing is (semi-)random. From a point of realism, I imagine a warrior would at least realise why he's missing his attacks, so there should at least be some way to estimate why you're missing, and if you're just barely missing your attacks or swining wide every single time. While I do agree this is a form of "help" and thus less suited to Expert mode, there's a point where you have to weigh "what would be most hardcore" against "what would be least frustrating." I think a good compromise is to tie the ability to see these values to a skill. A game I've been playing recently is Blackguards, which has skills you can train specifically to see enemy values like this. Which, in my mind, makes sense. Someone who is unskilled won't know anything about his enemy, but someone with a trained eye might be able to estimate his opponent's skill, level of fatigue, etc at a glance. Alternatively, making it an option that can be toggled on or off would satisfy everyone's wishes.
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