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Everything posted by Elerond
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None. And so what? I think that question rose, because you said that there should be 'detect' button that purpose is to switch detect mode on and off, so it comes to question why there is need to switch detection mode off, because if there isn't reason it is usually better not waste GUI space for button that has no purpose.
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I support feminism and feminist when their meaning for the word feminism is to establish, and defend equal political, economic, cultural, and social rights between sexes even in cases where they focus on those sectors where women have less rights than men. If they use some other meaning for the word I probably don't support their cause. Longknife: Cherry-picking information to match your agenda is something that cannot be awarded to any singular movement as it is something that humans do by nature (confirmation bias) and therefore all movements will be guilty of it, even movements that are so determined to show that feminist (or some other) movements do so.
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Same issue can be found in IE games (especially BG & BG2), where fights in cities had only tactical meaning as all strategic resources (spells, abilities) where easy to replenish without drawing any negative effects those games had, mainly speaking about random enemy encounters that could happen if you rested in wilderness. Consumables are only strategic resource that can lost in those fights so that they aren't easy to replenish Only sensible way to bring more strategic layer impact to those fights is to add timed quest/missions/happenings in the game, which were thing that backers seemed not want when they were under discussion.
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One of Obsidian's ambitions is build their own IP, which includes world (lore, races, etc), rule system, etc. things that have made D&D so successful. And I would say that Obsidian has borrowed lot of things but maybe less from AD&D and IE games than many though they would and more from D&D 4E, Darklands etc. games that Josh seems draw his inspiration (which is only free thing they can get as they need to write everything from scratch to new engine, new system and in new world and lore). Although I would also say regardless of what games they draw their inspiration I don't think it would have added class variety any more, as they started with goal that game will have 11 classes with no class kits or prestige classes at least not before expansion pack. Which means that all variety inside of class needs to come from class mechanics of themselves, especially when they decided that there is no multi-classing.
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Ranged versus Melee
Elerond replied to Valorian's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Good thing in P:E there's no reason you'd want to do that, unless you thought they carried really good loot of course. Except if it has same issue as IE games that combat don't end before all fleeing enemies are dead, which is only reason why I hunted fleeing gibberlings or xvarts down. -
People may compare PoE to BG:EE, but I think it is bit unfair for Obsidian if we do so, as Obsidian had only limited budget and two years to produce PoE with 11 classes they promised us (BG had 8 plus specialized mage), where BG2 and especially BG:EE had most of the ground work done before games were even in preproduction which gave their developers ability to produce more variety in class system.
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At level 5, a Baldur's Gate thief has gotten three weapon proficiencies (2 at lvl 1, 1 at level 4) Thief's progressed level-wise faster, so it was level 6 when a fighter's mid level 5. It has its backstab ability progressed three times by then, but its use require flanking, backstabbing or enemies prone, IIRC, or coup-de-grace situations. To be fair, though, the thief comes in different versions right from the get go. There is the classic thief just mentioned, plus you had the bounty hunter, the swash buckler, the shadow dancer (BG:EE), and the assassin. They all feel quite a bit different in combat. In addition, it's more common than not, to have your have thief multi-classed by level 5 (or rather 6, due to the fast xp gain), provided you meet the requirements for dual-classing. So, playing a thief in combat in BG:EE (which I play now, as a swash buckler, is definitely more varied, than the handful options we get right now in PoE BB for the lvl 5 rogue. At level 5, a Baldur's Gate fighter, already had specialized a lot with a weapon and this could be a ranged fighter or a tank fighter , or a fighter not caring that much about AC, shields, defending, and just going all-in for damage in various ways. The fighter had already spent 5 proficiency points at level 5! Yet again, the class kits can't simply be disregarded. For fighters, you had Berserker, Kensai, Wizard Slayer, and Dwarven Defender (BG:EE). They are rather unique in combat too. Fighters are equally common to multi-class with, once again, as long as the dual class requirements are met. This means that the fighter, with its class kits, weapon proficiency choices plus weapon variety (ranged, melee...), is doubtlessly more varied than in the PoE BB. You didn't have class kits in BG, they come with BG2, which engine BG:EE uses.
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PoE at PAX Prime
Elerond replied to larryhl's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
This is because Paradox took over responsibility to sell the game from Obsidian in last month and currently Paradox isn't ready to sell game, which probably because they haven't yet got ready their PR material and contracts with retailers for the game, but I would guess that at the latest you can pre-order game in sometime in next month. -
Losing one member from your party is punishment, but it isn't necessary enough punishment to incentive enough to prevent people to let their characters to fall down. Detection of secrets and traps is something that players want by default to do as not doing so only penalties players, as slower movement speed outside of the combat is only burden which isn't really incentive not to do things but punishment for players to doing things in optimal way. Which is way detection should be always on or there should be some other incentive than faster movement speed not using it constantly.
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Although changing use paradigms in software development should be done with high care, as it easily leads lower usability level, that isn't case in computer games when we speak about systemic rules inside of the games, as games by design and purpose should offer players challenge using their own rules, which is why it isn't necessary for the games to care what rules other games have used or use or will use, because they should offer their own unique problem/s for the players to solve.
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They could make downed character's fatigue level rise, which would make their efficiency drop after each downing.
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I can understand why letting your party members to fall can feel somewhat odd, but I am not sure if such tactic is actually against the design or what is designed to be meaningful tactic. As whole barbarian class for example seems to be designed around kamikaze fighter, like their wild run that allows them run through enemy lines, but don't reduce damage they take, frenzy which adds their attack speed but hides how much damage they have taken, and that they have abilities that make them hit better when they are wounded etc.. All these things seem to point that barbarians are designed to fall in fight. And this design decision has lead on fact that kamikaze/letting character fall down is also valid tactic for other classes.
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Not the best example because the Lead Designer was set on that from the beginning. Other members of the development team were not. The CEO of their own company prefers combat XP. You're continued attitude of "the developers are better than you" is tiresome. This is bit funny considering that in most of the time in gaming forums people lament how games are made to please CEOs and other business people instead of following developer/designer's vision
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You must not have read my posts properly if you quoted me and then said that. Your solution is also a lot worse than mine and is effectively HP with two pools. However as I have already said (many times) that I don't mind the current system. D&D 4E Healing Surges was one of the good things that 4E did though, so healing your stamina from Health wouldn't be too bad either I don't think. In your system should one health point heal give multiple points of stamina (like for example 4) or should health pool be just multiple (like for example four) times larger what it is now. In any case your system isn't big change from current system, even though healing spells become bit worse, by automatically decreasing health instead of after damage is done, but I can see how it could make system more clearer for the player.
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Paradox had 18 QA peeps playing this for weeks?
Elerond replied to IndiraLightfoot's topic in Backer Beta Discussion
If Paradox has any sort of sense they don't do such things before Obsidian deliveries them release candidate version of the game and even then only if that version has some serious problems that can't be solved during period that game is in gold, because otherwise such suggestion only works to lower morale of developing team and lessen change that game will be finished on the time. And Obsidian has plenty of time to fix the bugs and tune balance, I would predict that only major changes in game system or added features/content would cause them need more time in such extent that they would need postpone release date from what they have currently announced. -
Party of 6 Chanters are currently very OP. Ability constantly summon help without any real limit gives them ability clear any group of enemies without any long time cost.
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Health & stamina system works fine in purpose which is was designed, although amount of health may be bit low considering how much damage enemies do, as currently you can go average 3-6 encounters before rest.
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This is bad design to me. I think that spell casters need armored caster talent that negates most of the casting time penalty from armor. And I think casting time is currently bit too long, because spells aren't currently that effective overall, especially damage spells are quite weak in beta because most of enemies have so high DT's against elemental damage. In previous build situation wasn't as bad, but as they rose those elemental DTs amd fixed bugs which caused that DT don't work, it is most cases best only buff you party and debuff enemies.
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Memorization — The game character must memorize a fixed number of spells from the list of all spells the character knows. This memorization can only occur once in a specified time period, usually a day, or it may require the character to rest for several hours. This system is sometimes called "Vancian" in the game designer community, since its first use, in Dungeons & Dragons, was inspired by the way magic works in Jack Vance's Dying Earth world.
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I read updates about game through I find lore tidbit, which tell us that Wizards have started to use heavy armors, because of use of firearms that penetrate arcane veil. But currently beta don't draw that picture to us as number of enemies with firearms is so low, that one don't really consider them as serious danger for one's back line characters.
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With PoE you should take account that beta isn't final product and never will be, as end of beta Obsidian will remove beta from the Steam and publish new product there that is final game, so that people's comments and reviews about beta would not haunt those people that look to buy the final version of the game. And not using default package handler for such beta product would be in my opinion somewhat waste of resources. I am quite sure that final version of the game will not fir example include default unity launcher, especially with input tab that has control options for things that game don't even use. So even though this is something that Obsidian should probably take under consideration when they make installers for the final version, it isn't probably something that they should use their time for backer beta version.
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Some level trigger warnings are now days required in many places for the audiovisual content that is sold publicly, as they are part of the required content rating systems.
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Second impressions thread! [Build 278 version]
Elerond replied to Tartantyco's topic in Backer Beta Discussion
Artificial solution is...artificial. In games you don't have any other sort of solutions because games work using artificial rule system. -
Second impressions thread! [Build 278 version]
Elerond replied to Tartantyco's topic in Backer Beta Discussion
Setting movement speed for all enemies to be faster than player's characters would block all easy kiting tactics. But I am not sure if such would be best option