Everything posted by Elerond
-
KEEP PIRATE STYLE PISTOL PLZ
Swedish light cavalry (sometimes referred as Hakkapeliittas, because of battle cry that their Finnish speaking majority used) used in Thirty Years' War (1618 to 1648) were armed with two pistols, sword and leather or metal cuirass. Tactic that they used was to ride close to enemy infantry or cavalry line and shoot with both pistols and then charge in melee with their sword, which differentiated their tactic from typical light cavalry tactic (caracole) as typically light cavalry would ride back to reload their pistols and letting heavy cavalry do the charging towards enemy. Swedish tactics prove to be effective especially as part of three branch (artillery, infantry, cavalry) joint tactics, where cavalry's task was to disturb enemy's infantry and block enemy's calvary to disturb Swedish infantry, which Swedish cavalry was good as it didn't need rely on another cavalry regiment to take care of melee. This tidbit information is to add notion that brace of pistols and sword style isn't pirate origin but something that they adopted from militaries.
-
Are they even listening to our feedback?
If you read kickstarter page it says they want combat have same intensity that IWD has, but they want take exploration from BG, which means that trash encounters are more than likely, as exploration in BG style needs maps to have encounters to give feeling of danger which makes exploration feel more interesting. And tying these encounters to quest or task has high change to make maps railroading player which would remove that exploration aspect from the game.
-
Inventory Mod [16 Slots]
I think reasons for limited always accessible inventory were strategic in nature, and limiting ability to change equipments in fight had tactical purpose. And reason for current version of inventory screen was that people asked ability to put items for certain characters. I would also guess that number of inventory slots that we have currently isn't meant to be final but instead limit inventory so that beta testers need to but items in stash so that its mechanics will be also tested in beta, even though beta has limited number items (or would have with out duplication bugs).
-
Discussion: the PoE beta xp system
This isn't actually in case in PoE, but give player ability to handle task/quest/whatever village idiot sends you in way that player wants to handle it, which fighting seems to be somewhat default option at least in quest that you can find in beta. I would also like to point out that beta currently locks out some of the options to handle those tasks/quests that can already found from game's files or even changes quests/tasks to alternate more limited version of said quests/tasks from those version that can be found from game's files. The issue of annoying and unrewarding trash mob encounters remains, though. It's cool that you can talk your way out of plot-point fights. But I'd be very surprised if avoiding combat were as easy as their design intends it to be. It's like, they know it's a tactical fantasy RPG, so they put a lot of enemies in it. But then they go and say that striking out to fight said enemies is degenerate and goes against role-playing. If you want fighting to be a special thing for murder-oriented players, then ****ing design it as such rather than dump all these stupid beetles on us. There are so many other ways to make areas interesting, like encountering NPCs. Do *I* want that? Hell no, I like the combat-heavy nature of the genre; at heart these games were, for me, excercises in tactics, reward through winning battles, with a lot of backstory and flavor. Every title it's paying homage to was that way. Even Planescape: Torment awarded experience for combat--and that game is considered high role-playing art. Trash encounter design in beta isn't as good as it could, but area in beta is area that Obsidian has used from their first prototype of the game and they have cut content out of it so that it would spoil as little as possible rest of the game. I think that in game like PoE trash encounter should have reason why the exist, meaning that there should be indicators in map why any particular group of monsters/npcs are in the map and that particular place on the map. I also think that combat should be interesting and enjoyable by its own merits not because of the rewards player gets from it. I would also say that it is better if player is given non-meta game reason (hidden treasure, experience points, etc.) to fight enemies that isn't that player is railroaded from one combat to another without giving option to use inventiveness to go around encounter I think that their design philosophy about avoiding combat is that it possible in most cases but consequences from avoiding fight wouldn't necessary be what player wants in many cases. So even though avoiding combat with speaking may first seem to be easy option in long run it can cause problems with way you want your character develop (in story wise) and how world will develop (in story wise). PS:T is one of the my favorite games and I think it is one of the best RPGs that is ever made, but combat encounter design in PS:T is weakest part of the game and I would even say that it is weak even compared to games with bad combat design and for me it seems that it got quite little love from designers, which is why I think is probably reason why they didn't do anything more innovative than copy system from previous IE games, to me it looks that combat is in the said game because there has to be combat in crpgs. Which is why I would not use it as example what kind of design game should use for its combat or experience gained from combat.
-
Adult females overthrown teen males as largest gaming demographic
He-Man's universe stereotypes every one, except maybe wizards. P.S. For full disclosure I like both He-Man and She-Ra when I was younger and they come from television and one could buy their action figures from shop (at least He-Man action figures, She-Ra ones I haven't seen in Finnish shops)
-
Discussion: the PoE beta xp system
This isn't actually in case in PoE, but give player ability to handle task/quest/whatever village idiot sends you in way that player wants to handle it, which fighting seems to be somewhat default option at least in quest that you can find in beta. I would also like to point out that beta currently locks out some of the options to handle those tasks/quests that can already found from game's files or even changes quests/tasks to alternate more limited version of said quests/tasks from those version that can be found from game's files.
-
Boys will be boys on the internet (<- sarcasm)
Don't joke but that's exactly what Volo believes, he has said several times that a true believer in gender equality would support full contact sport between male and female sports teams There is nothing wrong in full contact sports between men and women if both parties somewhat equally matched. But because of lots of reasons there is much less women that practice full contact sports at total which also means that there are less women on such level that they could compete against highest level men in said sports from equal play field. Of course there is also sports that favor physiology of one gender over other, because their rules are created so that they take account only typical male or female physiology, which cause people from gender that sport was not crafted be in disadvantage from start, which usually means that they need to be on higher skill level to beat member from the gender that sport was crafted for, which usually means that it's very unlikely that they could succeed on highest level competitions. Equality is not direct motivation behind women's series in sports, but get women interested in the sports, so that there is more people that practice sport and therefore there is more people that will buy sports gear, more sports events where people buy tickets, more members in sports organizations so that they can hold more political and economical power and so on. If women's series rises enough women (or men in women dominated sports) in level that they can compete on some what equal play field with men then even better as it will most likely increase popularity of highest level series in that sport. This also reason why sports where there is clear advantages from some physiological attributes have for example weight classes, meaning that it makes possible pool of people that compete in high skill level events of that sport higher by giving people with physical disadvantage, because of of rules of that particular sport, their own competition. So in one hand I support mixed gender contact sports, where in other hand I understand why such things are at least currently quite rare things especially in highest skill level sport events.
- Longsword fighting is a thing. For reals.
-
Capitalism & Socialism
http://www.oxforddictionaries.com/definition/english/socialism
-
Microsoft buys Mojang. Millions of Minecraft fans cry out in terrror.
2.5 billion for Mojang makes more sense in my mind than 2.1 billion what SoftBank and GungHo paid for half of the Supercell (creator and developer of Clash of Clans). Even though numbers for both companies tell that acquisition prices for both companies are actually quite fair and reasonable, but still it is hard to comprehend such prices for what one could call one trick ponies.
-
Forum Titles
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
-
Forum Titles
I see that I was too slow with my edit
- Forum Titles
-
What about sorcerers
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.
-
Drama in indy gaming and games journalism part 2
Maybe somewhat interesting statistics about gaming media outlets https://storify.com/MorganRamsay/how-often-do-video-game-journalists-write-about-fe
-
On character development/levelling pacing
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. :|
-
If you were creating all 6 party members what would your ideal party look like?
Currently my ideal party would be party of six chanters and 18 skeletons.
-
Star Wars Episode 7 Thread
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.
-
On character development/levelling pacing
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.
-
Kickstarter badge
http://forums.obsidian.net/topic/66003-kickstarter-backer-badge-2/?p=1498390
-
Single Wield
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.
-
Lets discuss Game Balance in RPG design and how it affects PoE
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).
-
Pictures of your games Part 5
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.
-
One small but important problem with the beta no one seems to mention: WASD.
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 .
-
Star Wars Episode 7 Thread
The Incredible Hulk. That was before Disney bought Marvel, it was Marvel Studios' product for Universal Pictures