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Uomoz

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Everything posted by Uomoz

  1. None saw that coming! I want my money back, I was planning a 5 character naked + 1 party in beetleville. Sawyer, such a party pooper.
  2. I was writing a pretty lengthy post in response to Sensuki, but Tartantyco beat me to it with pretty much the same content. I want to add that: Exploration feel: this can hardly change, they simply went for a quality over quantity approach when making the game, maybe even for time constraints. The sparse BG1 exploration maps won't come back. Think it more like PST maybe? Inventory: this really strikes me. To me PoE is a vast improvement over IE games in inventory management. (bags inside bags inside single character screen... UGH) Combat feel: feels already better than BG1 combat overall and it has more interesting skills and spells even at low levels. It need tweaks, especially for readability/feedback, but it's already pretty fun. Classes: need more flexibility (via talents) like you said, but conceptually are already leagues ahead of IE games. Since PoE is more comparable to BG1 than BG2, level wise, remember BG1 ranger? Or paladin? Basically ****tier warriors with 1 spell. Rangers and paladins and all the classes feel so much different from each other in PoE.
  3. If I'm spamming all you are spamming as well, since the topic is "Was the backer beta a good idea?", not how the combat xp design decision came to life. That said, it's obvious that only forum rednecks can really whine this much about the xp thingie. Probably inside Obsidian nobody really cares that much about it, they just want a fun combat game with crazy good dialogues.
  4. Wow this insider posts from people that really know what's going on inside Obsidian! Impressive! Sawyer sure is a dictator... /sarcasm
  5. So a full 3d third person action game would be ok with you? Come on PoE is a direct descendant of BG, the differences you list are minimal to say the least.
  6. And even Monte Carlo goes right into the ignore list. As a general suggestion, if you want your opinion to be heard, use constructive criticism instead of doomsaying.
  7. About integers: They should display both, the % increase and the resulting values for the specific situation (ex. depending on wepoan type). Like 8-12 + 50%(4-6) = 12-18 Combat: combat is REALLY fun. Imho a step in the right direction compared to IE games. Feels way less cheesy and gamey, more tactical. And btw ("MMO-ish tank pushed to the frontline, loadouts from the rear, rinse and repeat.") how did IE games work exactly? The same identical way? You are probably mostly frustrated because it's new. This is the perfect opportunity to use a new ruleset, learn it, and feel that cool sensation of mastering a game from scratch.
  8. Damn, I didn't notice how cool the pillar spell looked before. Gotta try it again myself :D.
  9. Thanks! Finally! :D
  10. Also I see a very good pathfinding! Nice that they replaced the old system! EDIT: also, is it just me or the 3d characters pop out A LOT more? Maybe it's just their screen having a high contrast or something.
  11. The amount of butthurtness in this thread is reaching critical mass! Eject! Eject! On a serious note, this game is the only one that looks and feel like BG in the last 10 years, please stop complaining already. Consider us fortunate! PS: You may want to try the full game before jumping to conclusions about the new mechanics, if you start that hostile about them. Most of the criticism about the xp system is blatantly unconstructive.
  12. PST... Boring? Unacceptable! *axes him down*
  13. Ahah don't be so angry man, you clearly did what I quoted. Implied that DA2 and PST are on the same tier. Come on xD.
  14. What's the difference if there's combat xp or not? The central point is progression. If you do progress, and you reach the end game with late game characters, then the system works.
  15. Putting PST near DA2. Please. Oh... Please. Go take a break or something.
  16. Aahahahah! This is getting out of hand! It's not happening, boys xD. It's such a fundamental design decision, it's almost useless to give feedback about and it'll never change at this point.
  17. So much this. PoE has all those "elements" I really wanted, and didn't find anywhere else, that I loved when I was playing Torment/BGs. Its that superb mixture of RTS and RPG that I was sorely missing. Cba about The Witcher, DAO, turn based games. YAY FOR POE!
  18. Ok, you probably misread my post: 1) You didn't actually answer to my question, and most of your points were weird (why on earth would be the point 1 be relevant if the UI uses symbols). 2) You contradicted yourself posting an actually good radial UI, after saying there aren't any (and Torment radial Ui looks neat to me, now that I remember how it works) 3) You implied that I was pro radial menus, while I didn't state anything like that. How should I know if radial menus are bad/good if I asked exactly that?
  19. Mhh, I still don't see a good argument against radial menus in this thread, honestly. I'm not an expert in ui design but, without using past bad implementations as an example, why is it considered bad? As far as i know it's just the arrangement of the ability/spells icons in a circle instead of a bar.
  20. People who agree with the current implementation, like me, are way less vocal, as it happens in all the discussions in the world.
  21. If every group gave sort of an "encounter" exp pack, tied to the exploration of the surrounding area (wolves near the ruin for example), that could be awarded only once (no advantage in repeating the encounter), it would make a good system maybe.
  22. I don't understand the concept of trash mob, in a game like PoE. There's wildlife and gameworld-related enemies placed on the maps, what's trashy about them? If an area has enemies, it doesn't necessary mean the enemies need to have a specific "gamey" reason to be there, like a treasure. For example, I'm perfectly fine with the pack of wolves in the forest near the ruins. If a creature has a lore, a reason to be there, and its immersive in its context, why should it be classified as trash mob? I'm not grinding exp, I'm watching an epic party of adventurers fighting off a wolf pack!
  23. The point of the per objective experience is to give the same progression for all the possible playstyles, ex by using combat, skill, dialogue, etc. IMHO it's not primarily meant to prevent exping on respawning monsters, none really cares about that.
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