Everything posted by Valorian
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Concerns About Spellcasting Effects
Because forcing you to wait is better? It's certainly not. With a resting system I can decide not to rest (if it's even possible in that specific area). With a waiting system... the line becomes much more blurry. They're forcing you to be judicious instead of cheesy. Resting before every battle to have full nuking capacity is as cheesy as using protection from undead scrolls against kangaxx... like an uber lich wouldn't have a dispell magic spell prepared to deal with other spellcasters. They're forcing... what? Because waiting in a spot to replenish resources isn't cheesy? Who said anything about resting before every battle? What makes you think it will be even possible? And there's nothing cheesy about using a spell; that is in the game precisely for the purpose of being used. They're forcing you to carefully consider using spells by not allowing you to rest with high frequency and by making it so spells come back slowly regardless of resting choices. And the idea that a thousands year old lich would not be prepared for another magic user to come along and try to claim his secrets by simply casting protection from undead, when all that would mean is preparing a few castings of dispell magic or finding a magical means of ignoring it? Gross oversight. Winning that fight by casting protection from undead on everyone is gross oversight. I don't need to carefully consider using spells if all I need to do for them to come back is to quick travel somewhere to fast-forward time, or wait in a spot. Also, I don't want to have an out of character consideration every time I want to travel or hang out in a place doing nothing in particular: "I want to travel somewhere, but if I travel now it will replenish my spells again, encounters will be much easier and I want a challenge." With resting there's no such dilemma. You either decide to rest or not (if you can rest at all in that specific area) and it's not tied to travelling or strolling around to enjoy the scenery or reading something from a book you found (because during these actions spells would replenish if they're gonna use this flawed waiting system). Protection from undead is a very rare and powerful scroll in BG2. It's not like that's the only way of making Kangaxx a cakewalk, though.
- RTwP versus Turn Based Combat
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The Role of Rogues?
Yes, but that is a horrible Biowarian way of making distincion by saying: No, your class cannot wield two weapons at once, or wield this type of weapon at all. That's idiotic. On the other hand I don't find idiotic to imagine that rogues are more trained to be sneaky and strike at vital points on the body than warriors are, therefore receiving a bigger bonus for it. Just a fantasy trope.
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[Merged] Cooldowns 2.0
I'm saying that it is redundant to have a resting system (in which you can't rest anywhere and anytime, my preference) AND spells (mana, HP, stamina) recharging on their own. I don't want spells and co. recharging on their own by waiting because it opens a huge can of worms and trivializes the importance of resting/finding a safe place to rest.
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[Merged] Cooldowns 2.0
Into what? There are really not many options. You either have something that you click to intentionally replenish spells (resting, touching glyphs, reading, meditating, drinking potions or however you want to call it) OR they replenish on their own without your input (so you either wait.. and wait... and maybe wait some more or it's DA style of combat-over-you-full-again). or some combination of the two. Resting is confirmed to still be in. Maybe resting isn't even being changed at all. Cooldowns could just be added to keep the mage from needing to rest quite so often. If my mage is getting low level spells back fairly regularly via cooldowns I wouldn't feel the need to rest nearly as often. High levels spells would basically go unchanged. A Frankensteinian mixture of both so you can wait or click the rest button when you're tired of waiting? Ingenious. Since we're philosophating about possibilities from what clearly appears to be a myriad of options and innovations... How about aliens that come and randomly give you spells? Or, you only get spells when a meteorite hits you in the head? Oh good, thank you for letting me know intelligent conversation isn't going to happen with you. Saves me some time. I was just brainstorming possibilities to mimic your extremely intelligent either-wait-or-if-you're-tired-of-waiting-click-a-button suggestion. I'm sorry if those 2 suggestions weren't idi.. ehm, intelligent enough to reach the brilliancy of the one you offered.
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[Merged] Cooldowns 2.0
Into what? There are really not many options. You either have something that you click to intentionally replenish spells (resting, touching glyphs, reading, meditating, drinking potions or however you want to call it) OR they replenish on their own without your input (so you either wait.. and wait... and maybe wait some more or it's DA style of combat-over-you-full-again). or some combination of the two. Resting is confirmed to still be in. Maybe resting isn't even being changed at all. Cooldowns could just be added to keep the mage from needing to rest quite so often. If my mage is getting low level spells back fairly regularly via cooldowns I wouldn't feel the need to rest nearly as often. High levels spells would basically go unchanged. A Frankensteinian mixture of both so you can wait or click the rest button when you're tired of waiting? Ingenious. Since we're philosophating about possibilities from what clearly appears to be a myriad of options and innovations... How about aliens that come and randomly give you spells? Or, you only get spells when a meteorite hits you in the head?
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[Merged] Cooldowns 2.0
Into what? There are really not many options. You either have something that you click to intentionally replenish spells (resting, touching glyphs, reading, meditating, drinking potions or however you want to call it) OR they replenish on their own without your input (so you either wait.. and wait... and maybe wait some more or it's DA style of combat-over-you-full-again).
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The Role of Rogues?
I see nothing wrong with the rogue being the only class that has access to sneak attacks. Warriors have other advantages that rogues don't, even if it could be argued that it would be realistic that rogues have those warrior features as well. But, if we want go down that path.. then there's no point in doing classes, because distinction is precisely what makes classes interesting, from my point of view. Mind you, sneak attacks don't have to be as devastating as in D&D.
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Concerns About Spellcasting Effects
Because forcing you to wait is better? It's certainly not. With a resting system I can decide not to rest (if it's even possible in that specific area). With a waiting system... the line becomes much more blurry. They're forcing you to be judicious instead of cheesy. Resting before every battle to have full nuking capacity is as cheesy as using protection from undead scrolls against kangaxx... like an uber lich wouldn't have a dispell magic spell prepared to deal with other spellcasters. They're forcing... what? Because waiting in a spot to replenish resources isn't cheesy? Who said anything about resting before every battle? What makes you think it will be even possible? And there's nothing cheesy about using a spell; that is in the game precisely for the purpose of being used.
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[Merged] Cooldowns 2.0
I strongly dislike systems where the resource (mana/soul energy/whatever) for casting spells or the spells themselves replenish on their own. I feel the same way about replenishing HP and stamina. That would be a waiting system. A resting system allows much more flexibility. Certain places where you can't rest, being attacked by monsters while you rest, (hardcore) modes that limit the number of times you can rest during the game to increase the challenge etc. Cooldowns are another thing. Spells should have individual cooldowns that take into account the power of the spell so that you can't spam all kinds of obliteration spells in a quick succession. You can look at it from a RP perspective; it would be too exhausting for your mage to cast such spells every second.
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Concerns About Spellcasting Effects
It's not cheating, but I'd effectively remove cooldowns with quick trips. On the other hand, you can leave the game unpaused and surf the internet instead. It's hard to draw the line and say "yes, now I'm abusing it", as opposed to "no, I really need to go back to town to buy something! It's in character." Yes, this is my concern.
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Concerns About Spellcasting Effects
Because forcing you to wait is better? It's certainly not. With a resting system I can decide not to rest (if it's even possible in that specific area). With a waiting system... the line becomes much more blurry. Perhaps you'll be able to do both? If you want to regain them faster in terms of real-world time, you rest. If you want to continue exploring/being active instead of Resting for 8 hours in-game (which may have risks of it's own, like being attacked while resting), the cooldown allows you to do so while spells will still be making some progress towards becoming usable again. And if you Rest later, perhaps you won't have to Rest for as many hours for the spells? ...just thinking out loud. Nope. You didn't understand. The problem with waiting is that you can't resolutely decide "not to wait". I can, however, decide not to rest. For example. I am fighting in the wilderness and I use all my resources. Now, if I decide I want to return to town to purchase something, by the time I'm back all the resources will be replenished. Have I cheated the system or not?
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Thoughts on the "resting" mechanic.
Doesn't matter. I still want it separated (if they do have fatigue or sleep deprivation) for the reasons listed above.
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Should a Game restrict Us from Abusing it, or should We restrict Ourselves from Abusing it?
An incentive to not rest too often would be that, at the end of the game, you get at least a little text bubble that acknowledges how you haven't slept over that village being burned to ashes or something like that, a recognition.. A nice push to not overdo it. Or maybe even better, a separate hardcore option on which Obsidian, knowing the game, limits the number of rests per game. And voila you wouldn't need to worry about "am I resting too much??". ***Note that I'm not talking about timed quests but the rest spam issue.
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Thoughts on the "resting" mechanic.
Mybe there should be two different types of "resting". The first type would be "catching your breath" to remove fatigue, the 2nd type the "normal" prolonged resting that would replenish your HP/stamina/soul energy (i.e. mana). I want to differentiate these two for one reason only. If I limit myself with the number of full-replenish (resting) I can use during the game, fatigue screws me up, because if you travel around the world you'll constantly be fatigued, as it was the case with BG 1. So for instance I'd want to remove the fatigue effects, but not necessarily constantly replenish all my resources. That is.. if they do introduce a fatigue system in PE.
- Concerns About Spellcasting Effects
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Should encounters have aggro mechanics?
Yes, smarter enemies should prioritize certain targets. It makes combat encounters much more challenging.
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Alternatives to Vancian or Cooldowns? Other suggestions?
Oh the irony. You're the one who's not interested in any sort of real discussion.. when you bring to the table absurdities such as the wc button to "prove" that realism is not important in RP fantasy games.
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Wizard in armor and two handed sword, what's the drawback?
I hope they do something sensible with heavy armor. Like you're easier to hit, even if you absorb more damage because heavy armor hinders your movement. And spend more resources (stamina,mana) to use your abilities/cast spells. And a strength requirement to wear heavy armor would be nice too.
- Proposal for a new Rest Button
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The Role of Rogues?
I'm just glad dual wielding has been confirmed.. "They'll be able to pack a pair of daggers..". Me happy. Now, if they design sophisticated dual wielding mechanics and a well thought out advancement path, I'll be ever happier. D&D 3.5 did it right, even if it could have been improved upon. But it *did* matter what you had in your off-hand etc. I'd like a pair of daggers or short swords to be more effective for dual wielding than two different larger weapons, for instance. I know this is not strictly connected to rogues, but dual-wielding is kind of their bread and butter.
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Should a Game restrict Us from Abusing it, or should We restrict Ourselves from Abusing it?
I restrict myself from abusing it by limiting the number of resting/reloading per game. Now, if they make a system that eliminates resting and instead makes you *wait* to regain HP/stamina/mana.. I can't control this aspect of "not abusing the system" anymore, because the lines become blurry.
- Proposal for a new Rest Button
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Long-term wounding and why poison mechanics sucks
I just hope they don't forget to add a variety of on-hit effects to monsters, where it fits, such as poison, disease, fear, stun, lifeleech, attribute drain.. etc. With a chance to avoid the effect on a successful saving throw. It makes combat encounters much more interesting.
- Critical hits, misses and additional effects