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sparklecat

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Everything posted by sparklecat

  1. Sorry, I don't debate with people who start making it personal, Stun. I'm done here.
  2. If I slaughtered a bunch of lions and then found cubs nearby, I would feel like a monster.
  3. This would make me feel a lot better about non-essential combat. Aye, I could see this doing a fair bit to ease the concerns of people who are worried about combat being pointless if they're not getting XP for it. And I'd rather like to have it be less... I'm walking vaguely near these things on the map, therefore I am forced to fight them, and more I want to go where/past those critters are, guess I'd better either prepare for a fight or start sneaking.
  4. Well, "pot calling the kettle black" generally requires the person you're criticising to actually have expressed hypocritical views, rather than simply people who hold some of the same opinions as them doing so. Please don't attribute views to me that I don't even hold, hmm? I've got nothing against killing things for XP, and enjoy dungeon crawlers as well as RPGs. I simply don't think that receiving XP for kills is necessary for the game or its combat to be enjoyable or worth doing.
  5. Kill xp doesn't stop you from doing that, it never did. I am not saying it does. I'm taking issue with Stun dismissing what other people enjoy doing in their games as "meaningless pretend crap" when that's the entire point of roleplaying games, computer or otherwise, as a genre!
  6. In cRPG larping is pointless stuff you do for RP purposes that the game mechanics don't recognize. Like making sure your character eats 3 meals a day when you're playing skyrim. or dropping gold and weapons in front of a Talos shrine. It's meaningless "pretend" crap. Also, God forbid someone play a roleplaying game because they enjoy roleplaying.
  7. I think one of the biggest problems with combat right now (well, for me, at least) is simply being dropped into an unfamiliar system at mid-level with five party members to manage. If I were starting out at level 1 and it was just my PC, I could see this going a lot better (though I think it is still just plain too fast). As a result, I'm actually a bit concerned that balancing combat for our experience with it at present is going to end in it being too easy.
  8. No, the person I was talking to equated per kill xp with Diablo, then proceeded to tell OP that this is not a game for him if he is primarily interested in combat. I then showed that person that he is wrong, and told him the same thing he said to op. Did you understand now, or do you need more help? Feel free to ask. No, buddy. I equated "I don't want to do quests, I just want to kill things and get progressively stronger" with Diablo. If someone is not interested in quests, they are not going to enjoy the majority of this game. Combat heavy or no.
  9. Agreed; Agreed; I am in favour of this different system and the possibilities it opens up for builds, I just think it needs to be explained very well what it is and isn't where people will first encounter it - character creation. Your average player is going to start by diving in, not reading her manual.
  10. A large part of this game is killing creatures. Yes. So? I'm killing them because they're between me and where I need to go, because they attacked me first, etc. Not because I get some reward for doing so in XP or items. A roleplaying reward, if you will That's a Larping reward, not a roleplaying reward. The game mechanics will not recognize that you killed those creatures. You may as well have just rushed past them, or cast invisibility and strolled past them. I'm not really sure what you think roleplaying is, in that case.
  11. The IE games had a lot of other things that PoE doesn't, and vice versa! That does not mean it suddenly loses all similarity to them. And no. Unless all the quests are mandatory, which they are not, you are still going to have people progressing at different paces and reaching levels at different points, and you still need to balance for the range of possibilities. As has been pointed out previously. Your hypothesis on why this system was chosen is, quite frankly, terrible.
  12. Possible visual cue for engagement: change the colours of the circles underneath the enemies that are engaged with a character when you select that character.
  13. A large part of this game is killing creatures. Yes. So? I'm killing them because they're between me and where I need to go, because they attacked me first, etc. Not because I get some reward for doing so in XP or items. A roleplaying reward, if you will, rather than a mechanical one, is quite sufficient; I kill them because it makes sense for my character to do so.
  14. Yes, all nitpicking aside, this really is an incredibly beautiful game.
  15. I believe it's only your main character's stats that counts towards dialogue skill/stat checks; regardless of whom you select before talking to someone, it's stil assumed to be your PC doing the talking.
  16. Oh so you think the beetles will care that your character doesn't want/plan to kill them? What?
  17. Oh I could have sworn that this was a game for anyone who liked all the IE games (IWD included), must have misunderstood them... This is still primarily a combat game. There are other games being made for those who want to do pacifist runs and similar. You seem to be under the impression that the only reason to kill things is for the reward, XP or otherwise. I plan to kill plenty of things when it fits for my character to do so; the options aren't "creature XP" or "pacifist run".
  18. Ditto. I was going to start a thread to discuss talents in general, but I'll just put the notes I made as I was playing here instead: The weapon focus talents - I feel like the preset groupings are maybe a bit too restrictive. Having the mace, which I see as not a weapon that requires a ton of skill, in with the rapier as "Noble" weapons seems off, and in general I'd like to be able to customise what weapons I'm specialising in more. It does make sense from a lore perspective that some weapons could wind up grouped together based on what someone from a given background would be likely to learn, but... my peasant wouldn't be good with a mace or a club? One is a weapon nobles are typically good with, and the other, ruffians? It feels artificial.
  19. - The "Quicksave completed" text could be present a bit longer on the screen. - When I click the tab to collapse the dialogue log box, the tab to open it again moves rather far up the side; took me a bit of searching to find it to uncollapse the log. - Are the food/potions/scrolls in the crafting menu going to tell me what the item actually does? Maybe once I've used one of the item, if not before? - Why is it that I've put the same number of points into athletics and survival, but athletics is at 4 overall and survival at 3? Oh, apparently priests get +1 to athletics. It'd be nice if the skills screen and character sheet made explicit where the numbers were coming from; the latter simply says Athletics: 5 (Base) when I click on it. - I would like to be able to save extra skill points I don't want to use yet for the next time I level; if I don't have enough to hit the skill level up threshold, I'd prefer to wait and see what I want to do with the points by the time I do. - I would like clicking the god I chose for my priest (as well as my... racial subtype? Meadow Folk, etc.) to tell me what I'm getting from having chosen them, when I click them in the character screen. - Where can I get a look at all my priest spells? I found the grimoire, but it seems that's wizard only. Also, I think one's spell book/list of combat abilities is important enough that it should be part of the HUD along with inventory, etc., as well as starting off bound to a key. - The mouse wheel scrolling equivalent on my laptop trackpad doesn't zoom in and out like an actual mouse wheel would. And it seems I can't bind it to any keys, which is a problem. - The scouting circles in Stormwall Gorge are nearly impossible to see against the ground. - Attempting to fight a group of lions when your party and the lions are all behind a large tree is very difficult.
  20. Skin color change for humans in character creation 1. In character creation after choosing gender, click next; the default shown for both male and female is dark-skinned at this point. 2. Choose any different race. 3. Choose human again. The default humans shown are now both light-skinned, and stay so regardless of further gender/race changes. There is no similar change for any of the other races. Gender Icon Gender icon in the top left of character creation remains male after selecting female. No statistics shown on mouseover for shield "Medium Shield (Heater)" gives no information on the shield's effects on your stats on inventory screen mouseover. However, clicking the question mark icon in the top left and then the shield does give me that information. Crafting/Enchanting screen inconsistency 1. Open the crafting screen from the inventory. 2. Click "close" or the X; you should now be back at the inventory screen. 3. Open the enchanting screen from the inventory (select question mark from top right, click a weapon/armour, click "enchant"). 4. Close the enchanting screen via "close" or the X; you should now be back at the main game screen. What I was expecting: Consistency. Closing the enchanting screen should not close the entire inventory. Priest class unlock icons on level up do not all fit in the little window designated for them (see screenshot). Multiple functions bound to same key 1. Go to the Options menu, controls. 2. Bind a command to any given key. 3. Bind a different command to that same key; the first one stays bound to it as well. What I was expecting: Binding a second command to a key already in use should unbind the first command.
  21. That certainly needs fixing. Did you report which ones in the Bugs forum? Not yet; I'll go in and look through the spell list later today.
  22. Incidentally, resizing the combat/dialogue log window is an utter pain at present; it seems to be trying to stick to some preset size every time I try to make it bigger, with the result that I spend a couple minutes making incremental progress at turning it into something more readable, only to misclick and have it resize itself back to the default. Frustrating.
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