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Karranthain

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Posts posted by Karranthain

  1. Just to be clear, the goal isn't to ensure the player can never ever amass a bunch of money. Just that they can't do so far beyond any and all expenditures in the game.

     

    If you're ridiculously frugal and sell everything you can get your hands on for 4 whole chapters, and then you have enough money to buy a bunch of extra stuff, this isn't a problem. If you're not even trying, and by 4 chapters in, you have enough money to succeed in a Bribe check against the head villain of the narrative to get him to stop what he's doing and take up charity work, there's a problem.

     

    Pretty much. The problem starts when instead of "Should I buy these boots of speed or perhaps a magical claymore?" it becomes "A merchant. I guess I'll buy everything and find out whether it's actually useful to my party later".

     

    Simply put, an overabudance of money significantly decreases the need to make strategical choices.

    • Like 2
  2. We all know this particular problem - we start the game penny-pinching, carefuly selecting purchases and then, at a certain point (usually towards the end), the money ceases to be an issue whatsoever. Our adventurers' pockets are so laden with gold it's a wonder they still actually bother with quest rewards.

     

    I think we can assume that the problem will be somewhat (or perhaps even completely?) solved by the player stronghold, which will probably be a huge money sink. It certainly helped in NWN2.

     

    Will there be other money sinks in the game?

     

    Will the game be playtested in that regard? That's obviously a huge amount of work, but it could pay off nicely (terrible pun intended).

     

    Having to make difficult choices when purchasing equipment certainly opens up interesting questions: "Do I buy this magical claymore or perhaps the boots of speed?".

     

     

    • Like 4
  3. I'm not going to get into an argument by trying to convince others, but personally non-combat exp was one of the many things that made VtM: Bloodlines such a great game. Exp is rewarded for clever and well-thought through play, rather than reaching every situation with a blunt tool.

     

    I couldn't be happier that PoE is doing this.

     

    Couldn't agree more, it was handled perfectly in Bloodlines. Made sneaking that much more rewarding (especially since you were often given addtional experience for achieving your objectives stealthily).

    • Like 5
  4.  

     

     

    3) Personally, I'd be happier if the ability effects were a bit more subdued, particularly the basic ones,

    I agree with this - some did seem a little over the top

     

    I didn't think so.They should improve the power of enemies, but not subdued the ability.That's the sweet spot of combat.

     

    By the 'ability effects' I was thinking of the special FX rather than the power of the abilities - some seemed very big for what was a small ability. (large waves of power coming off it)

     

     

    Indeed. The fighters seem to be equipped with personal forcefields ;)

  5. Just a heads up from Josh:

     

     

    I don't remember that exact circumstance, but there is not currently a recovery time in place when weapons are switched.

     

    But it's going to change:

     

     

     

    I find this odd.

     

    Switching weapons mid combat is a tactical decision and it should, in my opinion, come with some sort of a cost.

     

    Wasn't there a recovery time for wizards switching grimoire's by the way?

     

    Yes, sort of.  Wizards do not have a recovery time/penalty, but their spells are locked out for a while after they switch.  Tim is going to add a recovery time (2 seconds to start with) when any character switches weapons (PC or AI).

     

    • Like 1
  6. By the way, I really dig the paladin's breastplate in the gameplay video. It looks exactly like a piece of low-grade mass-produced armor should.

     

    attachicon.gifbplate.png

     

    Yeah, it's pretty nice. Notice the level of detail!

     

    Here are the armour sets that we could see in the previews:

     

    Fighter

     

    KGewaZf.png

     

    The classic.

     

    Barbarian

     

    rxpZvB6.png

     

    From rags to stitches?

     

    Paladin

     

    6WXFNct.png

     

    Digging the puffed and slashed clothing.

     

    Ixamitl

     

    JEPK1Vi.png

     

    I really like the fact there will be regional equipment.

     

     

    All in all, it looks pretty good, especially for "starter" equipment, though I can't say that I love the Ixamitl armour - it looks rather weird.

  7. 200_s.gif

     

    Love it. If someone told me, say 4 or 5 years ago, that we'd actually get to play classic IE-inspired 2D cRPGs again...

     

    Aside from the fantastic environmental art, I really liked the dialogue screen and the character creation (I can already see myself spending hours with it and restarting the game several times - until I get my character "just right"). And I love the Darklands-esque CYOA segments. Absolutely fantastic.

     

    Nitpicking time:

     

    1) The character models look okay, but still somewhat disappointing (even if we'll pretty much never seem that that close as in the character creation preview),

     

    2) The combat feels rather floaty, for a lack of a better word. The characters appear to be gliding and it feels that there's no real weight to the combat. This is perhaps partially due to the fact that the weapon sounds are rather underwhelming (though I bet that they are placeholders). The animations are rather clunky too (I'm guessing these are temporary as well),

     

    3) Personally, I'd be happier if the ability effects were a bit more subdued, particularly the basic ones,

     

    4) The arrows are flying veeery slowly and actually look more like darts,

    • Like 1
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