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dlux

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Everything posted by dlux

  1. I must have missed your post. A large number of the people in this thread are talking about a type of spell cooldown I've never suggested for PE (cast a Fireball, unable to cast Fireball again for 30 seconds). Yeah, now that you said that it has quieted down quite a bit in here. ^^
  2. I have to say that cooldowns are fine in my opinion. But maybe you could just limit the amount of spells that a mage can cast in combat? Something like charges?
  3. Then you will like our CRPG, Project Eternity, which has resting. :w00t: :w00t: :w00t: :w00t: well said. I am very interested to see exactly how both are implemented. I'm picturing a more limited rest function that you can't spam, but it does essentially the same thing it did before. Meanwhile, cooldowns are just there to give some spells back in the meantime. Basically just double dipping long cooldown and rest systems to avoid the major drawback of each. But I could be way off. Mostly I'm glad we know that it won't be dragon age style casting with 3 second cooldowns and spell spamming. If they come up with a system that encourages smart spell use without encouraging rest spamming or waiting around, I will be a very happy camper. I would suspect it's as simple as if you're party isn't tired they, naturally, cannot rest. Sounds good. Sleep spamming to heal is also a lame mechanic imo.
  4. Pretty much. Good. At least the stupid sleep spamming is gone. I always thought it was a ridiculous mechanic.
  5. Great update! And thanks for the link, now I can don't have to start up the Kickstarter video anymore just to listen to that awesome tune. :D
  6. They should port the game to the Xbox360!!!! ....But ONLY if they bundle it with a mouse and keyboard. :3
  7. If you spent a month of in-game time going around doing stuff and neglecting the bandit camp we were talking a few post above, it doesn't seem to far-fetched to me if said camp expanded or the bandits got new members. Clearly if all the bandits only became stronger to match your level for no apparent reason, that would make no sense at all. That isn't enough for me. Lets say that in a certain area I receive a quest from the King (voiced by Gilbert Gottfried of course ^^) to take care of the bandit threat in a certain area. After I wipe out the first camp, the other bandit camps should reinforce themselves by adding higher level enemies. A scout of the King could then cross my path telling me that the bandits are reinforcing (in order to improve story telling and immersion). That is level scaling done right... as long as it isn't used too often. Hm, well that's not actually level scaling, but more like interactive environment. I was merely talking about what happen to monsters in an area when you level up in another. What you are talking about is simply a more structured quest. Instead of having: King tasks you with killing the bandits Go to camp 1 and kill all bandits Go to camp 2 and kill all bandits Go to camp 3 and kill all bandits Go back to the King for the reward. you would have: King tasks you with killing the bandits Go to camp 1 and kill all bandits Camp 2 disbands and the bandits seeks refuge in the rundown alleys of the city Camp 3 gather part of the camp 2 bandits that didn't flee in the city and grow stronger You can choose: A) To look for the bandits that took refuge in the city, thus allowing camp 3 to grow even stronger A2) Destroy camp 3 B) Or to destroy camp 3 but allowing the bandits in the city to hide themselves preventing you to find them Then returning to the king: A) Full reward from the king B) Lower reward/standing/reputation But this is not level scaling, is just a better thought and implemented quest True. The world reacts and changes because of your decisions and doings. But it does include a type of level scaling that actually improves a game.
  8. Thank god! Now we have to go and beat up Feargus for making us worry so much! lol. Just kidding.
  9. F:NV used Level-Scaling Which brings us back to: We have no specifics on how exactly it's used and people are automatically assuming their worst nightmare here. Quoting this for the new page to let Gorth see it. It did? It sure fooled me. I found the deathclaws damn near invincible until I came back later. How was it implemented then (genuinely curious) as I felt it was more an "area" difficulty than meeting first whimpy deathclaws and then later deathclaws from hell in the same area. Yes, New Vegas did also use level scaling actually. Obsidian just did a better job with it. Check the link. http://forums.obsidi...60#entry1194163
  10. If you spent a month of in-game time going around doing stuff and neglecting the bandit camp we were talking a few post above, it doesn't seem to far-fetched to me if said camp expanded or the bandits got new members. Clearly if all the bandits only became stronger to match your level for no apparent reason, that would make no sense at all. That isn't enough for me. Lets say that in a certain area I receive a quest from the King (voiced by Gilbert Gottfried of course ^^) to take care of the bandit threat in a certain area. After I wipe out the first camp, the other bandit camps should reinforce themselves by adding higher level enemies. A scout of the King could then cross my path telling me that the bandits are reinforcing (in order to improve story telling and immersion). That is level scaling done right... as long as it isn't used too often.
  11. Niiiiiiiiiiiiiice! Sorry, my genes force me to always react like that (yes, I am a male). And yes, I treat women with respect.
  12. Exactly. Some of the encounters can be augmented or tweaked, but that is it. If I make an unwise decision about visiting a certain area, then I want the game to kick my ass so hard that I either die or just barely make it with 1 HP left. No hand holding please Obsidian!!
  13. The point is this doesn't even make sense.If there's a bandit camp outside a town, and I go there at level 20, suddenly it's an camp full of assassins? Or a camp full of bandits who could singlehandedly go and slay dragons or kill the entire towns populace? Level scaling only works if there is a limit to how the scaling works. Blanket scaling from 1 to infinity gives you Oblivion style level scaling, and even encounter scaling wouldn't save this. The only benefit "level-scaling" has over "encounter-scaling" is that it lets the developer be lazy. This should be something no one wants. Not every encounter should be scaled. Not every encounter in BG scaled either.
  14. The point is this doesn't even make sense.If there's a bandit camp outside a town, and I go there at level 20, suddenly it's an camp full of assassins? Or a camp full of bandits who could singlehandedly go and slay dragons or kill the entire towns populace? Level scaling only works if there is a limit to how the scaling works. Blanket scaling from 1 to infinity gives you Oblivion style level scaling, and even encounter scaling wouldn't save this. The only benefit "level-scaling" has over "encounter-scaling" is that it lets the developer be lazy. This should be something no one wants. Well, level scaling, when used, should have a upper limit that would change depending on location, so no bandit in the camp ever would be higher then say level 7, even if you decide to visit them at level 20. This would to some degree preserve internal consistency. Having them scale to level 7 and then stop leveling is practically the same thing as in Oblivion, the only difference is that in Oblivion they never stop scaling.
  15. Hmm, that means no cardboard box. Why call it the "boxed" version if it is not in a box but a dvd case? Strange. I seriously thought that the regular boxed version was with a cardboard box, just like what Inxile offered with Wasteland 2.
  16. We don't really know how and to which degree Obsidian is planning on using level scaling. It needs clarification and *should* arrive soon.
  17. The Vancian system is not very good, a cooldown (+mana) system neither. Some kind of hybrid might be better, like for every spell level you have a set amount of charges (for any spell of that level) which does not reset after every encounter. It only resets after you sleep in an inn or if you use a (rare) "charge replenishment potion" or something similar. Or have a base amount of charges, and a spell uses a certain amount of charges based upon it's level (e.g. a level one spell uses 1 charge, a level three spell uses 3 charges). Just trying to be constructive with some ideas.
  18. Vancian sucks. Remove evdk from premises. Good design advice. Funny that none of them work in the gaming industry then.
  19. The problem is that "some" is a rather vague statement. The Feargusaurus needs to clarify this.
  20. Scaling then fixing encounters does not sound much different than what was done in Oblivion. The only difference is that in Oblivion the enemies kept on scaling, in PE they will not level up any further. At least that is the way it sounds (to me). It is hard to say how excatly Obsidian is planning on implementing level scaling. It needs clarification and an official statement. Until then I will stay calm. It was probably just an unfortunate choice of words, I really don't think that Obsidian is going to basically tell all of the fans of the IE engine games to go F themselves.
  21. I will lower my pledge if Justin Sweet does the portaits. lol ^^ As a concept artist he is okay and the scenes are detailed (there are much better artists though in my opinion) but defintely not as a portrait artist.
  22. Wtf!? This definitely needs some clarification!! The only thing that was scaled in BG2 were SOME (very few) of the trivial encounters. For example, a Lich would be added to a group of ghouls when you reached a higher level. But this is all that I will personally tolerate, nothing more! I want an Old School 90's RPG and not Skyrim 2.0 or something with an isometric camera!
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