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Level scaling confirmed
Valorian replied to Valorian's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
It did, or, to be more specific, it had encounter scaling, something that you have in any p&p session (at least with a good Game Master). http://www.rpgcodex....-scaling.45566/ It didn't. You point me to a thread where one of the first answers is this: "Only BG doesn't have level scaling. BG2 has." And I explained what kind of "level scaling" is in BG2. Can you prove that BG1 has level scaling with specific examples for each area? You can't. -
Level scaling confirmed
Valorian replied to Valorian's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
BG 1 had free exploration and no level scaling at all. It was a wonderful and challenging game. Level scaling ranges are the same **** but neatly packed into "oh look we're progressive so we'll make this area scale only from level 1 to 10, so if you're within this level range of 10 levels.. it'll scale exactly to your level." -
Level scaling confirmed
Valorian replied to Valorian's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
The way he put it, it will not be the same as in BG2. In BG2 some additional monsters or different types of creatures were spawned instead, ONLY in rare specific instances and it was only generic mobs. It was a rarity. The vast majority of encounters wasn't scaled at all. There were many enemies with unique names in BG2, none of them were scaled to be more powerful as you level up. You'd have some "mature vampires" instead of "vampires" or "greater mummies" instead of "mummies", and/or more of them in some places and that's pretty much all the "level scaling" of BG2. Don't misuse the term. I'm amused how people talk about things they have no idea about. -
Level scaling confirmed
Valorian replied to Valorian's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
That's what the absence of level scaling is all about.. you choose to go to an area (where monsters more powerful than you dwell) -- you deal with the consequences. It's funny how you voted in that poll for level scaling to be killed with fire. Is it that easy to sway your "position"? Do you hope Biow.. ehm, Obsidian will implement some of your little ideas if you blindly support them for every decision they make? Disgusting. -
Q: Will you do the level/power of the creatures scaled? Im really worried about that, I'm playing a new "RPG" (aka hack and slash adventure game) and I hate how the NPCs are harder everytime. Same guys, just more power. I mean, Im a kind of demigod or something, then, the vulgar thief of the town spank me. Thats annoying! Please, say "no level scaling!" A: We are going to use a number of different systems. Some creatures will be fixed based upon where they are in the world. Some will scale and then be fixed based upon where you go in the world first. Why we do it that way is so we can have the world be non-linear in places. For instance, if you can goto three adventure areas in any order you want, we have to scale them to make sure that they all remain challenging when you get to the second and third ones. I can't believe I'm reading this. After all the (empty) words how they're making this game for fans of the "old school" style games, and "You are our boss on this one" and "we want to make sure we're doing our best for you".. and after the poll where 440 people voted against level scaling (95%) and 2 for it... http://forums.obsidian.net/topic/60248-level-scaling/ So after this rare occurrence when everybody agrees on a subject... they.. pull a Bioware and declare: yep, level scaling is in! Didn't you think about a shallower power curve, Obsidian.. so that enemies remain challenging unless you're quite a few levels above them?
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What if mana potions were rare and worked only outside combat by slowly regenerating some mana? Hardcore enough? Call mana "soul energy" or whatever if it makes it sound more hardcore for you. Would work for me. But it'd be hard to balance and rarely is something that's supposed to be rare in theory actually rare in practice in a game. You know what'd be interesting? If casting spells drained Soul Energy, and when you run out, you die. So you can only cast so many spells. Ever. You'd end up managing your soul energy very carefully, always worrying if you should expend some to win a tough fight or abstain and possibly lose the battle. That'd make an interesting setting. It entirely depends on what developers have in mind - if they want to have mana potions being rare, they'll be rare. Unless they do something dumb as having herbs that are needed for the potion to be brewed respawn after a certain period.. endlessly. Or shops with endless supplies of potions and this kind of stuff. I wouldn't like soul energy to be drained permanently. This would make wizards worthless. I'd like (a portion of) soul energy to be replenished after resting... or we can call it "meditation". You'd only be able to meditate in quiet places, for example. The ones who use stamina would "rest" to replenish it.
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2) No, I don't think adding new levels to a dungeon for each xx backers is a good idea. You should design the dungeon how you envisioned it. Eleven levels below ground or more.. I'll find hardly believable or entertaining. New outdoor areas sound more appealing to me, with some little crypts and caves of their own.
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What if mana potions were rare and worked only outside combat by slowly regenerating some mana? Hardcore enough? Call mana "soul energy" or whatever if it makes it sound more hardcore for you.
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The same line of thought applies to abilities and stamina, of course.
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I think that the "FEAR from the cooldown!" comes from the fact that people are interpreting it in different ways. Maybe some are interpreting cooldowns as: You'll be able to cast spells as much as you like (no mana or memorization), spamming them every single fight, but there will be a cooldown. Yes, this would be horrible. I'm hoping it's something like this: You cast a spell *if* you have enough mana to cast a spell (or have the spell memorized), mana doesn't regenerate on its own inside or outside combat and the spell will have a cooldown - BECAUSE OTHERWISE IT WOULD BE TOO F. POWERFUL.
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Combat log
Valorian replied to armitage's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I can only agree with you. All the games that PE is inspired by have quite informative combat logs. -
So if there's 70 000 backers in the end the dungeon will have more than 10 underground levels.. Bigger than The Temple... The one thing I didn't like about ToEE is that it was focused into a single place/building which encompassed most of the game's content. I know this will not be the case with Eternity, but still.. this dungeon would be needlessly large and become a chore eventually. I'd rather they focus on making 8 new (smaller) outdoor areas with a few caves than trying to have the player exit on the other side of the planet with a mega dungeon. But hey, I don't want to sound negative, it's just that I personally dislike spending days and days with my party in a single dungeon. I'm also for unique crafting recipes (one recipe -> unique ingredients -> unique item) and against producing countless staple items. I'd prefer the player to not be able to craft the best items in the game...
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I just want to add this to the discussion.. I'd love a system where the resource for casting spells doesn't recharge on its own (be it mana or soul points or a spellbook). But only through resting (and rare mana potions). Why? Because it lets me challenge myself. I can decide I'll replenish my spells/mana only 15 times during the game. If I can obliterate every single encounter with powerful spells it doesn't feel all that challenging. I like the strategy element of saving the spells only for the toughest fights. This is the aspect of resting systems that I value the most. And people are being silly about the cooldowns. Every magic system has cooldowns. Casting time is a cooldown as well. Othewise you'd be able to cast spells every second and that would be a nightmare for anyone standing on the receiving end.
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Drows in this game ?
Valorian replied to Skysect's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Dota 2 by Valve has a hero called "Drow Ranger". The setting is not FR. I'm curious what was the "cost". People, give the guy a break, he has different expectations and priorities for this game than some of you do.. so what? I'm more amused that Obsidian released the map with the name of the lake cut in half, causing all sorts of perplexities. But I still like you Obsidian. -
And this encourages waiting and doing nothing, which is never a good thing. Either have a rest button so we can decide if, when and where we're going to rest (to replenish HP/mana/stamina) or have it regenerated fast after combat (which is bad, but at least better than waiting and being frustrated because you can't keep going on untill you replenish your HP/spells).
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So, for example, the wizard would be able to cast each of the spells within a subset unlimited times (with a cooldown)? Or.. if, more likely, there's a mana pool or soul pool or however they're gonna call it, the number of spells would be limited by it and the pool would be replenished after combat.. on its own? Of course, mana or no mana, each spell should have a reasonable casting time (and cooldown). Spamming spells every 2 seconds is a bit too much, I think.
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It's the player's decision if and how many times he's going to reload. I personally have a limit of, let's say, 10 reloads - and after that it's game over.
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I like the distinction that class systems offer.
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Which makes me curious about their plans for the mechanics behind the "to hit chance". I really miss the days when being able to hit everything every time wasn't the norm (IE games). Today, missing is deemed* too hardcore and frustrating for the palyer (see DA2). In melee combat, against an enemy who is skilled at defense approximately as much as my character is skilled at offense, I'd like to have a chance of, let's say, 50% to miss. *By certain game developers such as Bioware.