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Everything posted by ogrezilla
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ogrezilla replied to qstoffe's topic in Pillars of Eternity: Stories (Spoiler Warning!)
I see your point. I liked to be challenged quite hard on my first playthrough only to dominate on the later ones. In modern RPGs, however, it seems the game mechanics have been changed a bit. I feel older games were designed a little bit more towards trial and error compared to todays games where player should never be "surprised" by a steep learning curve. It's possible it's just me but that's how I feel. I like to a greater sense of improvement, rather than just "kicking ass" right from the start. there's a difference between a learning curve and simply not having a chance to win because you haven't memorized how to beat the enemy yet. Difficult is good. Memorization isn't difficult. -
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ogrezilla replied to qstoffe's topic in Pillars of Eternity: Stories (Spoiler Warning!)
I would like to be able to win fights without learning through death. Find ways to give hints about what to expect. There is nothing worse than losing to a mechanic that you simply had no way of knowing how to deal with. That isn't difficult, its cheap. That said, I don't have a problem with the ability to save and load whenever we want. -
[Merged] Cooldowns 2.0
ogrezilla replied to Grimlorn's topic in Pillars of Eternity: Stories (Spoiler Warning!)
I think you missunderstood. That's what they will try to avoid. I want them to be more forthcoming in this matter i.e. "ok we're going to use this despite this and that con because we still think it's better than this and that alternative". Some self-criticism with the proposed system is what I'm looking for instead of just criticizing other systems. Turning a blind eye to that is not really helping the discussion imo. It's like they've already made up their minds. I think you're being a bit too optimistic. I'm under the impression cooldowns will be used a little harder than that. how so? it sounds like we still have spell slots similar to vancian, and higher level spells will still only recover from rest. So the only real changes should be to low level spells due to balancing around the cooldowns. I mean, the spells will likely see some changes themselves since this isn't actually D&D, but the cooldowns on low level spells shouldn't really necessitate changes to the spells without cooldowns. Maybe I'm missing something though. That is very much a possibility. -
[Merged] Cooldowns 2.0
ogrezilla replied to Grimlorn's topic in Pillars of Eternity: Stories (Spoiler Warning!)
I would be fine with that. That is, a fixed level from which you can spam ever-replenishing spells. Preferably those spells should be comparable in power to using a sling I would be happy with that. I don't want high level spells to be available too often. Honestly, I like the idea of level 3 being the start of rest only. Any of the spells that go beyond "contributing" and start getting into "taking over the fight" territory should be rest only imo. Cooldown spells should be low damage spells or basic utility spells. If I have a good archer, they should outdamage a mage casting level 1 spells because the mage has the option of bringing the big guns out at any moment. -
[Merged] Cooldowns 2.0
ogrezilla replied to Grimlorn's topic in Pillars of Eternity: Stories (Spoiler Warning!)
that's something I'd like. Mages were just plain boring due to a lack of spells in the early going of the old games. -
[Merged] Cooldowns 2.0
ogrezilla replied to Grimlorn's topic in Pillars of Eternity: Stories (Spoiler Warning!)
If they'll use cooldowns in ANY form they are certain to bring some cons with them. I don't think they have acknowledged any of those cons with the system they are aiming for. Or have they? my guess for cons is that the lowest level spells may end up being slightly weaker than they would be in a pure vancian system. As I've said, I will make that tradeoff to get rid of rock slinging every time since it should only be the low level spells affected. Any rest to recover spell should remain unchanged. -
[Merged] Cooldowns 2.0
ogrezilla replied to Grimlorn's topic in Pillars of Eternity: Stories (Spoiler Warning!)
I like the sound of that last part. it sounded to me like wherever the cooldown/rest line was drawn, it was going to stay there. I'm sure that's something they haven't set in stone yet. And also keep in mind, they are not bound by the D&D spell levels. If they decide something makes more sense on the other side of the cooldown/rest line, they can change the level of that spell. They can completely change the spells if they want to. I actually wonder if they don't HAVE to change a lot of the spells for legality's sake. -
[Merged] Cooldowns 2.0
ogrezilla replied to Grimlorn's topic in Pillars of Eternity: Stories (Spoiler Warning!)
they've also said that they don't know where they will draw the line between needing to rest and cooldown recovery. And it is never unlimited within the context of one fight. How it was described was that the cooldown doesn't start until you empty that level of spells. So just assuming you have all magic missile loaded in level 1, its not like your first magic missile will be off cooldown by the time you finish casting your last magic missile. There will always be a gap where you can't use that level of spells at all. Sure, the balance of the cooldown spells might need to change, but to avoid having mages stand around flinging rocks half the time I will take that tradeoff every day of the week. -
[Merged] Cooldowns 2.0
ogrezilla replied to Grimlorn's topic in Pillars of Eternity: Stories (Spoiler Warning!)
OMG! That is really, really bad. It's like they don't care for the combat in the old IE games at all? I just can't believe they are going with a cooldown system. Being able to run out of spells was one of the things that really made the combat in IE games special. It was also what allowed spellcasters to be much more powerful than other classes WHEN they had their entire spell repertoire available but it was also what made them vulnerable when they ran out of spells! Cooldowns will flatten this dynamic making wizards no more "spellcasters" than other classes using their abilities. It will have no effect on the high level spells. Basically it will replace rock flinging with low level spells. I don't see how that is a bad thing. If anything, it makes mages feel more like spellcasters because they spend more time casting spells and less time auto attacking. There is no effect on a mage's ceiling, but it brings their floor up a bit. -
You're pretty much saying the same thing. huh? I'm saying intelligence can improve similar to how strength can improve. I think he said intelligence is basically locked at birth and you simply come to know more things through life. Maybe not some theoretical maximum intelligence. But the effective intelligence of a person can absolutely increase through use of the brain in the same way strength can increase through use of muscles.
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I disagree. People can learn to think more intelligently by learning and practicing proper logic and problem solving techniques. A lot of people are labeled as unintelligent simply because they have never learned proper learning or thinking strategies. Obviously some of it is purely genetic too, but effective intelligence can be improved by practice in most people.
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not everyone will have the steam version Yeah, yeah, I've read the arguments that people use to justify piracy (2DBoy listened to those arguments as well and World of Goo had an 82% piracy rate without DRM), but have you ever attempted to find anything on the Nexus? It's a usability nightmare. I have not used the Nexus before. Sorry that others pirate games, but when DRM free is available I'm buying that version.
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[Merged] Cooldowns 2.0
ogrezilla replied to Grimlorn's topic in Pillars of Eternity: Stories (Spoiler Warning!)
my biggest question is this: Why did they describe this system first and foremost as "cooldown based?" It sounds more like Vancian with a little cooldown flair to it. -
[Merged] Cooldowns 2.0
ogrezilla replied to Grimlorn's topic in Pillars of Eternity: Stories (Spoiler Warning!)
as opposed to endless rock flinging machines. And this isn't unlimited use within a single fight. But it essentially gives you low level spells to use every encounter. -
How about a trained flying monkey that can perform simple fetch tasks but otherwise stays out of danger? then it would effect the game. They said its cosmetic. Also, flying monkeys are creepy
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low level spells will be available for most fights. High level spells will be pretty much unchanged from vancian casting. i like it a lot.
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not everyone will have the steam version
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I agree, but it's human nature. Some recent releases promised great hope to many RPG fans, and they believed -- and then major disappointment followed. I, for I, am willing to make some concessions from my "ideal game" since they obviously aren't making the game tailored to my particular tastes in gaming. Investing in this IP is a 'leap of faith' to begin with, so I'm willing to go one step further and trust that Obz really does want to give us a game that pays homage to the classic I.E. games. I just refuse to be completely pessimistic from the start. I'm willing to give it some time and wait for further announcements. I guess I just don't see how we have enough information for people to be majorly disappointed in anything at this point.
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Yeah, I like Tale's suggestion for a soul wisp or something ghostly that can't directly affect the world for that very reason. A pocket familiar like Minsc's Boo could work out well in that respect too, but there's not necessarily a matching sprite. Maybe a squirrel that runs at the first sign of danger. Not much of a pet, though. Oh, Shevek's idea of a pet wandering the player house is great. Would give it an additional "living" feeling, I think. I like the pet at home idea. Nothing beats getting greeted at the door by a good pet. Though I wouldn't want it to stay there alone or else I'd feel bad staying out too long haha
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