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Wintersong

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Everything posted by Wintersong

  1. According to Ed Greenwood, elves from Faerun compared to humans had longer fingers, pointy ears,... but same height. A pity because my favourity (A)D&D image is: http://i58.tinypic.com/t4zdoh.jpg Default non-FR AD&D elves would be the small ones. Greyhawk ones?
  2. I really don't share your concerns but about elves being shorter than humans, that's frickin' D&D canon. It always has been. I think the only exception is the Dark Sun setting which is so not representative of your standard fantasy setting. So don't be a purist about something that never was. Elves from Faerun are as humans. Uglier? Well, 3rd edition made them a bit alien, which had it pros and cons. PoE elves don't look uglier than humans but beauty is in the eye of the beholder.
  3. They do patch a lot. That's the issue. They don't have a good release reputation. And while that reputation cannot be broken by a single good release, it's a start. Plus no publisher excuse this time. Don't get me wrong, if they run out of money, they run out of money. But there are options like Early Access (for those who want the game Steamlocked).
  4. Because of Hype Machine? EA can afford loads more of hype. And PoE is a more niche game too. Avoiding it, no matter how much you want to pretend that DA3 is NOT an RPG, can increase the attention of potential buyers that otherwise would be "distracted". Call me crazy but the idea of linking a lack of arrows in PoE to devs worrying about DA:I seems exactly like comparing eggnog to motor oil... ? I'm not linking them. Neither my quote (maybe I should have deleted that part of his comment to avoid confusion?). But maybe the lack of arrows is part of the "Awesome button" conspiracy theory by some people here.
  5. I don't care about what you feel that it's fun for you. Considering time/resources, they should stick to what they have and use their remaining time/resources to fix/balance/polish the game and not catering some loud people. Unless that loud people want to pay from their pocket those optional systems. Then that's ok a long as the resource known as time allows it.
  6. Because of Hype Machine? EA can afford loads more of hype. And PoE is a more niche game too. Avoiding it, no matter how much you want to pretend that DA3 is NOT an RPG, can increase the attention of potential buyers that otherwise would be "distracted".
  7. The sketches were a catalyst for your imagination. Something that would be hard to explain to todays pretty grfx and mmo crowd. The item description would have done the trick too. The only thing that sketches had was to blend well with the partchment background/theme.
  8. Not sure if worth mentioning but D&D3+ had Rogue translated into spanish (castillian) as Pícaro (for male, female would be Pícara which is the spanish name for X-Men's Rogue ). But in PoE, the translation is Proscrito (Outlaw). The translation of Lore feels weird to me but maybe it's just me. Switched the game to english because lack of many texts in menus/explanations but what I could read was quite good.
  9. I haven't finished the beta yet. Reached the entrance to that dungeon in lion lands. But having played in Normal (after trying Easy), I was able to autoattack my way in most of the encounters. The trade off was more lost health but even then, not much resting done.
  10. Delaying and fixing because a bunch of people don't like it, has never been a valid reason per se. The current system can work as long as it well done. But instead of working to improve it or test it, for some (just some) it's easier to jump to "I don't like it, change it". I don't think that evaluating the presence of xp on kill is a bad thing. It does have it's positive side. Unfortunately, the limited scope of the current beta doesn't allow to test further such ideas over the reality of the game and we only get the fantasy theorycraft of the boards. We would need more areas and more natural leveling (and less bugs!!). At least that's my opinion. So as far as theories go, objective/quest xp is better therefore no need to delay to fix the system. If the reality of the game ends with badly done maps and xp system checks, then yeah, in hindsight not such a good idea but only because it's not well done.
  11. Majority of what? A small sample of people that will end playing the game. People that bothered posting in a thread? What you want is a pool like money. All arrows go there. As longs as there is one, you can fire bows (sbstracting one per shoot). You just need another pool for bolts. Not saying that OB should do that, just that it's the only reasonable option.
  12. I'd. Magran's Chosen You gains a bonus to accuracy, damage and speed while using guns of any kind. Ondra's Touch 3/Encounter You basically use Lay on Hands, like a Paladin. Woedica's Insight 1/Rest Reset all cooldowns/uses of one of your skills or spell levels. Berath's Blessing Modal Once per rest, the first time that you reach 0 Stamina, you regain a X% of Stamina back. Faith guides my hand Modal All your grazes with melee attacks are converted into hits.
  13. As long as they get more reactions than the drow PC in NwN2... Or playing a Monk and meeting the Monk wannabe Khelgar.
  14. Boxed Steamworks games are full of coasters. Expensive coasters. Much like The Banner Saga or Shadowrun Dragonfall, GoG!!!
  15. We must assume that at some point, after the card game (which is a card driven RPG thing), they will do a proper cRPG within the Pathfinder universe (but not a d20 due to licensing). Their agreement with Paizo is not just for that card game after all. Hoping for big success for PoE and my already paid expansion pack. Hopefully, very successful just with the base game.
  16. I hope that if the game needs more time, they actually delay it. The thing is, will they have the money for that? Publisher or not, bills don't pay themselves and once money runs out... Kickstarter: Pillars of Eternity: In the search for more money. I wish that they made the beta the first areas of the game and not just an extract from it. I get the point of the current beta model but... er... spoilers or not, doing like Wasteland 2 could be better for them.
  17. How exactly do I carry those thousands upon thousands of coins? And why don't they take space in the same way than gems? And weight? As with many things, fun gameplay ends being more important that spreadsheet gameplay. Carrying capacities rules? Only pure hardcore would apply them 100%. The rest? Only when the character was trying to emulate Atlas. Arrows? Guess what. I liked IE inventory management. Sometimes it could get annoying, like with arrows. I micromanaged the hell out of those little bastards. If OB had used the same system, I'd have been ok. But I'm ok with the current one too. It includes no worries about common arrows? It's fine. I don't see my characters answesring the call of nature (the pee needs of my characters could add some strategic element... but it's not really that fun, would slow down gameplay and this is not "The Sims Medieval: IE Edition") so they will survive bows that work like that of Hank in the D&D cartoons. Altough I'd prefer it if special/magical arrows were limited somehow (even by an X/Encounter!!!). And to a point, I'd love a "The Sims Medieval: IE Edition". Want simulation in your RPG? Go truly hardcore, baby! Inventory limited by weight and volume, physical and social needs, limited ammunition, aging characters, catching colds... But people seem to prefer to be selectively hardcore*. Weaklings. * including myself
  18. For me the main issue would be the lack of information about what you will be able to choose down the road. Once you know the system, it's ok but when you are playing blind... you are correct. I don't mind attributes/stats as requeriments. To a point, I think that it's better that way. But as a player and if those are used, I'd like to be able to see all the information while creating my character (or prior to that) so I can plan ahead. I'd love to be able to check all the info even if there weren't stats requeriments (without going to the internetz in search of wikias). Like an menu option called Scrolls of Sophia where you check all the stuff (and updated as the game gets updated/fixed). One can dream. Where do I sign for those?
  19. Talents, from what I read in the gamepedia, are class neutral. I just put a class or classes for which would make more sense. But being talents, anyone can pick them.
  20. Just for fun. TALENTS Rogue Feign death 1/Encounter You break engagements without generating attacks, become prone and as long as you don't do any other action, enemies cannot engage/target you (still prey to AoEs). Fighter Last stand 1/Rest, Combat Only When under X% of Stamina or Health, reset all the other abilities' cooldowns. Fighter/Monk Stand against the waves Perception, Resolve As long as you are not prone, blind *insert here proper status*, and are unarmed or using melee weapons, you cannot be flanked. Monk Strike with no thought Perception, Resolve When you are being engaged by an enemy and as long as you are not prone, blind *insert here proper status*, and are unarmed or using melee weapons, make an attack on it (works like the attack on disangagement). Fighter/Rogue Bend like a reed Dexterity, Perception As long as you are not prone, blind *insert here proper status*, you gain a defense bonus against melee attacks. Ranger/Fighter Way of the Wasp When using a bow of any kind, gain a bonus to accuracy, damage and speed. Rogue/Ranger Keen senses Perception You can detect traps/secrets without Stealth. Fighter/Rogue Two weapon style Dexterity When using two weapons, gain a bonus to damage and defense. Fighter Blade dancer Dexterity, Resolve, Two weapon style When using two blades (*insert list here*) and unarmored or using light armor, you gain a bonus to damage, speed and defense. ABILITIES Cipher Shared bond Intellect, Resolve All the other party members, no matter position, have their Will defense reduced by X% and are considered to have the ability Psychic Backlash. Druid Unbound rage Spiritshift When using Spiritshift, you lose control of the character for the remainder of the combat. It gains bonus to damage, all of its defenses and some stamina regeneration but will only autoattack on nearby enemies. Druid Primal fear Resolve, Spirishift When activating Spiritshift, all enemies in radius X are frightened.
  21. "how do you measure or decide what is enough for sneaky or diplomatic to be fun?" Oh I don't know. I guess you have a development studio and internal QA testers ya know... do what they do. Seriously why is this a question? Its like asking, how do you decide how many monsters to put in a level in Quake? This is what game designers are paid to do. I think its the least we can expect. Its interesting that you mention that Obsidian has disagreed with people who want kill xp as well as other xp gains in the game. Here is a list of all Obsidian RPGs ever developed: KOTOR II - 2004 - had kill xp NWN2 and expansions - 2006 to 2008 - had kill xp Alpha Protocol - 2010 - had kill xp Fallout: New Vegas - 2010 - had kill xp Dungeon Seige III - 2011 - had kill xp South Park: The Stick of Truth - 2014 - had per battle xp Previously you tried to say that old pnp games didn't award kill xp but only awarded xp for completing tasks. I showed you, although you refused to admit it, that the original D&D and all its offspring are designed to award xp per monster killed. Although as always it is up to the DM how they decide xp gains. Nevertheless, the systems are designed to give xp upon kills. In response you created a strawman argument pretending that what I said what that the systems did not give lump sum xp rewards at a later date. However, this is completely specious non-sequitur as no one in this thread has expressed a problem with characters being given the xp, they would earn per each kill, at the end of a quest. I told you before to get your facts straight if you are going to try to build an arguement on them. I'm calling you out again as it seems to be a recurring crutch for you. If Obsidian disagreed with kill xp as far back as 2002 why did they incorporate kill xp into every game they have produced since then? The better question is will you throw up another strawman to try to answer this or will you be willing to admit that D&D systems are designed to give xp for monster kills (as well as other things) and that Obsidian games until Pillars of Eternity have done so as well? If they worked in a d20/D&D game, they have to use xp on kills. Seriously. If they do an expansion pack for a game by another company and it has xp for killing, what are they supposed to do? Sequels (and not spiritual successors) sin of similar stuff to expansion packs. New games can use anything that the devs want. That they don't want xp on killing for PoE means absolutely nothing about what they did/tought in 2010 or 2014 or in the past century. Unless you are Doctor Who or have a time machine built into a DeLorean, past is past. Now rant because I say so (aka feel free to ignore the rest). D&D has evolved quite a bit since its origins. Hell, new D&D even encourages roleplaying in a big way compared to previous editions. Characters are supposed to beat encounters and get experience from them. An encounter can be anything: from killing an annoying kobold bard to avoid a public confrontation between two factions. The means by how the players solve the situation is meaningless per se. The DM just designs the adventure, populates it with proper encounters/rewards and the xp of those encounters can be given any time or at the end. Whatever the DM, and not the rulebook, says. That is what a real cRPG should encourage. It doesn't mean not getting xp from killing stuff, it means not getting it as you are used to. It's abstract enough that you get experience by killing wolves and use that experience to level up pickpocketing. Or gain experience disabling some traps with your rogue class and get enough experience to raise your fighter class. Random encounters in such a system shouldn't exist. Or be special cases that break the rules. But monsters in a quest map, should be part of the xp budget of the quests to solve in there. The beetles and spiders to reach the cave for the farmer's quest? Should be considered. That you deviate exploring and find wolves? That must have been considered too. Not getting xp on kill doesn't mean getting less. If the game is well designed you still get the same no matter what you do. It may require lots of scripts and whatever but far from being impossible.
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