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Elerond

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Everything posted by Elerond

  1. Even 33 pages worth of bugs and more isn't something that they could not fix in 3 months, it is quite lot time to fix bugs, finding all the bugs from the game is usually the thing which fails, as it can be quite hard thing to do for any software and especially when we speak game that is over 30 hours long, with multiple ways to complete.
  2. Wizards don't read their grimoires, but use soul energy absorbed to them to cast spells and spell pages on those grimoires do most of the work in the casting. And might also represent character's mental strength addition to physical strength and intellect represent character's logic and reasoning capabilities, it is not such general all including as D&D's intelligence attribute (and for some reason D&D's wizards never actually read books as their wisdom is generally only about average ).
  3. Regarding bow: bow strings have a certain amount of kg of pull that they support, so a stronger bowman can pull further the string and transfer more force to the arrow once shoot, while the amount of force that a crossbow transfer to a bolt is only given to the physical structur of the crossbow itself. Bu this is an abstraction because if you apply to much force to a bow string the string could snap or a bowman with a certain level of strength could always pull the string at his max capacity, it's simply another method for calculating bow damage (with some actual logic on his side). For the rest: i'm not fairly sure what do you mean with magic add physical damage, you mean like in a lot of anime? Do we really want to move this game over the JRPG area? And lastly: Str:govern everithing that require physical force Dex:given or taken as it is in poe Con:Health Int:govern everything that require insubstantial force like magic,intelligence(the mind,the psyche call it as you want) rapresent the will that people put in controlling something invisble and insubstantial I would use only those attribute, the rest would be only a series of skill. Bows have certain draw length which is optimal them, and pulling over it will only hinder usage of bow, as if you draw arrow to behind it will not leave cleanly from bow and lose accuracy and speed and if you use longer arrows there is still limit how long you can pull bow and longer arrows are also heavier, which means that longer draw don't necessary compensate speed lose which their weight will cause, and drawing bow too much also risks their structural integrity. So stronger bow man needs to use stronger bow to actually get any more strength to their shots. You can also in theory put more gunpowder in blunderbusses, pistols and arquebuses to get more velocity for bullet, and stronger man can use more gunpowder as they can handle bigger kick from the weapon, but in reality those weapons can handle only certain amount gunpowder, before their structural integrity is compromised, which is usually amount they are recommended to use with. For example spell sharper edge that adds physical damage that your sword does, is this damage covered by strength or intelligence in you system. So what skills you would then add to replace mechanics that are in PoE (health, concentration, interrupt, size of areas and duration of effects for abilities that aren't from insubstantial force (like barbarian carnage, and rogues special attacks))
  4. What is your reasoning that strength adds damage that bows do? Archer's strength determines only how strong bow they are able to use not how much power bow can put behind arrows that are shot with it. And if magic adds physical damage that character do should that damage be determined by character's strength or intelligence? And what is reasoning behind you choice? And how attributes should work otherwise in your system, meaning what attributes there should be, what they should do and reasoning behind them? As it is easy to demand changes in system but it is much harder to actually make them work in the game as intended.
  5. D&D wizards have always had that versatility. Aside from choosing a specialist school and locking out some sets of spells, you could always fill out your spellbook from scrolls (plus you chose 0 spells on level up after level 1). Do you also oppose priests/druids having their full spellbook granted at each level? Having an interesting range of talents (ideally with more unique natures than the IWD2 wizard feats, which were chiefly "improve DC's for this type of spell" and "increase damage for this elemental type") is probably going to be the key to making customisation interesting on level up. Incidentally, I think it'd be nice if the pure casting classes had the odd (passive?) class ability other than just more spells. Not necessarily every level, but Osvir's level 1-5 class summary definitely shows up the lack of other defining characteristics in the absence of talents. Alternatively, having a few additional class-specific talents that may be selected in addition to the general pool could work. Pathfinder does this nicely, extending 3E a bit. Talents need to offer very specific boosts that can't be achieved by tweaking attributes alone -- that will allow higher levels to shape unique characters beyond what CC permits. I don't oppose how they get their spells, but I think that it would be nice if they would have more meaningful choices in leveling up, meaning that I think that there should be talents, attribute adds or some other things that have permanent impact in how your character is build, because otherwise only really meaningful choices you do towards your character's build are done in character creation and as currently even those choices aren't very impactful, which makes wizards quite uninteresting character's to build (which of course don't mean that they are uninteresting character's to play with.). Of course situation with wizards is about same as it was in IE games that use AD&D rule system variation, as there you rolled perfect or about perfect stat line for character and then select where you put weapon proficiency points in. Reason why I want impactful choices for character during level up instead of pure power bonus is that I think it will add more replay value in the game as it will encourage players try same classes in multiple playthroughs as they have option to build them play differently from their previous playthrough.
  6. To me spiritual successor for IE games don't mean that you need adopt rule systems from those games, but more overall things like isometric view angle, party placed gameplay, fantasy themes, certain aesthetic look, tactical combat gameplay, exploration, interesting plot, memorable characters. To me any single detail in rule system isn't important if it is as whole fun to play with and I don't think that designers should limit themselves with certain rule system solutions only because they were used in IE games, if they feel that some other solution would make gameplay more fun.
  7. More beef abilities have more they will influence how character is optimal to build. Of course it maybe possible to create talent system that can work around that, but I am quite certain that it will be much more difficult to design and balance. Where less beefier (but not meaningless) abilities work as in roleplay purpose to tell player what kind character they are playing, but it will not in any case fully define what build/s and roles are most optimal for that character.
  8. It make same way sense why one stat make you hit more accurate in melee and same time gives you ability carry more stuff, or stat that gives you ability to hit more accurate with missile weapon also make you better to dodge things and etc. Attribute systems are always abstractions which is why they never can accurately represent reality.
  9. I agree wit OP that less impactive attribute system helps make choices in leveling after first level feel more important. Although currently any of the classes don't have enough choices in level up to give player feeling that they can influence how their character is build up. Wizards are worst offenders in removing impact from player choices in leveling up, as they can always use other grimoires to use spells that they didn't select in leveling up. I think that this current lack of impactful choices in level up is probably one of the main reasons why people feel that attributes should have more impact in the game.
  10. That seems that they were hacked, as it against indiegogo's procedures to edit project pages or/and publicly announce their take-downs.
  11. I am fan (like I think most of people here are) of IE games, but I thought and still think that Obsidian did right decision when they decided to use widerscale objective xp instead of giving xp from specific tasks like killing enemies, using skills and etc. things. I don't have anything against xp system that IE games use, but I don't think that it is any way superior than any other xp system and Obsidian had very specific goals what they wanted to accomplish in PoE, and they thought that they can achieve those goals better with objective based system and after playing beta quite lot I must say that they seemed to succeed with those goals with quite well, sure it is quite small sample of full game so any defined judgement is hard to give about subject, but at least inside of that small sample system seems to do what it is supposed to do.
  12. I ran beta through with monk, I has to say that their ability to take and deal damage seems to be very good. Although I found that I didn't like how wounds resource reset after every encounter, which made monks abilities in most cases less useful compared to other classes with tactics that I used.
  13. Yep, might might seem like better stat than intellect in first glance, but to me it seems that many abilities will cause much more damage with high intellect and moderate might. And dexterity don't seem always worth of points put on it as you supporters' abilities buff so much your hit chance especially when you take account bonuses from weapons and offensive abilities, that those points probably produce better end result in some other stats. But I haven't done math yet (because of lack of knowledge about system), so best that I can do is guess.
  14. Backer survey is in my understanding only for credits and maybe in game use. Where forum tittles are put in manually and need to be requested in this thread, this is probably because they didn't want use developers time to produce automatized system for thing that is fan initiative and not something that they offered.
  15. I made character with perception 20 and tried make him to interrupt BB Wizard's (as he has only resolve 9) and it seemed not to be any great effect on amount attacks that BB Wizard was able to do. Then I tested it with his spells and noticed that my character was only able to interrupt his casting only once per spell, so it is possible that his attacks were interrupted, but I didn't notice it because interrupt causes only small delay in attack speed. Combat log seems to not have any markings about interrupts, so it is hard to tell how they actually work.
  16. Issue: When companion dies their body disappears without leaving their equipment behind How to reproduce: 1. Get companion killed or kill one yourself 2. See their body disappear 3. See how there is no loot back appearing Expected behavior: Companion’s equipment don’t disappear with their body, but instead it would appear in loot back or stash
  17. So what will powerplayers do? They will complete every possible sidequest, fed'exing stuff around the world and always being a good boyscout, no matter if it goes against their party ethics or such. That is just bad quest design which has nothing to do with xp system. it has, since you can't progress otherwise. People will always aim for the highest reward; gimping a game to force one way of playing doesn't solve the proble at the heart. But xp system don't cause existence of such quest, if they exist they exist only because quest designers have done bad job. Bad design always lead people to do things that are unroleplay like, as players have meta knowledge that doing things certain way is more effective than doing things as how your character would actually do them. Josh said that they decided to go with quest/objective based system to encourage people to roleplay more, but if their quest design has optimal paths that make people meta game instead of roleplay, then they have just failed in design, which means that changing system behind xp don't help as failure is in way quests (at least some) are designed.
  18. So what will powerplayers do? They will complete every possible sidequest, fed'exing stuff around the world and always being a good boyscout, no matter if it goes against their party ethics or such. That is just bad quest design which has nothing to do with xp system.
  19. How difficult they are shouldn't be judged simply by, "can I beat them without taking a lot of damage." You also need to consider how much effort is needed to beat them without taking much damage. My party take only minor if any damage to beat all the trash mobs in the beta and I didn't need to use special abilities or spell in most of the fights (This was after I equipped them with that level equipment that your party probably should actually have in that time of the game). I actually didn't need rest even one time in my last run. So I would still say that making them easier isn't thing that I would recommend. On normal? You must have been taking advantage of the weapon swapping mechanic or something. Scouting is very powerful tool as it gives your party ability to move in optimal place to launch assault and with firearms you can drop 1-3 enemies before they even can make first action and then your front liners can easily stop those that are left until next volley and then there isn't usually any enemies left.
  20. How difficult they are shouldn't be judged simply by, "can I beat them without taking a lot of damage." You also need to consider how much effort is needed to beat them without taking much damage. My party take only minor if any damage to beat all the trash mobs in the beta and I didn't need to use special abilities or spell in most of the fights (This was after I equipped them with that level equipment that your party probably should actually have in that time of the game). I actually didn't need rest even one time in my last run. So I would still say that making them easier isn't thing that I would recommend. When comparing them some of trash mobs from BG, like basilisks, sirens, vampiric wolves, these trash mobs aren't even worth of mention in difficulty scale IMO.
  21. I don't think that trash mobs should be any easier as they currently are, because they barely offer any challenge in easy and normal difficulties, only most fool hardly run-ins can cause you lose party members and even possibility for that is quite low when you have equipped your party with somewhat better gear. Especially firearms charge annihilates most trash mobs in seconds.
  22. I think it would make xp gain bit more intuitive if notice of xp gain would be shown in both logs, because xp gained especially in conversations is very easy to miss, when you have conversation log open, which is usually the case.
  23. And you get about ten tacos/burritos with price of one tear gas grenade, which by looking videos from Ferguson, would mean that price of crowd control operations would go down
  24. You can access it on in the town
  25. Unity's rich text format uses following tags, if you want to try them. Supported tags are: <color="htmlcolor">colored text</color>, where "htmlcolor" is a html color string, like "#ff0000" or "red". <b>bold text</b> <i>italic text</i> <size=20>sized text</size> These are only supported for fonts set to use dynamic font rendering, except for the 'color' tag. EDIT: I tested them my self and they don't work.
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