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ogrezilla

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Everything posted by ogrezilla

  1. What old games, could you be more specific? all of the IE games if I remember correctly. IWD, PS:T etc. Most cRPG's actually. they just don't lead to an enjoyable experience when forced to repeat content. You couldn't save in combat so as far as I'm concerned there were limitations on saving. not saving during combat is fine for me. I never even tried that so I don't know. Guess I didn't quite get what you meant. my bad
  2. I like a little more bulk to my castle
  3. What old games, could you be more specific? all of the IE games if I remember correctly. IWD, PS:T etc. Most cRPG's actually. they just don't lead to an enjoyable experience when forced to repeat content.
  4. the old games allowed saving whenever you wanted and it worked perfectly well. Never saw it as a problem. I can see the reason for wanting to limit it, but it really causes more of a problem than its worth. Repeating content in this style of game is boring.
  5. hopefully its not even possible. we don't need infinite mobs respawning. If they are there, the respawned versions shouldn't give xp. I've always thought that was a crap mechanic. If you're in one of the layers of the abyss where demons can feasibly "generate" out of nothingness to attack you as there's just too many of them to bother rendering all at once, you should still get exp for killing them if they're actually a challenge befitting your party. Otherwise I just don't support infinispawns of anything... limited summons? sure, but not infinispawn. ideally i don't want infinispawns.
  6. hopefully its not even possible. we don't need infinite mobs respawning. If they are there, the respawned versions shouldn't give xp.
  7. it works when the attrition is designed to be a part of the challenge and fun of the game. That tends to not really be the point of tactical games.
  8. having to repeat content actively worsens the experience of the game.
  9. the required xp to hit the next level goes up as you level in almost every game I've ever played. it really is the same thing as a static amount of xp per level with scaling xp gains. Makes little difference except its easier to design static xp with scaling amount needed for the next level I would think.
  10. Just remember that xp scaling goes the other way too. The idea is that if you manage to complete a level 14 encounter with level a level 11 party, then you get more xp than if you were 14. This makes sense to me as a good reward. This is relative, of course, to whether or not there will be exponentially more xp required to reach the next level, maybe a couple other factors like level cap. However... PE may very well have so much content that scaling isn't a big deal, and the content balancing only needs to take into account the main storyline bits. I still don't see why the other way is needed either. The reward for killing that dragon early is that I get that experience early. Its going to be a significant boost in experience at level 11. So its the same amount, but it goes a lot farther towards getting you to your next level at level 11.
  11. meh, I guess I just don't really have an issue with that. it would help very very very little. if it happens to be the 5 xp out of 50,000 you needed to level, so be it. You still have to catch the rat and hit it. I could go get better at swinging a sword by swinging it at a wooden dummy. The rat giving very little experience seems fine to me.
  12. if the xp between 10 and 11 is what I expect it will be, 5 xp will be very insignificant
  13. static xp with increasingly more xp needed per level accomplishes basically the same thing doesn't it?
  14. did you label them wrong in the poll or am I confused? 10 exp every time would be static, would it not?
  15. I'm assuming there would be pretty severe consequences for doing something like that. Whatever, I'm not that worried about it.
  16. I'm not arguing anything. I really don't care about the mechanic in this game. I'm just curious if its every instance of children being killed in media or if its the user having the ability to do it themself that bothers you.
  17. do fans of the hunger games need mental help?
  18. just an example a fight where the boss paralyzes everyone at the start of the fight vs a fight where the boss paralyzes one character at a time throughout the entire fight. The first is more likely to cause a reload but after one reload it will never be an issue again. The second is less likely to cause you to lose outright, but its more difficult because its not a binary all or nothing attack.
  19. I am saying there is a difference between real difficulty and the illusion of difficulty in the form of cheap tricks. Its not difficult to die a few times until you memorize the encounter. It's frustrating, but not difficult. So using deaths and reloads as a metric of difficulty doesn't work. It is entirely possible for a fight where I win the first try to be more difficult than a fight where I reload 10 times.
  20. good lord I agree with metiman what is this. seriously though, I definitely do agree with metiman here. I would attack that dragon because how else do I know if I can kill it? And even if its a fight I'm supposed to be able to win, and I lose. Is it actually enjoyable to repeat things to get back to that spot? This is the worst idea I've ever heard. Your idea is bad, and you should feel bad. There is no discussion that can possibly be had here. You can't get anywhere sensible from this starting point. It's moronic, awful, unspeakably terrible, a repetition of the worst game design errors ever made. Go away and play on your XBox or whatever it is you do for fun, rather than trying to ruin other people's games with your idiocy. /ignore this is ridiculous though.
  21. I'll concede that this is an interesting point. The problem is in the real world it really isn't those characters making the decisions and that fiction does break down at some point. Reloads are an example of that. By that logic there should be no save/load system at all. Not even checkpoint saves. None of that makes any sense from either a role play or a narrative perspective. Unfortunately without a save/load system many players would not be able to play the game at all. It's just a practical issue. You could think of it as a necessary evil, but I've never heard of a way around it. Unlike the characters, you (presumably) have a life outside the game. Like I said, I don't actually care all that much about the roleplaying part of that. Just in general, I think if you can do that it means the game gave you a fair chance to learn and win the fight. If you can't, you probably just had to learn how to win by memorizing the fight. I just don't think binary memorization mechanics are actually difficult. If you have to reload because the fight is legitimately hard, I'm cool with that. I like good difficulty, not cheap difficulty. I'm not really arguing against any particularly games either. I just don't think the poll question is a good one because I think number of reloads is a terrible way to measure difficulty.
  22. If that's truly the case then I would have no problem with it for pnp, but I read otherwise. I'm not thrilled with the whole at will, per encounter, and daily system though. It seems half baked to me. its like 3 weeks into development. It literally IS half baked. It's not finished yet. I was referring to 4E as a PnP system. Not with respect to its influence on PE. ah my bad. just woke up and skipped a page in there I think.
  23. if they manage to remove things that I don't enjoy repeating, I have no problem with something like save points as the OP described. Mainly, get rid of trash fights. But then what's the point? You'll likely just have to walk more. Honestly, I think its less of a big deal with combat though. I would more like it there to encourage people to stick with their decisions even if it ended up leading to consequences they didn't like.
  24. If that's truly the case then I would have no problem with it for pnp, but I read otherwise. I'm not thrilled with the whole at will, per encounter, and daily system though. It seems half baked to me. its like 3 weeks into development. It literally IS half baked. It's not finished yet.
  25. I have no problem with that.
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