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Everything posted by AGX-17
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Adequate rewards
AGX-17 replied to Cultist's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Of course, P:E isn't BG or NWN. The only way you're getting experience points is by completing quests, so I'd imagine whatever loot drops you get will be more valuable, since your opportunities for character growth are limited by the quests available at any given time. The primary driver behind completing quests is going to be the experience. -
http://www.youtube.com/watch?v=Q7xD1bVhCzI
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A first person shooter with combat? What a travesty! So dumb. Like, what kind of neanderthal audience is a two-weapon limit for? There's more depth and tension in a system where you get 10 different weapons and large amounts of ammo for each of the 10 weapons which allow you to deal with every possible scenario in the ideal fashion. No Deus Ex style RPG options? Travesty. Bioshock totally had skill trees and perks and level ups, with stealth builds and melee builds. Bioshock Infinite is a total bait & switch, they took all the RPG elements from Bioshock and threw them out the... oh wait none of those RPG elements you're claiming were in Bioshock were actually in Bioshock. There were no RPG systems, there were no "builds." It was a first person shooter where 90% of the time you're shooting people with guns or plasmids.
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You mean like grinding for better weapons and armor and keeping track of increasingly complex skill trees and spells? Why would so,e random respawning mook enemy be carrying the best gear in the game? That's not Obsidian's style. And skills and spells are things that are a constant part of the core gameplay. The game is combat-centric, by Obsidian's own account. It's not Skyrim or Minecraft. Stats, skills and spells are the foundation of the gameplay, not equivalent to some side item-collection/fetch quest thing. There's no alchemist class or blacksmith class. Crafting systems are fundamentally just padding to cover for lack of foresight when designing equipment and determining its availability/placement. You don't get to be a master smith, enchanter and elite warrior all at once unless you're playing a Bethesda game. And before you go spewing something about grinding for experience, that's not going to be possible in P:E, they've already confirmed experience is only awarded for quest completion, not for combat or other actions.
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Because crafting usually involves grinding for crafting materials and having to keep track of increasingly complex "recipes" all the while? And it's all fundamentally inventory management. It's a distraction. And in some games it's just a way to make ludicrously overpowered gear and ruin the game balance. If you like dragging and dropping pictures of animal guts and mineral ingots from one grid window to another, why not develop your own game which is about dragging and dropping animal gut sprites and mineral ingots from one window to another?
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Limiting rest areas
AGX-17 replied to Hormalakh's topic in Pillars of Eternity: Stories (Spoiler Warning!)
That sounds completely arbitrary and unbelievable. You can't rest in this location because, what, rest is a magical ether which is depleted every time you rest, and you have permanently depleted the "rest" resource from this area? How do you explain/justify cities existing in the game in this proposal? How is it that they exist if nobody can rest more than an arbitrary number of times in a given location? Everybody would have died from sleep deprivation shortly after the P:E world's creation. it would be a lifeless wasteland. How would you even have a game in this scenario? An erosion simulator with plate tectonic DLC? And why does being able to rest make someone a "noob"? Aren't you a noob for sleeping when you're tired? Or are you saying you've gone for decades without sleeping and you're totally fine and not dead? -
So you want to create a protagonist, and then remove all forms of player agency by having an NPC make all the decisions for you? Isn't that like CoD mode in Mass Effect 3 where the game just makes all the dialogue choices for you? Why should you even be the protagonist if you want someone else to be the leader? Why should they write an entire game storyline for every possible party member as protagonist? The entire point of these things is player agency. If positioning is a problem, then say "don't put the wizard in the front alone," not "make some other character the leader who makes all the decisions because I don't want difficult battles." Do you even know that wizards and the like are allowed to wear heavy armor in P:E? Without having to multiclass or be "bad wizards" in Sawyer's words?
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- Spellcasters
- archers
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Magic isn't overlooked. Have you played any of these games? Wizards and Sorcerers and so on are the heaviest hitters (figuratively,) in terms of damage in every cRPG I've ever played. The priority targets for NPCs in RPGs and PvP players in MMOs are spellcasters. Healing, buffs, debuffs, damage, they're always the biggest threat. Secondly, Obsidian doesn't buy into the D&D alignment concept outside of D&D games, which they haven't made in about 5 years. Just play KotoR2 and listen to Kreia if you don't believe it. In New Vegas it's faction reputation that matters. Karma is still there, but it's largely irrelevant. In NV you can complete the endgame without killing any of the antagonists of your particular story path. You're even betraying your black & white sense of morality/character by referring to "bosses" and "villains," rather than "antagonists." An antagonist isn't equivalent to a villain. If you're playing an "evil" character, it's "good" characters that will be your antagonists. Or in your terms, "villains." Which is contradictory to the common use and dictionary definition of the word. You're making a bunch of points that are irrelevant as they were never issues to begin with.
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You answered too truthfully. It took you four hours to do that?
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Have fun with those bullet-sponge enemies and raid bosses with 10,000,000,000 HP. Especially that Hammerlock DLC. Even in normal mode with level 50+ characters the humanoid enemies are all bullet sponges. Honestly, Gearbox has a Bethesda-level concept of increasing difficulty (instead of making tactically different enemies with roughly similar stats to the player they just exponentially increase the HP and damage of them.) In UTVH mode, the basic psychos you encounter on the Southern Shelf have about a million HP. No, literally, it takes three shots with a sniper rifle doing about 300k damage per-headshot to take them down. By the way, don't bother with Maya unless you're playing co-op and acting as a healer, phaselock is nerf and doesn't work on bosses (it's a pretty cheap tactic to force players using Maya to play medic.) Even at level 50, it only does about 10-20k damage to enemies with hundreds of millions of HP. People have soloed those sorts of bosses with her, but it's generally agreed that it's hardest to do with her because her action skill essentially ceases to exist in those situations.
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Pre-Release Access
AGX-17 replied to Frenetic Pony's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
It's not a sandbox or online PVP multiplayer game, it's a single player, story-heavy RPG. You're practically begging them to ruin the game as an experience. And I'm sure there'll be at least a few beta backers who would love nothing more than to divulge spoilers to people whether or not they like it. -
http://www.escapistmagazine.com/videos/view/zero-punctuation/7105-BioShock-Infinite
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I don't like the fact that this fallaciously equates rule of law with politicians themselves/as a class, and that wealth and power are two separate, unconnected spheres, when in fact they are the same. In feudalism, wealth flowed to power, in capitalism, power flows to wealth. But anyway... Chaotic Neutral Human Wizard/Sorcerer (2nd/1st Level) Ability Scores: Strength- 13 Dexterity- 10 Constitution- 14 Intelligence- 13 Wisdom- 15 Charisma- 11 ...though I tend to play/aim for chaotic good when actually playing RPGs. I prefer the rogueish vein. Dextrous/Charismatic types. Obviously I'm ignoring the D&D context in that respect.
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P:E is likely going to be more in the BG/ID vein than P:T, from what little we know. After all, Torment: Tides of Numenera is the acknowledged spiritual successor to P:T. And since ID2's combat is the best, it'll probably be the closest in terms of gameplay mechanics, though it's certainly going to be significantly different after 11-odd years and abandonment of licensed RPG systems. If New Vegas taught me anything, it's that Sawyer can balance the hell out of a game system.
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Well, Larry Fishburne probably lost it after his daughter decided to become a porn star. And the idea of a Hannibal Lecter TV series is absurd and likely a lazy attempt to rip off Dexter. Meanwhile, I thought last night's Doctor Who was quite good.
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- mind-numbing entertainment
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FTL. If you count "losing" as "playing." I have never seen so much pretentious hogwash written about a computer game (games journalists = contradiction in terms) as I have about Bioshock Infinite. According to the online hivemind it was like John Paul Satre meets The Seven Samurai. I watched a live feed and it looks like a very average steampunk-ish FPS. WTF? http://www.escapistmagazine.com/videos/view/zero-punctuation/7105-BioShock-Infinite
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Door slamming - with a twist
AGX-17 replied to Woldan's topic in Pillars of Eternity: Stories (Spoiler Warning!)
We already know that all doors in P:E will be double-hinged for convenience. Firstly: Slamming a door is closing a door forcefully, not locking it or barring it. There's no way you could possibly lock every door in the entire world; after all, you'd need every key to every door, and if every door has a lock, that's a lot of goddamn keys. Not to mention doors that happen to have bars or deadbolts that just happen to be conveniently open for the player to run into and block behind them. Doors in this context tend to exist in design purposes to block the player and/or NPCs' views, and doorways to act as chokepoints, which is already where traps naturally would be placed to delay enemies. Sticking a tank character in front of a wooden door isn't going to increase the DT of the wooden door. There's not much/any balance if you get a free panic room/roadblock for every instance of a doorway in the game. It makes sense if you've got your player house or stronghold or whatever under siege, but not as a universal gameplay mechanic. -
Obsidian didn't make Arcanum, Troika did. Wasteland 2 and Torment: Tides of Numenera are inxile's, not Obsidian's. Arcanum isn't even steampunk, it's full of magic (and Arcanum's magic and melee combat are blatantly superior to all the tech areas.) Guns are less effective than throwing crap with your bare hands in Arcanum. Even the name "Arcanum" betrays the blatant high-fantasy bias.
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The difference is between selling someone a game that they end up not liking and http://en.wikipedia.org/wiki/Halliburton#Controversies http://en.wikipedia.org/wiki/Exxon-Mobil#Environmental_record http://www.cnn.com/2003/LAW/04/14/enemy.trading/index.html
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That's... not new.
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- mind-numbing entertainment
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Armor and Defense Rating
AGX-17 replied to crackwise's topic in Pillars of Eternity: Stories (Spoiler Warning!)
see "Attack Resolution I've talked about this a bunch on the forums, but not in an update. All attacks in Project Eternity compare the attacker's Accuracy value to one of four defenses: Deflection (direct melee and ranged attacks), Fortitude (body system attacks like poison and disease), Reflexes (area of effect damage attacks), and Willpower (mental attacks). A number between 1 and 100 is generated to determine the attack rules. If the Accuracy and target defense are the same value, these are how the results break down: 01-05 = Miss 06-50 = Graze 51-95 = Hit 96-100 = Critical Hit A Hit is the standard damage and duration effects, a Graze is 50% minimum damage or duration, a Critical Hit is 150% maximum damage or duration, and a Miss has no effect. In a balanced Attack and defense scenario, the majority of attacks wind up being Hits or Grazes. If the Accuracy and defense values are out of balance, the windows for each result shift accordingly, while always allowing for the possibility of a Graze or a Hit at the extreme ends of the spectrum." -
Dr. Who games have already been made, and they've all been bad. To be done properly it must either be a puzzle game or an adventure game. Neither is Obsidian's forte. Also the character of The Doctor is sacrosanct, you couldn't let the player make choices for him.
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A two-dimensional reputation system
AGX-17 replied to midnite rule's topic in Pillars of Eternity: Stories (Spoiler Warning!)
They haven't announced anything on how reputation would work in P:E. How is this even supposed to work? Like Bingo? Reputation is a broader concept than individual reaction, and the words you've placed tend toward personal perceptions. How can an entire faction feel "affection" for an individual? Unless this entire faction is a hivemind, your idea doesn't make sense. You haven't actually added an additional dimension to the concept of reputation, all you've done is placed a linear reputation scale vertically, repeated it three times and given positive, neutral and negative reputations different names in each column. -
Relationship/Romance Thread IV
AGX-17 replied to Tigranes's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Aww cmon, they should get him to do at least one romance. That way on my third playthough I'll have a delightfully twisted relationship to go through. The point is that MCA hates them and hates having to do them.