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Zack Fair

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Posts posted by Zack Fair

  1. I'm sure that with this well thought counter argument. The Image with rioters with pitchforks and general tone you will convince a lot of people that you have something meaningfull to add to this instad of "I DON'T LIKE IT".

     

    Good job. RPG Codex: doesn't scale to your level. Instead just shouts angrily about things it doesn't like.

     

     

    Oh shut up. He told his reasons in the post, so why don't you just learn to read before complaining about the Codex or Sensuki.

    • Like 6
  2. I too myself worry about this a little. Especially since Sawyer designed the game so exploration and the side quests are optional, and you can finish the crit path without doing those. He also said that the sidequests will be the ones which contain the really challenging quests. Thus the crit path has to be easier, if players must be able to finish it without developing their characters during sidequests. But this also means that if someone does the sidequests, s/he will have a very strong party, and the crit path will be a cakewalk. It would be pretty underwhelming if the final epic battle would pose no challenge at all.

     

    Sure, I can up the difficulty, but that might mean that while the crit path will have the optimal difficulty, the sidequests will have an unbeatable difficulty for me. You can't really win here. Either the crit patch will be easy and the sidequests will have optimal difficulty, or the crit path will have optimal difficulty but the sidequests will be too hard.

  3.  

     

    I was a big proponent of group looting. In fact, I am the one who moved that suggestion to the top of the bug queue.

     

    I have been using it for a few builds now and, to me, it feels much better. How it works is that when you click on a corpse it pools loots from any corpse within three meters. The UI has not changed. There is no indicator of which piece of loot came from which corpse, but I haven't seen it as much of an issue while playing the game this weekend. There is still lots of looting (because not everything dies within three meters of everything else), but it definitely cuts down on some of the repetition.

     

    I understand that some may not like this new feature, but I would ask that you give it a chance. I am not sure what kind of options we will add for it, but there was talk of an loot distance slider that could go from 0m - 3m. If you want individual loot back, you could just turn it to 0m. That isn't currently in, but it is probably something we could add into a day one patch.

    Do I know it right that if an enemy dies, its corpse has a sparkling, shining(or somekind) effect on it? Will that effect disappear, if I open the loot window for that corpse? Because that way I could see which corpses were looted in the 3m wide area loot, and which ones should I check again?

     

    If a corpse no longer has loot on it, it will not have sparkles. Just like previously, you cannot interact with a corpse that has no loot on it.

     

    I suspected that. What I meant is if I check a corpse, and I leave the ****ty loot in it,will it still sparkle? Or the sparkling only stops if I loot every piece of item from the corpse.
    • Like 1
  4. I was a big proponent of group looting. In fact, I am the one who moved that suggestion to the top of the bug queue.

     

    I have been using it for a few builds now and, to me, it feels much better. How it works is that when you click on a corpse it pools loots from any corpse within three meters. The UI has not changed. There is no indicator of which piece of loot came from which corpse, but I haven't seen it as much of an issue while playing the game this weekend. There is still lots of looting (because not everything dies within three meters of everything else), but it definitely cuts down on some of the repetition.

     

    I understand that some may not like this new feature, but I would ask that you give it a chance. I am not sure what kind of options we will add for it, but there was talk of an loot distance slider that could go from 0m - 3m. If you want individual loot back, you could just turn it to 0m. That isn't currently in, but it is probably something we could add into a day one patch.

    Do I know it right that if an enemy dies, its corpse has a sparkling, shining(or somekind) effect on it? Will that effect disappear, if I open the loot window for that corpse? Because that way I could see which corpses were looted in the 3m wide area loot, and which ones should I check again?
    • Like 1
  5.  

    Here's what I expect area looting to turn into and that's why I'm skeptical towards it.

     

    You have four loot containers and you have to guess and try to click such a loot container as to select all or most of them, but you don't know in advance if this is possible.

     

    The end result being that you still click on every container, only you are not really sure if what you're seeing isn't something you just saw when you were clicking at the last container, because the loot interface won't just show you the container you clicked but also the other container:

     

    JVYIYlA.jpg

     

    So in a situation with four loot containers you are blind guessing which one you should click first and which other containers will its 3m radius include.

     

    That's what I call confusing and that's the main reason I don't like the idea. It's got nothing to do with nostalgia and much to do with common sense.

     

    In this example you would need at least two clicks to check all containers, and that is if you were able to tell which containers you are seeing with each click. In reality most people would click all containers anyway, just to be sure they aren't missing anything.

    One easy remedy I can think of for at least this problem (not touching on the other problems I have with this mechanic) is to highlight all containers in the highlighted container's radius. This would at least give the player a hint about which containers' contents will be visualized.

     

    If remembering which container you have left to check instead of remembering which ones you have already checked is easier for you, then I guess that's ok. For me it's easier to just remember what I've just clicked.

     

    Or, maybe looted corpses will stop shining, so you will know which corpses you looted already. We don't know how does this work ingame.

     

    Oh another thing. You can probably still go to each corpse and click on them one by one, if you want individual loots. You just don't pick up everything.

  6. Some additional confusion and uncertainty come from the fact that you can't visually tell what are 3 meters in-game. Questions and wondering begin: "Now that I clicked this loot container, how many enemies' items does it contain actually? Should I go and click the farthest container in the cluster as well? Or is that one close enough to be grouped under the 3 meters rule... Maybe I should click it just to be safe I'm not missing something... But wait, it shows some items I saw previously and also some others but they are identical to the items I saw when I clicked the container on the other side of the cluster of containers... So what belongs to whom now? As for those two far-away containers I'll probably have to click individually, the 3m rule doesn't apply to them."

     

    I don't know who needs that and I can't imagine anything good coming out of this mechanic.

    You are making up problems that do not exist. Who cares which item belongs to which corpse? You don't pick up loot based on their previous owner. You pick it up based on their usefulness.
  7.  

    Indeed. Zack Fair is correct. Loot area itself is fine as a mechanic.

     

    By the way, I heard you can disable remote stash in options?

    You disable taking things from it but not putting things in it. original.gif

     

    For the love of God, Using stash (infinity inventory) already means that you don't have think about sorting inventory, or deciding which loot you pick up and which ones don't.

    Yes, and once I have infinite inventory and the ability to roleplay a vacuum cleaner after each battle, this "contributes to dumbing down the game" as I already described. You can do one more circle around this statement if it will help you understand it.

     

     

    Areal loot or individual loot won't change a bit about it.

    I described how it does change more than a bit.

     

    If you have a stash, you will still click on every cropse, and you will pick up every loot to sell later.

    Less likely, because the effort needed to do so would be greater without area loot.

     

    Area looting will just mean that you don't have to click on everything one by one.

    See, you actually get what I mean. That's one reason I don't want area loot - it makes the vacuum cleaner behavior easier. The other reason is more subjective, hence I'm not putting it forward so much - I like checking out containers. When a few containers get grouped together this takes away something I like to do. Checking containers is part of the game. If someone finds it tedious I think they shoud not play the game instead of coming up with a "you win" button.

     

    If you want to blame something, blame infinite inventory, but don't say that area loot makes you retarded, because IT DOESN'T MAKE A DIFFERENCE.

    You are getting too worked up.

     

    So you are going to vacuum cleaner mode because of area looting. Now who's fault is that? Nobody is focing you to go OCD. And I have a feeling that you would still pickup everything even if you had to click on every corpse individually. Area loot at least makes this more comfortable. And if you don't want to pick up evertything, you will simply don't do it area loot or no.
  8.  

     

    I agree with this, as I've said the same thing elsewhere. Maybe a poll inside the forum would have been a better way to demonstrate how much support this opinion has, but I do support the opinion that loot area when added up with other decisions contributes to dumbing down the gameplay

     

    If by "dumbed down" you mean "convenient", then I agree. However, "dumbing down" usually means something requires less smarts. I fail to see how much smarts you needed in order to check out loot of the fallen foes.

     

    *click* *click* *click*

     

    Stash(aka infinite inventory)+area loot results in exactly this: Open loot container -> Click the "Send all to stash" button, without even looking at the stuff, because hey, limitless inventory! -> go to the merchant -> Cash in the junk. No hassle involved. All thanks to advanced mechanics designed to remove "troublesome" aspects of playing. Like challenge. Or any obstacle to getting so rich that money is not a factor in the game any more.

     

    Personally, this makes me feel treated like a retard or a 3-year old: "Look at all the shiny things! Collect them and you get gold!"

     

    Merchants with limited gold would have been nice to see but I can understand they aren't there because they weren't there in the IE games. But you know what also wasn't in those games - limitless inventory and area loot weren't.

     

    For the love of God, Using stash (infinity inventory) already means that you don't have think about sorting inventory, or deciding which loot you pick up and which ones don't. Areal loot or individual loot won't change a bit about it. If you have a stash, you will still click on every cropse, and you will pick up every loot to sell later. Area looting will just mean that you don't have to click on everything one by one. If you want to blame something, blame infinite inventory, but don't say that area loot makes you retarded, because IT DOESN'T MAKE A DIFFERENCE.

     

    Click the "Send all to stash" button, without even looking at the stuff,

    Really? Do you think people don't care which super awesome +10 sword they pick up?
    • Like 1
  9.  

    "...contributes to dumbing down the gameplay"

    I appreciate that this game is trading on nostalgia and that therefor changes like this can change the "feels" of the game in an upsetting way for IE superfans but the idea that it's "dumbing down" the game is absurd. I'm pretty sure that no one has demonstrated how smart they are by showing that, yes, they can click on loot containers.

     

    You don't get it. By being able to click on every corpse one by one, you will be so immersed, it is if you are right there in a fantasy world. :D **** art and sound design and NPCs, clicking on corpses is where it's at.

    • Like 4
  10. Looting everything within 3 meters with a single click makes ense, because it stops things being missed from clipping and overlapping, and we have all had that issue where something just wouldn't click properly. But the whole area ?? ****, I its off screen leave it off screen. Wasteland 2 does not have a area wide looting function, it has a radius looting function, and it stays individual as well. Even though there is a loot all function. Its bad, but no one ever expected great things from wasteland 2 to begin with. Its fun, but still, in the end, a bit mediocre and not that large of a game. I've played the whole thing through twice.

    What are you talking about? PoE uses exactly that 3 meters radius loot, not a whole area (as stated by Josh on twitter). So what's the problem?
  11.  

     

    Does this expolit can be used when you know you will fight a neutral group of enemies just after? If yes, it can be a common situation and not that rare

    I don't think that at your first playthrough, you will know when will a natural team just turn hostile.

     

     

    The first ok, and the next ones? Are you gonna play this game once?

     

    By the time I get to the 2nd time, I will forget about which natural will turn enemy. :p
  12. There are many reasons why area-wide looting is a bad choice. 

     

    It makes newer players lazy and unable to experience the kind of mechanics we all faced growing up when playing the older games.

    What? PoE should use old mechanics just to show what we faced 20 years ago? Why don't you make a petition against automapping while you are at it. If a mechanic is good, use it. If it is not, then don't use it. Don't use it just because it was in the old games.

    It also makes little sense, it just saves time,

    That's quite a good reason.

    and it encourages a "you can not fail" attitude.

    ****ing what? How can you fail at looting?

    It only helps make future games more mediocre.

    I don't see the connection.

     

    I'm all for making area loot an option, and keeping individual looting in, but the reasons you listed are pure BS.

    • Like 2
  13. Does this expolit can be used when you know you will fight a neutral group of enemies just after? If yes, it can be a common situation and not that rare

    I don't think that at your first playthrough, you will know when will a natural team just turn hostile.

  14. Depth of Field is the most awful, illogical effect ever used in a videogame. Could someone explain to me what is the rationale behind it? In any game. Depth of Field effect comes from cameras, which cannot focus to the distance and to close at the same time. But we don't play videogames through a ****ing camera recorder FFS!

     

    I don't even get started using it in an isometric game, because it makes even less sense.

    • Like 1
  15. Speaking of weapon slots... I REALLY wish they just linked items instead of physically storing them. What I mean is, if you want Set 1 to be a Rapier and a Small Shield, and Set 2 to be a Mace and a Small Shield, you have to have two small shields. When, really, you should be able to click "Set 2" and have it decide what needs to be equipped to achieve that combination. In this example, you'd simply put away your Rapier and draw your Mace, the Small Shield conveniently already resting in your other hand's grasp.

     

    Annnnnywho, sorry. Side-rant. I like that mockup, ^_^

    Wait, they haven't fixed this yet?

  16.  

     

     

    "liking things now that are part of the past is the definition of beeing nostalgic."

     

    sorry, but this is the most idiotic thing I've seen today

    Come on seriously? Just get a dictionary and search for the word and the definition of it. Sorry its not "liking" its "longing or yerning" which is actually alot stronger. Also thanks for the insult.

     

    Its kinda interesting, how aggressive, defensive and personal people get here about that topic even if my post were neutral and only talked about the topic in general and its a opinion and you cant force it on everyone.

     

    But this has nothing to do with nostalgia. I'm longing for prerendered backgrounds and solid UIs because I like them. I like how they look. The solid UI is a great addition for the visuals, and prerendered backgrounds is a cheap, hardware efficient way of doing great looking enviroments. Unfortunately somewhere around the late 2000s, some people just said that "ok, That's it, gamers don't want these anymore, lets start making expensive 3D enviroments". 3D has its place, almost all genre benefitted from it. You cannot have FPS or racing games without good 3D. But prerendered games should have a place in strategy and roleplaying games.

     

    Ugh what is your problem with the word nostalgic?!?!?!

     

    Solid UI's is a part of the past. Can we agree on that? I assume yes. It is part of the past. They usually dont make games with such UI's anymore. Like they dont make cars like they did in the 50ties or no one wears a top hat anymore. Its nostalgic. What is everyones problem with that single word. It perfectly defines it. It has nothing to do with why you like it its just says "its from the past and I like it". Gosh seriously I guess the problem here is that some people have a problem with beeing called nostalgic, whatever.

     

    Well, in many cases people used it as a negative adjective. Now I know that you used it as a natural, at least that's why you say, but I assume to many people nostalgic reads like "you only like it because it is like in the old games".

     

    And all in all, the problem is not with the word nostalgic. It's about dismissin solid UIs, and prerendered backgrounds because of innovation.

    • Like 2
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