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Elerond

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Everything posted by Elerond

  1. They gain still levels Here is site that has listed all the classes and their progression from default rules and supplements http://www.mjyoung.net/dungeon/char/step002.html
  2. I see that I was too slow with my edit
  3. EDIT: pictured
  4. Some low level spells will eventually become "at will" but the vast majority are "per encounter" or "per rest". No unlimited casting for you! Yeah, I worded that poorly. You get casts per day, like the sorceror, of any combination of spells in you grimoire. You can select a certain number of spells for the grimoire (Most at a time I have seen is 4). Eventually lower level spells become per encounter instead of per rest. I wasn't aware of any becoming at will though. Good to know - but where is this documented? The Wiki says little...certainly people here seem to know more than the info reported there, which is frustrating. Do you get bonus spells per day/rest based on stats (like you did in D&D)? How are you rewarded for high (pertinent) stats when you're a wizard? You don't get bonus spell because of your attributes. Only reward that you get from high attributes is higher attribute bonus, which will boost your wizards certain spells (adding their damage, making their effect last longer or increasing area that they effect or with right combination all three) or wizards overall ability to cast spells (giving wizard to hit better with their spells or cast them faster) or wizards ability to take hits (giving wizard more hit and endurance points, increasing wizards defensive values, making hits miss and graze more, lessen change that wizards spell casting will be interrupted). There is no pertinent attributes for wizard, only attributes that are better for one playstyle than another.
  5. Maybe somewhat interesting statistics about gaming media outlets https://storify.com/MorganRamsay/how-often-do-video-game-journalists-write-about-fe
  6. Hehe, yeah, I sometimes get the feeling that I'm in the minority with this one. It was awful mechanic as it stopped me to resting after every fight with my sorcerer, which made game so much harder, because I had to think what spells I use instead of normal strategy to use strongest first and see if any enemy could survive from those. :|
  7. Currently my ideal party would be party of six chanters and 18 skeletons.
  8. Probably today, it is so big company that it will mess things constantly, if not in their main products (although I would say that The Lone Ranger (2013) at least was mess up and one could also argue same about John Carter (2012)) then in their byproducts like for example leaving certain main characters out of their action figure sets or t-shirts etc.. Depends what you mean by mess up too. Because neither Lone Ranger or John Carter were bad movies. John Carter was actually quite a good movie. The mess ups were bad marketing and spending 200 million on a western. As liking or disliking films are are always subjective (for example film critics didn't seem to like Lone Ranger (37 average in metacritic from 45 reviews) or John Carter (51 average in metacritic from 41 reviews) very much) the only way to check if maker messed something up with film is to check if film made profit or loss, although that don't tell you reason why film was success or why it was failure, which would need much deeper analysis and access to information that isn't often open for public.
  9. You don't need rest even once in beta even in highest difficulty level with right party composition, as you can use AI's behavior against it, you can use some of those over unbalanced abilities by yourself to kill all enemies without ever dangering your characters. If game's balance would work as indented you would need to rest after every 4 encounters that are designed for party's current level (design philosophy that is adopted from PnP D&D) if you didn't do something absolute horrific in the combat encounter or face one of the more demanding encounters. And players that know what they do should be able to stretch their adventure day so that they can face even 6 or 8 encounters that are designed for party's current level, before need to rest. I would note that in beta we face mostly encounters that are designed for 5-7 level party that has higher level gear than what our party has on default in beta, which mean that all the encounter feel harder than they should be and this feeling isn't help by fact that some abilities and mechanics don't currently work as intended.
  10. http://forums.obsidian.net/topic/66003-kickstarter-backer-badge-2/?p=1498390
  11. Using single handed weapon with free hand should give you bonus in accuracy (+10/15), it may or may not work beta at the moment.
  12. A class is an extensible program-code-template for creating objects, providing initial values for state (member variables) and implementations of behavior (member functions, methods).
  13. I'm guessing you haven't played it. Is its gameplay compelling when you play it? I ask because it don't look very interesting when you watch others to play it.
  14. Text written with red is missing from my previous post because of human error. I think that I should stop writing my posts with my cell phone, as I seem to so often do big editing mistakes with it that I usually notice after I can't any more edit my posts .
  15. The Incredible Hulk. That was before Disney bought Marvel, it was Marvel Studios' product for Universal Pictures
  16. Probably today, it is so big company that it will mess things constantly, if not in their main products (although I would say that The Lone Ranger (2013) at least was mess up and one could also argue same about John Carter (2012)) then in their byproducts like for example leaving certain main characters out of their action figure sets or t-shirts etc..
  17. Good to see Sawyer explaining stuff, er, somewhere else. This answer is disingenuous, to say the least. How can you build the character you want to build if the underlying systems are too opaque? Just trust in Josh that everything will be awesome whatever you choose? That is only thing that we can do, because before we have full game our hand and can test balance ourself from start to finish we can only trust or not trust him that every build during character creation will be viable in the game. Currently we can only see little of content (for the example current content could all we know be similar to one of the fight heavy areas in Planescape Torment, which would have given us bit wrong picture what kind character builds would be most effective/viable in the final game considering whole playthrough) and limited number of mechanics that are under polishing and balancing.
  18. Hopefully you mean One Must Fall: 2097 and not One Must Fall demo (with human fighters) or One Must Fall: Battlegrounds
  19. Bioware's games are with the best games that EA offers, and if their quality isn't good enough then what one can make of rest of the EA's games which quality isn't even on a par with Bioware's games?
  20. We're discussing a game with no actual healing, remember? Dead people do no damage (and neither they do anything useful for that matter). People having naked backline characters has more to do with how the game currently punishes you for wearing any kind of armor. BTW, most low level robes in IE games were purely cosmetic too. Now if a ranged caster, for example, can neither be realistically effective while wearing medium or heavy armor nor realistically survive while wearing light or no armor, what's the point of sacrificing a party roster spot other than "you're supposed to have a wizard in your party if it's a fantasy game"? When the margin of error is too small, the option is no longer viable in practice no matter how sound it's in theory. Wizards and other ranged characters can and are effective while wearing armor, but currently they get hit so rarely that protection that armor offer don't justify loss of castings/attacking speed caused by armor, which is why people run with naked back liners. Changes in AI behavior isn't meant to make armorless back liners useless but lessen their usefulness compared to armored back liners.
  21. How about WASD to be the default and you rebind them if you wish to use other keys? For someone who made a case about the "ergonomic" aspect of the game with its awkward positioning of the combat log (because the majority read from left to right), moving the camera with other keys than WASD or mouse does not feel wrong to you? WASD for camera make sense only if you feel that WASD- keys should be default way to control camera, but if should be default camera controlling tool, then it makes more sense that WASD (or more precisely QWERTASDFGZXCV) -keys are by default used for some other actions than camera controls. Using by default two most convenient controls to do same thing is some what waste, especially when game has tons of other actions that could be binded to those controls.
  22. Wasteland 2 still has problems with memory usage, which can make it unstable on 32 bit operating systems, which is also issue with PoE. I am not sure (because my comparison machines are my desktop and work laptop, so it isn't level testing field) but it seems that Unity has some problems when it can get assets and resources loaded fast enough which causes it to work unpredictable ways sometimes.
  23. Heroes of Might & Magic 6 is turn based strategy game, with turn based tactical combat
  24. I would leave renaming attributes in that point where their balance is found and then if one or more of them don't sound right then rename those with more appropriate names, but I don't see point to rename attributes during balancing process as there is pretty high likelihood that there will be changes more changes in what they do, which probably will lead that people ask renaming them. EDIT: And it should also be taking in consideration that those attributes are used in conversations and interactive scenes, and names should also reflect on what they have already written in those, so that there isn't need for major overhauls in writing. IMO.
  25. We have a bunch of people saying "yeah, AoE increase doesn't really seem that valuable", mostly because the marginal increase can be a liability. Allowing you to scale it down solves the liability problem, but also means that in those circumstances, you get literally no benefit from it at all. I still really don't get why this is such a spot of resistance when making the margins safe doesn't remove friendly fire, it makes INT valuable all the time instead of sometimes being a liability, and it doesn't require adding a UI layer on top of the system just to regulate AoE sizes. I think the only real reason for the resistance (assuming this would be balanced properly) is the RP perspective. I'm personally more of a mechanics focused person myself, so I can look past it - but many people won't like a system like this unless there's some plausible game-world explanation for it. If character has so much control over spell/ability because of their high intellect that they can increase area that it effects one could assume that they can use that control to make sure that they don't hit their friends.
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