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Everything posted by ogrezilla
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They also didn't say how powerful auto attacking was for fighters. It could end up being very powerful or even too powerful, considering we'll be able to auto attack an unlimited number of times. I'm sure they know spells need to be balanced based on the system they are using. Why are you constantly being an annoying clown? Yes, auto-attacks can be imbalanced as well. But spells, because of their variery and effects, have the potential to be much more imbalanced. I'm just pointing out that they should pay attention to it and I don't see why would that upset you to the point of making sure to tell me how they have everything under control and that it will be balanced just fine. We don't know that. I'm just pointing out that they do in fact know what they are doing. I just don't see why people feel the need to remind them of completely obvious things. It is painfully obvious that they will try to avoid the problem you brought up. Since you're bringing this up... Arcanum's combat system was completely imbalanced. By investing heavily into dexterity my character was able to steamroll over the majority of encounters easily, on his own. fair enough. again, apologies. I edited into the other post.
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I would not want a companion that looks like it should be able to occasionally help me in any way if it wasn't able to help me in any way. I don't want some sweet dog that would just watch me get attacked without jumping in.
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They also didn't say how powerful auto attacking was for fighters. It could end up being very powerful or even too powerful, considering we'll be able to auto attack an unlimited number of times. I'm sure they know spells need to be balanced based on the system they are using. Why are you constantly being an annoying clown? Yes, auto-attacks can be imbalanced as well. But spells, because of their variery and effects, have the potential to be much more imbalanced. I'm just pointing out that they should pay attention to it and I don't see why would that upset you to the point of making sure to tell me how they have everything under control and that it will be balanced just fine. We don't know that. I'm just pointing out that they do in fact know what they are doing. I just don't see why people feel the need to remind them of completely obvious things. It is painfully obvious that they will try to avoid the problem you brought up. I apologize. Serious, I don't mean to be a jerk. I am just getting annoyed by all the people assuming the worst about everything.
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They also didn't say how powerful auto attacking was for fighters. It could end up being very powerful or even too powerful, considering we'll be able to auto attack an unlimited number of times. I'm sure they know spells need to be balanced based on the system they are using. Guys if the spammable spells are in the order of magnitude of normal sword swings, what's unbalanced in that? I suspect they will be a bit stronger, but you will still be limited to just a few per fight. They'll likely be slower as well.
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They also didn't say how powerful auto attacking was for fighters. It could end up being very powerful or even too powerful, considering we'll be able to auto attack an unlimited number of times. I'm sure they know spells need to be balanced based on the system they are using.
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Spear and Shield
ogrezilla replied to Knott's topic in Pillars of Eternity: Stories (Spoiler Warning!)
While I am not an expert in hand to hand combat. There are some logical advantage one can think of. A few have point out the strategic advantage when use in phalanx formation. Further, it would be easier to field an army with spear than sword. metal is generally more expensive and all. I suspect training an army would be easier too. Mainly thrusting attack. On a individual level, spear and shield would be more save as one can pretty much poke from behind the shield cover while a sword, mace or axe swing, you are pretty open. Yes, you can poke with a sword too but it got far less range. But if you are alone, I really don't you'd be all that safe unless you were in a narrow passage. If you miss one stab they are going to be able to get inside your stab reach and the best you can do then is awkwardly smack them with the side of the spear. If you want any sort of lateral control over a spear, you will need two hands.- 42 replies
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The feeling is mutual. Name a single decent game that used cooldowns. I've never played a game that uses cooldowns the way they are describing them here. I'm not sure if I've ever played a game that used cooldowns but didn't use something like mana along with them. All this does is allow mages to have their low level spells available pretty regularly right? Didn't someone mention the top level spells would still require rest?
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I'm not sure any faction was arguing in favour of cooldowns. In fact, most people were against it... I'm pretty sure in his view, if you don't think cooldowns are an immediate failure for the game then you are the reason for the devolution of gaming. Pretty much. One of the reasons. Although publisher pandering is even more important. and that's why I can't take you seriously.
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its a vanity pet in a single player game
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I like it, but I hope it isn't tied to a stat that favors any specific class. I hate when intelligence is a dialogue stat and a mage stat. I get it, mages are smart. But it annoys me that mages don't have to sacrifice a combat stat for conversation options while every other class does. I hope it is tied to a stat that favours classes, but that's because I hope all the stats influence conversation choices, which is why I want to avoid the stat inflation of games like DAO. So the mage gets Int that ties into his class and for the smart dialogue options? That's fine, because your burly warrior might not get those but he will get the Strength-related dialogue choices, and the priest will get the wisdom ones etc. Charisma as a straight stat I'm not so sure on, I mean what is charisma? The ability to get friendly with someone? Surely a wise character would be able to work out what to say to appease someone too? I mean, isn't charisma more of a combination of other stats and qualities in a way? I'd prefer charisma to either be a leadership stat that influences the other stats to some degree in dialogue, providing a bonus where it applies to the another stat that is used, or a skill you can develop called Charm along with others like Manipulation. I don't really like the first part. I mean sure, there should be times when you can use strength for conversation options. But I think that is just leading each class to have an almost pre-set personality that comes with its main combat stat. You get to decide how to use it, but I dunno I just don't like it. Its better than only having Int that doubles up with combat and conversation though. The last part of that I do like. Having separate skills like Charm and Manipulation instead of an all-encompassing charisma. But then again, it could shoehorn your character into making the same types of choices the entire game if you have to specialize too much. But done right I think it would be cool.
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You can safely consider yourself "traditionalist" with such attitude. Just because we are very vocal against many features of newer games doesn't mean we can't get any enjoyment from them. it's a common misconception, most of us have no problems playing modern games, we just cannot close our eyes to their flaws. I'm not really aiming this at you, just building on that last point. There is definitely a group of traditionalists here that do seem to close their eyes to the flaws of the IE games.
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RTwP versus Turn Based Combat
ogrezilla replied to Captain Shrek's topic in Pillars of Eternity: Stories (Spoiler Warning!)
someone was wrong on the internet. I'm sorry, but that can't be tolerated haha -
RTwP versus Turn Based Combat
ogrezilla replied to Captain Shrek's topic in Pillars of Eternity: Stories (Spoiler Warning!)
absolutely. I was just pointing out that its amplified by turn based combat. The lack of required strategy basically slaps you in the face when you still have to choose every action individually. -
Yep. The goal reward wouldn't necessarily even need to be one big thing. It could simply be a number of smaller things bundled together. Although I still think something like this would make a good final stretch goal: 3.5 million: An additional major city with storyline and quests, and modding tools / support. I know they haven't really warmed to the idea of modding support (at least not for the first Eternity game) but I really think it's something that will have a lot of people raising their pledges. Especially if it's a far off goal like 3.5 million. didn't they have questions about the engine that were delaying a decision on modding?
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RTwP versus Turn Based Combat
ogrezilla replied to Captain Shrek's topic in Pillars of Eternity: Stories (Spoiler Warning!)
I like both systems, but "trash fights" are much more annoying in turn based because they just take longer. Not that I like the unimportant fights that you really can't lose in either, but they are worse in turn based imo. I never played the fallout games when they were new, so I tried playing it a few weeks ago. Walking out of the vault in the first Fallout and fighting those rats is one of the least enjoyable introductions to a game I've ever experienced. I'm sure it gets better, but that just put a bad taste in my mouth and I loaded up Icewind Dale instead. -
I don't dislike music or anything, but I almost always play in the same room where my wife is also doing stuff. So we both tend to turn off game music. And honestly, if I want music I'll usually listen to my own.
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Query: Optional "ARPG" controls?
ogrezilla replied to The Nexus's topic in Pillars of Eternity: Stories (Spoiler Warning!)
a lot of this stuff really comes from strategy games first. Basically everything he's talking about except for the clicking for every attack and holding the mouse to keep moving I would consider enhancements to the controls already in place. Its just hotkeys and camera controls otherwise. -
Query: Optional "ARPG" controls?
ogrezilla replied to The Nexus's topic in Pillars of Eternity: Stories (Spoiler Warning!)
I am not against a button that locks the camera, but it should not be spacebar -- that has been reserved for pausing in every such game I have played and I would hate for it to be anything else. good call i wasn't even thinking about that. I wouldn't want it to be spacebar either. I'd be happy if just double pressing or holding the character select numbers centered to them. -
Level cap or no level cap?
ogrezilla replied to Cariannis's topic in Pillars of Eternity: Stories (Spoiler Warning!)
how so? Assuming there is a finite amount of experience in the game. What do you add to a game when there are higher level characters? the finite experience still caps it, its just not an arbitrary number and you will never hit it before the end of the game. -
Query: Optional "ARPG" controls?
ogrezilla replied to The Nexus's topic in Pillars of Eternity: Stories (Spoiler Warning!)
good point about the drag box. I've never seen both in the same game. What about character grouping? Hotkey a button to select all of my melee and another for all of my range characters. -
Query: Optional "ARPG" controls?
ogrezilla replied to The Nexus's topic in Pillars of Eternity: Stories (Spoiler Warning!)
not so much. -
Level cap or no level cap?
ogrezilla replied to Cariannis's topic in Pillars of Eternity: Stories (Spoiler Warning!)
how so? Assuming there is a finite amount of experience in the game.