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ogrezilla

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Everything posted by ogrezilla

  1. I think attrition can be valuable for pacing, but I think it's more interesting to think about party attrition rather than the attrition of a single character's class-based resources. That is interesting. I think if attrition is in there and one cannot subvert it by abusing rest or cooldowns or through some other means, then most here would be quite pleased overall. ya I like attrition when the resource management is meaningful. When its not you get dragon age trash fights.
  2. I disagree with this post so hard it isn't even funny.
  3. Is it not acceptable when camping in a clearing of a forest/cave/dungeon filled with <insert monster type here> that some of them may regroup? Again this is a red herring. Why do you focus on the return journey being slightly tedious? It doesn't matter as long as the player can potentially get something enriching out of that return journey. Consider the following scenario Party finds a campsite just outside the entrance to a dark cave Party camps and decides to explore the cave They get a ways through but run out of spells, while also thinking that maybe they could use some different spells to what they have currently. So they make the decision to go back to the campsite, rest and memorize new spells On the return journey back to the point in the cave they encounter a rare monster because it's now night time and when they entered the cave previously, it was day. It drops a rare piece of loot. The player now feels thankful that they went back and rested, not only did they get new spells but they got a shiny treasure too. How in the world would that experience not be fun? and then I spend the rest of the game checking every corner of every dungeon at different times of day because I'm a crazy person haha
  4. well youd only have your magic back instead of being fully healed. but your point is still valid.
  5. Why would you be able to instawin by spamming? A theoretical 12th level wizard in PE will probably have about the same number of 5th level spell slots as an equivalent wizard in D&D. Let's say that's 2 or 3. In IWD, you could cast Hold Monster your two or three times in a row and then you'd be done casting 5th level spells for the fight. It would work the same way in PE. The main mechanical difference that I'm considering is when/how you regain your 5th level spells following the fight. I think a lot of us would prefer if we can't cast three level 5 spells in most fights. The difficulty is in finding a happy middle.
  6. if you do, can you please strongly consider the fact that you guys are a team of professionals who design video games for a living. Please trust your own ideas over ours.
  7. my ideal game would never have any fight be an easy victory if you are properly leveled. If getting rid of stupidly good mage spells is a part of accomplishing that, then so be it. I know there will always be trash fights, but a man can dream right?
  8. I vote yes. That is definately not something that should regen off cooldown. That should be there as a daily power. Well, that is a good question: should spells of that power (mass save or die, enormous damage sink summons) be in the spellcaster's arsenal, period? I know some players do want "omnipotent" (to use one poster's words) wizards. Oh boy, am I one of them. So I assume that wizards will be casting standard buffs and magic missiles only and not anything DnD worthy in order for of this system to work. Would it be a bad idea at this moment to consider other systems where more powerful but otherwise limited wizards are allowed? That does seem too spectacular from a balanced game point of view, that I must agree. How about different types/presentation of Mage's completely? Some are "Wandslingers" throwing lower level spells in quantity, weaker of course. Another strand of Mage where they need to be more conservative because their spells pack much more of a punch, but are limited to only a few "charges"? both of these seem like decent ways to handle it.
  9. I personally don't mind if mages aren't super crazy powerful with their top spells, but I don't want my mage to basically just be an archer shooting magic.
  10. the only way that works is if every fight is hard enough to be a significant threat.
  11. I must have missed your post. A large number of the people in this thread are talking about a type of spell cooldown I've never suggested for PE (cast a Fireball, unable to cast Fireball again for 30 seconds). Yeah, now that you said that it has quieted down quite a bit in here. ^^ I took that as pretty much confirmed sometime around 11 AM today from his comments in this very thread.
  12. dragon age's system is really only good if they remove trash fights. In a game like final fantasy tactics, every fight was designed to be significant, so being fully healed for each fight was fine. But when dungeons and caves are designed to have a level of attrition to them, fully recovering easily makes them completely trivial. At the same time, being able to walk to camp and heal at any time has the same effect. Its just less convenient.
  13. if potions are plentiful, I would prefer to be using them often. If they are rare, I shouldn't need them often. But I don't like when they are common and I don't need them often.
  14. No. I haven't though a tremendous amount about healing points, but that brings up an interesting parallel resource management behavior in RPGs. I've seen (and talked to) innumerable gamers who say they end games with inventories full of consumables: potions, wands, scrolls, etc. The most commonly cited reason they give is that they don't know when is/isn't a good time to use them. Also, because they often have no idea when they might get more, they don't want to run out. It's sort of the inverse problem of rest spamming. I know that problem, always ends up with TONS of healing potions. My favorite phrase for the problem is "giant spider syndrome" where you are constantly saving your best gear because, that is a really big spider you're fighting right now, but you may just need your big guns for that even gianter spider that is somewhere around the corner. in my current IWD game, I have just bought my third potion bag because I haven't used one yet.
  15. @J.E. Sawyer Is it safe to assume that harsher punishment like requiring you to simply restart the cave from the last safe camp is out of the question? obviously you wouldn't be forced to. You'd have the option of attempting to push on. But assuming you legitimately can't win under the current circumstances.
  16. Or you learn that's acceptable behavior and just keep doing it since it's easy. The problem is there is no challenge here, so anyone can do it, it's JUST a waste of time. reward players for being good, they will strive to be better to get those rewards. "Punishing" bad players with tedium will just waste their time, they'll still be bad players. Ok, lets pause for a moment to make a couple of things clear. First, A consequence does not have to be "hard" to successfully deter the player and make him re-think his strategies. It mearly has to be unpleasant enough to make the player not wish to do it anymore. (which is what back tracking in a dungeon does. I hated, absolutely HATED having to walk back to the surface for any reason, when I was in level 2 or 3 in Dragon's eye in IWD. Therefore, I learned, real qucik, to do whatever it takes so I wouldn't have to trek back) Second, what is with you guys and your erroneous belief that Old-school = Hard? The IE games weren't hard. They were easy. But what made them so great was that they still maintained their complexity, despite being easy. who is saying old school = hard? I think some of us are saying the opposite if anything. One of my biggest gripes with them is that most challenges could be overcome by dealing with tedium instead of by getting better at the game.
  17. they have since said it will either not be in or very very limited.
  18. I don't think you'll be getting this. That does sound like dragon age type mages that are basically just archers but more colorful.
  19. I don't know about you but I would definitely see it as punishment enough to make me reserve my spells better the next time. In that case, I'd much rather they fully punish me and just make me try again against the full cave. That would make me do a better job next time. Like, actually make me or I'd never get through.
  20. Agreed but at least it's a little punishment. That's a lot better imo than using cooldown systems like Dragon Age where there wasn't any punishment at all! its not a real punishment though. You are not in any way disadvantaged. You just waste a few minutes of your time.
  21. except this time its easier because part of the cave is already cleared. its not really a punishment. its just a waste of time. Learning experiences (what Jaesun is specifically describing) are never a waste of time. the walk back to town has nothing to do with the learning experience though. You would learn just as much if you could instantly heal up right there in the cave. The only thing different is the time you save not walking back.
  22. What is good, is that I learned I did not prepare as well as I should have, and must take the deterrent of walking back and now will try again. This time with alternate tactics/spells. except this time its easier because part of the cave is already cleared. its not really a punishment. its just a waste of time.
  23. Challenge and tedium are two different things. Your dead grandmother could walk back to town, rest, and come back... even your pet rock could with minor manipulation. It's JUST tedium. If you play the game right then no tedium. If you play the game badly you get tedium. That's how you're motivated to get good at it. You know...next time bring more arrows. Or we could install an "I win" button so the game is never tedious ever again - just boring. tedium is boring. an I win button would make it easy. I don't want easy. I just don't want tedious either. I'd rather run out of arrows and be forced to continue on without arrows. If that's not an option, I'd rather just have arrows handed to me. Walking back to town isn't a punishment. I'll do it because I have to. But I'll enjoy the game less because of it. It's not enough of a deterrent to make me actually care about managing my arrows.
  24. But it doesn't have a bigger punishment. It's a circumstance that arises all the time in IE games. if a bigger punishment is not an option, then just let me get my spells back and keep going.
  25. None of these answers address the question I asked. Essentially they're supporting negative reinforcement. They want you to spank the player for doing something wrong so they learn to do it right. There's nothing "good" about it. I think there are essentially two good ways to deal with it. Punish them harshly enough that you simply can't complete the dungeon if you get into that situation. Either require you to try again or set up in game consequences. Or just let you get your stuff back easily without wasting your time walking.
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