Everything posted by Uomoz
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[Mod] Slower Run Speed
This was actually very funny overall :D EDIT: it's implied that you guys absolutely love the current movement speed!
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A Positive Video: Josh Sawyer and Pillars of Eternity
You imply that anyone who have PMd Sensuki, arguing he did something wrong, is a sissy. So anyone can critique anyone, but there are exceptions? Rofl.
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Can we get per rest Health restoring abilities/spells?
Exactly this. The whole point of the current health system is not to have healing spells. The "IE-ish" healing dealt by healers is accounted for in the total party HP pool.
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2 rings, an amulet and a cloak!
TTON looks fantastic D:
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Inventory Mod [16 Slots]
I find funny that you didn't understand my point at all. Whatever.
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Inventory Mod [16 Slots]
So? That's my point all along. They didn't change the inventory number because you modified the game, they did it because there was coherent feedback about it. Modifying a beta game is bad in all possible ways.
- How to Fix the Attribute Design in Pillars of Eternity
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Inventory Mod [16 Slots]
You simply can't read my post? I don't care about this particular modification, mine was a general statement. Get down from your throne plz.
- How to Fix the Attribute Design in Pillars of Eternity
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2 rings, an amulet and a cloak!
This is clearly a balance thing. They could lower the bonuses for the items in this slots, to compensate the use of more of them, but that would be a worse design decision imho.
- How to Fix the Attribute Design in Pillars of Eternity
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Inventory Mod [16 Slots]
Making a mod like this is not something that inspires the developers, it's simply something you and some others like and want to use. It's a mod, modification, not vanilla, hence unusable in a beta context. You should really focus the effort on vanilla gameplay, modifying the game is completely wrong for the purpose of this release. The developers won't download it, so this is only directed to players.
- How to Fix the Attribute Design in Pillars of Eternity
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Inventory Mod [16 Slots]
Yeah but you test a modified feature in a context that relies/is balanced on the vanilla feature. Just don't modify the game guys, it's completely opposite to the point of a betatest.
- How to Fix the Attribute Design in Pillars of Eternity
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Inventory Mod [16 Slots]
Modifying a game that's supposed to be tested vanilla is so stupid, I don't even.
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Sensuki's Suggestions #018: Backer Beta Version Review v278 bb
That was quite obvious by simply listening to the sad clicks of the mouse in the video tbh. Classic ol' mouse dying on you there.
- How to Fix the Attribute Design in Pillars of Eternity
- How to Fix the Attribute Design in Pillars of Eternity
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The real problem is that might also influences heals.
Should the heals be tied to the receiver stats, like in 4th edition? For those who don't know, the healing surge in DnD4th, the primary healing measure for all characters, is 1/4 of the receiver HPs. The healers use that instead of a value determined by their power, and add relatively small bonuses on top of it.
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Lets discuss Game Balance in RPG design and how it affects PoE
Critically unbalanced systems are prone to be fun for the first few playthrough, and then become overly boring right after. The exploits and combos are better when "hard" to find, not when borderline buggy. There isn't anything between balance and fun, they can coexist peacefully.
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Eurogamer on Combat XP, Turn-Based Battles
How sweet. That'll show there aren't any childish posters. Ahahahah, I wonder why I didn't see that post! Filter ftw!
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Eurogamer on Combat XP, Turn-Based Battles
I think that they'd have added proper combat feedback even if there wasn't a forum full of rabid IE-fanbois lamenting about obviously broken things. They are perfectly aware of this stuff, it's known and written in the starting "rules" of the beta, something a few people should read again. The next BB patches (with actual improvements, not bug-fixes) will quiet a lot of this messy, loud, childish board.
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Eurogamer on Combat XP, Turn-Based Battles
I'd never, ever, have backed PoE if it was turn based.
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Asynchronous Combat Abilities Usage
The point of diverse timings is create the possibility to have much more variety in skills and effects (longer animations, bigger spells). It allows much more variety, while keeping it balanced. In turn based systems there's often a single action that uses the turn in the most efficient way. It's straight and boring, while in the current PoE system every action is possible and valuable the same way, because you need to invest x amount of time on it.