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Infinitron

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Everything posted by Infinitron

  1. Dragon Age's camera was decent yes. I suspect though that having a good camera is also (perhaps mainly) a matter of constructing maps that are easy to navigate with a free camera.
  2. Where we're going, we don't need cameras. ... Seriously, have you watched the Kickstarter pitch video? http://www.youtube.com/watch?v=DC4w9GdFPrg Skip to 2:11
  3. It's true that crits can be cheesy sometimes, but I think they add a necessary variety and exciting unpredictability to standard melee. I wouldn't want to see them removed.
  4. When people complain about "genericness", they're referring exclusively to story, setting and lore. Basic game mechanics don't have to be original and thought-provoking. They just have to work. In fact, if you changed them too much, the game would probably cease to be an RPG. We want to preserve the RPG form (the mechanics) but fill it with less generic content (the story).
  5. I think that goes without saying. We're talking about mundane bows here.
  6. No one talked specifically about equippable items. Again, I don't understand how this is relevant to what I said. "Loot drop" is a generic term encompassing everything that an enemy drops when it dies. I want that dropped loot to always include the items said enemy has equipped - ie, NON-random items. That means the loot should NOT be entirely chosen at random from a list. What is so hard to comprehend here?
  7. That means that if you meet a group of 5 goblins, you will have less chance of finding the same, potion and gem and amount of gold pieces on each end every single of them. "Potion and gem and amount of gold pieces" are not the equipment they're using and wearing.
  8. I don't think romances have actually been confirmed for Project Eternity.
  9. I think attrition can be valuable for pacing, but I think it's more interesting to think about party attrition rather than the attrition of a single character's class-based resources. No doubt. So perhaps instead of worrying so much making life easier for a mage who runs out of spells, we should, perhaps, assume that fighters and rogues will usually be able to pick up the slack?
  10. Why would you be able to instawin by spamming? A theoretical 12th level wizard in PE will probably have about the same number of 5th level spell slots as an equivalent wizard in D&D. Let's say that's 2 or 3. In IWD, you could cast Hold Monster your two or three times in a row and then you'd be done casting 5th level spells for the fight. It would work the same way in PE. The main mechanical difference that I'm considering is when/how you regain your 5th level spells following the fight. What would the difference be then between spamming rest and putting the game on hold for five minutes waiting for the spells to reset? I think the difference is, if you'll allow me to be blunt, that your typical ADHD-ridden player will always click the rest button for more spells, but he won't be patient enough to wait for five minutes. So he'll be forced to play the game as intended.
  11. OK, Captain Shrek has turned out for the night. But perhaps you know that already.
  12. Wonderful. Have we gone from worrying about 30 second cooldowns within combat to worrying about 30 second cooldowns outside of combat? It's not much of an improvement.
  13. Heh, I don't have an option for that. But it does actually make more sense in a way, doesn't it?
  14. Modern RPGs tend to give characters unlimited standard ammunition for their ranged weapons. Only magical arrows/bolts/etc are limited. To be honest I don't mind this that much, but if there are any partisans for limited standard ammunition, well, here's your place to speak up.
  15. Trust me, that would not help, you always keep the potions in reserve for the tougher encounters that are sure to come soon. The only game I didn't have that problem was Morrowind, because I was my own potion dispenser with Alchemy skill at 100. What if the combat was so tough from the beginning that you had no choice?
  16. No. I haven't though a tremendous amount about healing points, but that brings up an interesting parallel resource management behavior in RPGs. I've seen (and talked to) innumerable gamers who say they end games with inventories full of consumables: potions, wands, scrolls, etc. The most commonly cited reason they give is that they don't know when is/isn't a good time to use them. Also, because they often have no idea when they might get more, they don't want to run out. It's sort of the inverse problem of rest spamming. I'm not sure if that's really a problem of players not knowing when to use potions, or if it's simply a manifestation of OCD-type hoarding behavior. I've thought about this problem before and I think that, again, some kind of introductory tutorial section needs to teach players about potions, and crucially, condition them into using them regularly and not hoarding them. Aside from the occasional healing potion or anti venom potion I usually sell every potion I find. Selling, hoarding. Same thing. You hoard potions so you can sell them afterwards.
  17. No. I haven't though a tremendous amount about healing points, but that brings up an interesting parallel resource management behavior in RPGs. I've seen (and talked to) innumerable gamers who say they end games with inventories full of consumables: potions, wands, scrolls, etc. The most commonly cited reason they give is that they don't know when is/isn't a good time to use them. Also, because they often have no idea when they might get more, they don't want to run out. It's sort of the inverse problem of rest spamming. I'm not sure if that's really a problem of players "not knowing when to use potions", or if it's simply a manifestation of OCD hoarding behavior. I've thought about this problem before myself and I think that, again, there needs to be some kind of introductory tutorial section that teaches players about potions, and crucially, conditions them into using potions regularly and not hoarding them.
  18. Abusing the rest feature isn't strategic mastery, it's just ruining the fun for yourself. The most enjoyable way to play those games was to try to survive as long as possible before resting.
  19. That is likely more common, but isn't being "wasteful" something that's only appreciated in retrospect? I.e. conservation strategy is only strategic if you have some sort of understanding of what you're going up against. In most cases, you don't know how many enemies you're going to fight, how deep the dungeon is, or what spells any given caster has at his or her disposal. Is it "wasteful" to cast fireball on 6 lizard men? Is it wasteful to cast it on 4 lizard men? What if one of them is a caster and he's casting hold person? What if there are only 30 lizard men on the level? That is something that is typically learned through experience. Ideally, in some kind of introductory tutorial dungeon at the beginning of the game. Of course, for that experience to be useful, the dungeons need to be populated in a consistent fashion across the game, in terms of the amount of spells needed to conquer them.
  20. No. The punishment is that they do poorly in combat. Assuming they survive the combat and have learned that they used poor tactics (or strategy), why does the player need to be punished again? This is pretty much the sequence of how this goes down from a player's perspective: * Player selects a number of spells for any number of reasons, thoughtful or thoughtless. * Player enters combat with enemies that are poorly matched to his or her spells. * The player realizes that a different group of spells would be better for these monsters. * The fight is rough, but the player survives. * The player decides to switch his or her spells to something more appropriate. If the fight is hard, they already suffered for the choices they made. When the fight is over and the player has made a decision to switch spells, why should he or she be punished again? Josh, I think that the more common case isn't the player doing poorly in combat due to a bad selection of spells, but rather running out of spells, period. You might play wastefully and run out of spells even if you chose them wisely and kicked ass at combat while you still had them.
  21. Holy walls of text, man. Level scaling isn't in the game. Knock it off already.
  22. I'm trying to remember what game it was where the game could play itself in fast forward and already did essentially this. It's been done before, and isn't more complex than making the game refresh faster while storing the last safe resting coordinates and then telling the party characters to go there. It's simple in theory, and it has its advantages. In theory, yes. In practice, you may be asking the game developers to add support for speeding up and slowing down the game just to support this feature. And then there's the issue of pathfinding.
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