Everything posted by Elerond
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Let Druids and Priests Choose Spells
Building a Blue Wizard (illusion and debuffing spells) isn't a good build either, but PoE allows me to build such a Wizard. It doesn't allow me to build, or attempt to build, a self-buffing melee Spiritshifter. It allows me to use a Generalist Druid and then never use him for anything other than Spiritshifting and self-buffing. He'll still be a Generalist Druid. Wizards are able to get all their spells during the game by learning them from scrolls and using other grimoires, in my understanding there is even such spells that they can't get during level up. So building specialist wizards is more like playing druid that don't use certain spells in their repertory.
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Let Druids and Priests Choose Spells
This question comes in my opinion to class differentiation and balance. There is two top tier archetypes in PoE for spell casters, those who have per rest spells and those who have regenerable resource that they use to cast spells In first category there are three classes; druid, priest and wizard. In second category there are two classes chanter and cipher Wizard class in PoE has largest range of spells which they can get, but they are limited by their grimoire and that they can only select limited number of spells during level up, but they also have ability change grimoire which they use which gives them ability to learn new spell outside leveling, which is ability that any other class in PoE don't have. Priest and Druid classes get all their spells during level up, but their range of spells is more limited than what wizard class. Priest and druid classes are differentiated from each other by their different spell selections and additional abilities. Cipher class uses focus resource, which they get by doing damage, to cast spells which they select during leveling. Chanter class selects chants and invocations during leveling, chants are passive modal abilities that over time increase chanter's chant counter which allows them to use their invocations. So if you would limit number of spells that Priest and Druid classes get during level up without making their spells more powerful you would make them weaker compared to other spell casting classes, as they don't have grimoire mechanic like wizards which would give them ability to have access to wider range of spells and they don't have similar abilities to get spell casting resources back like Cipher and Chanter classes. Although there is of course option to give Druid and Priest classes more per encounter spells instead of per rest, but even then their spell selections would need changes as some of their spells are too situational to pick over more generic de/buff or damage spells.
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Kickstarter management & hype & Interview...
That is normal in game development process, but also it is normal that people, who usually don't actually know anything about developing game or have fleeting knowledge, but who still gave their money towards game (for monetary/gametary/ect. returns) demand that features that were promised in original concept/pitch should be in game or that game should have features x and y that they think are good. Which is reason why proven concepts control gaming industry, as they are safer option for both sides where visionary projects that try to create something new a risk for both sides, as they are difficult to pitch accurately, they nearly always promise more than they can deliver and people have only elusive idea what game is about and how it plays and those ideas in peoples head are often in conflict with ideas that other people in the project have about the game, which leads to higher dissatisfaction and harsher feedback. People say often say that they want to see innovation, but that is mentality that seems to often disappear as soon as their money is involved in making of a game.
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Kickstarter management & hype & Interview...
From 36 projects that I have backed in kickstarter only 2 are actually delivered everything that they promised in time frame they promised and it is not much more that have delivered everything they have promised even in extended time frame. From game project that I have backed Wasteland 2: over year late and didn't deliver everything that it promised, delivered. Divinity: Original Sin: over half year late and didn't deliver some features that were promised in stretch goals, delivered. TAKEDOWN: Year late and didn't deliver lot of features that were promised, delivered. Jane Jensen's Moebius: Nearly year late, but arguably has all the promised features Project Giana: Delivered in time and with all promised features plus extras that weren't promised. Planetary Annihilation: Over year late and misses promised features, delivered. Project Eternity: Will be soon year late, not yet delivered, has playable beta that is constantly updated. Broken Sword - the Serpent's Curse Adventure: Over year late and some rewards are still not delivered Sword of Fargoal 2: Classic Dungeon-Crawler Adventure: Soon two year late, not yet delivered, there is high assumption that some of the promised features will not be in the final version Hero-U: Rogue to Redemption: Year and half late, not yet delivered, there has been concept change on what were promised in KS campaign Project GODUS: Year and half late, not yet delivered to all promised versions, some promised versions and features probably will not get done. Has playable beta, which has been constantly updated. Elite: Dangerous: Half year late, misses promised key features, delivered. Dreamfall Chapters: The Longest Journey: First chapter of the game come before set time frame, but game was divided to several chapters from which only first has delivered to date. Days of Dawn: Two years late, not yet delivered, Has playable alpha like version. Torment: Tides of Numenera: Now two months late, not yet delivered So I would say that Peter Molyneux gets harsher treatment than other Kickstarters (including those that come from other big names in industry), because of his reputation to promise more than he is able to deliver. And I find it quite interesting that any of these articles about how Godus is late don't mention highlight that fact that Godus got delayed majorly because of that many backers didn't like how some features were implemented and 22cans stopped to developing new features until they got those features fixed by doing several overhauls on them. So they probably could already have delivered game with features they promised, but opted instead to try deliver game that their backers like even though they need to use their own money on it.
- Original IE Mechanics: Health and Death, no endurance
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Adult Language Filter option
In steam you can select which games can accessed by everybody and which need password by using family options, which ables you to let your children to play those games that you find to be appropriate for them in your library and prevent them playing those that you think that they shouldn't play.
- Paradox Con Livestream
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Backer Reward Shipment Poll
Currently you can't buy game in physical form, but if Paradox decides to sell physical copies I would guess that they will be similar to those physical copies that backers get, which are drm free and have installer that is independent of any digital distribution service. But I can't say anything for sure.
- Update #89: Backer Rewards
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435 Discussion
People wanted to get XP from exploration, so now they give you xp every time you find new place. People wanted to get XP from combat especially when fighting against critters that aren't tied to any quest, but they didn't want to implement per kill xp (for various reasons which you can find from these forums if you are interested), so they now give you xp every time you get new information about said critters in your bestiary, which you currently get from killing critters to certain point. People wanted to get XP from lock picking and defusing traps, so now you get xp from doing those things.
- Update #89: Backer Rewards
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Male or Female
Sentient spiders? I'd play that. Or hyenas and other animals really. I just like a good amount of unexpected. Still I am liking the CC of PoI overall, there is a lot worse out there. As largest mammals and same time largest animals in world are female blue whales I would say that it should not be that absurd that there would be fantasy/sci-fi races where females bigger than males or even that they are largest option that player can choose.
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Ukraine Discussion
Regardless on how smart giving such assistance maybe, giving assistance in forms of military training and weapons for independent country that ask such assistance is not interfering country's intern policies if giving those assistances aren't tied to some political purpose and even then it is most cases seen as typical international politic instead of interfering intern politics of country. And I would say that taking part of another country is bit more than interfering their intern policies. But anyway regardless of how we view these things, I agree that it is not necessary intelligent or good thing to offer weapons or military training for anybody tied in the conflict, but instead we should seeks more peaceful ways to de-escalate conflict and find long term peaceful solution that don't cause full scale civil war in Ukraine or/and start international war (cold/hybrid/traditional), as such war would lead nothing else than world wide disaster.
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Interesting developments in some USA Media circles
https://medium.com/message/holy-****-i-interviewed-the-president-fa3e8fb44d16 Hank Green has written thoughtful piece where he ponders how younger generations of Americans view news and how he thinks they have changed and lost their way from what made them trusted sources to something that is seen in much less positive light. I am not sure if I agree with all of his points, but he has some good ones. I would like hear especially your BruceVC thoughts of what he has to say about legitimacy of American (cable) news.
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Is it me or Baldur's Gate look better than POE?
Because then PoE would look like another D:OS I've tried playing that game several times, but the 'cartoony' art keep throwing me off. Again, it's all personal taste, but PoE's graphics are much much more appealing to me. D:OS don't use that "cartoony" style because of the fact that it don't use prerendered backgrounds, but because it is style which Larian Studios liked best for the game, they could had gone with more realistic aesthetics or some other style if they had wanted to do so. Of course some aesthetic styles need more work from artist than others (like for example stick man graphics versus photo realistic) and games may have to use some other style than what its creators would prefer most because of economic reasons and some times because of technical reasons as computers or consoles aren't capable to run game in wanted aesthetics in high enough quality.
- Next Obsidian Kickstarter
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Is it me or Baldur's Gate look better than POE?
Real time rendered environments would had needed more work to get them to have similar look quality than what PoE's environments now have. So if they had gone with that route game would have less polished look than it now have or it would have much less environments. It is sad reality that you need quite lot money and time to be able to produce lots and lots high quality environments and spent lots of time to give them that finishing polish and if you don't have that money and time then you need make compromises in somewhere. In my opinion PoE's environments look quite excellent and I have quite few qualms with them and my qualms with don't come from their quality, but from area design where my preferences go bit different direction than what we see in PoE.
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Original IE Mechanics: Health and Death, no endurance
Main goal behind health/endurance system is to remove high reliance in healing classes and make it much more viable option not have any healers in your party. Reliance towards rest spamming is tried to limit with limited resting in wilderness and giving classes per fight abilities/spells and not making any class such that they are useless in fight without their per rest abilities/spells. By removing non-rest based (potions/scrolls/other items/etc.) ways to restore health has added more value to health as strategic resource especially when resting is limited by camping supplies. But in other hand endurance resource that works as main tactical health resource and which restores fully after every fight lessens somewhat importance of health and works as way to prevent instant deaths in fights especially in low levels, without making player characters able take more punishment before they are out of the combat. So PoE's systems make game somewhat less punishing in beginning as characters don't die permanently as easily and not having healing class in party don't hinder your exploration efforts heavily. But in other hand in late game not being able to use gold/money resource to buy longevity by buying healing/resurrect potions/scrolls/other items will cause players need to control more where they use their per rest resources especially as rest is limited. Of course how these mechanics actually work and feel are determined heavily by how quantities of these resources are balanced in the game, but generally speaking these mechanics should make beginning less punishing and reducing number of resources that player has in late game.
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Eternity High levels spells video (includes level 12 spells)
I would say they have worth if you want chanter to be passive, but I myself like to play with very active chanter, so I don't have much experience with chant focused chanter.
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Eternity High levels spells video (includes level 12 spells)
Too long compared to other classes, yeah. Aefyllath Ues Mith Fyr being bumped up from 1st to 3rd level chant is a little bananaramas. But to be fair, it is OP as all hell so it's not a terrible move! Lovely spoiler warning at the top, glad people are getting something from them. Ofc, if they devs see these and want me to take them down, they've just gotta ask. Not gonna be previous about it If you want regularly use high level invocations then you need use fast chants, which aren't as effective longer chants, but fact that it takes only half to third of the time to invoke invocations often compensates quite much. But I like also the fact that you can make chanter effective passive buffer by using those long duration chants.
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Pillars of Eternity main theme (orchestral version)
I would say that themes that come out of the gate swinging can become tiresome in later date even if you love them first, like for example I loved Dragon Age: Origins theme when I heard it first time, but know it is bit tiring. Where some themes don't impress me much when I hear them first but latter after constant hearing they become some of my favorite themes of all time, like for example Civilization 4's theme.
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Merchant Gold
This was never the case in the IE games. Then there was a violent solution and a non-violent one, the non-violent one usually gave more total XP. In IE games there was usually option to do non-violent option and then do violent option and get all the xp, which is behavior that they wanted to not reward in PoE.
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Original IE Mechanics: Health and Death, no endurance
Josh Sawyer has said that his goal is not create system that simulates real world, which is probably why characters heal in max health 8 hour rest instead of something like healing system that you can find from games like Darklands (which is by chance one of the favorite games of all time that Sawyer has listed) where healing takes weeks of game time. Healing stamina (former endurance) and health may be in same field of science but they are quite opposite ends of that's field's spectrum. As stamina tell us character's short time ability to performance, where health what their condition is when we look long run. If I had to guess their decision to go this route is because of storytelling and world building aspects and these is purely gamic mechanics were to invent so that gameplay is not too different from those in IE games even if setting is such that magic that can heal life threating wounds or cure death don't exist (or at least such magic is very rare and limited).
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New Engine?
Stealth in IE games worked so that character with Hide in Shadow and Move Silently skills can try to become invisible if they aren't in line of sight of enemy. Success of becoming invisible is mainly determined by character's skills (average of Hide in Shadows and Move Silently), which is influenced by character's items, time of day and is character in shadowed area, for example if character tries to go invisible during day in no shadowed area they will get quite hefty penalty in their skill roll. Usually enemies line of sight is about same what player characters can see, but it can be reduced by using spells like blindness, which can make it possible that character can become invisible even when they are near enemy characters in fight. It should be noted that Enchanted Edition of Baldur's Gate has Shadowdancer class that is able to try become invisible roll once per turn even if they are seen by enemy characters. Invisibility by stealth skills can last indefinitely if character in stealth don't attack or interact with anything, although every round character has to roll check if they stay in stealth, this roll seem to be based only move silently skill (items, time of day and being shadowed area influence this roll also). Characters' with backstab modifier get their modifier for damage for first attack they do when they are invisible if they attack with close combat weapons. It don't matter if character has become invisible by their skill, spell or item. Character's that are invisible by spell or skill can be detected by spells or by Detect Illusion skill, successful roll dispels all illusions (which includes characters that are in stealth) in 30ft area, roll is not influenced by any factors (except that items may give bonuses in it) .
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huge disappointment
1. There is no premade party in the game, although in backer beta you get four premade party members in start so that you can test larger range of classes and their abilities and spells. You can build custom party in adventure halls/inns where you can hire custom party member. In actual game you can also take premade characters (known as companions) as your party members, but that is not forced in anyway (although in beginning of game there maybe short period when you need to have couple premade characters in your party as it work as tutorial section for the game) 2. I agree that there is currently issues in character pathfinding that causes issues that you describe and some other problems, hopefully all or most of them are sorted out before actual launch of the game. 3 - 5. Wizards spells may be do bit too little of damage, but most of your issues seems to come out from that you don't know how to properly target AoE spells, which is probably because there is no tutorial in beta and you haven't accustomed to offensive spells that also can hit on your own party members. Bows, spell and other ranged attacks have their range limited because of several game technical issues which would cause ranged attacks be too powerful if they have longer range, although I think that they dropped ranges maybe bit too much, from what they were in first backer beta release. And I would also point out that wizards have spells that target in single targets which can't hit other targets and so work like archers arrows when we speak about aiming . 6. Priest have healing spells, although their and other healing spells and abilities are limited to recover stamina, and health which is strategic resource in this game can only get back by resting. They have given explanation for this system several times during and after kickstarter campaign. It is feature that some people don't like and some like, but nevertheless it is something that I would think that high tier backer like you should have been aware for long time now and it should not had come as surprise. 7. Decision to go with mainly quest/objective based XP has caused lots of argumentation in these forums in past two years, in so much that they added system that gives XP from killing critters in limited scope. They have also given several times explanation why did they decided to go with mainly quest/objective based xp system (in short: better control over how much xp is given in game, stop rewarding players doing things that they don't feel that should be rewarded with xp, they like more this kind rewarding).