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Everything posted by ogrezilla
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[Merged] Cooldown Thread
ogrezilla replied to Ieo's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I'd say they owe us information. Let them make the game however they want. It is their game. But it is also our money. So we desrve to be informed when possible. I don't expect info right away, but it should come. well said. The thing most people seem to be misunderstanding is that at this stage in development, there probably isn't that much information worth sharing with us.- 661 replies
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Overreaction theater!
ogrezilla replied to Madzookeeper's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I don't remember it sucking in any of the IE games. I remember countless times facing a tough fight, dying and reloading only to pick a new set of spells. I see, i died and had to reload = game sucks. IE games encouraged preparing for a fight. But you had to know what to expect in the fight to properly prepare for it. That almost always meant you had to have seen the fight before or else you were just making your best guess as to how to prepare for it. It wasn't thoughtful strategy. You either knew the correct answer or you didn't. -
[Merged] Cooldown Thread
ogrezilla replied to Ieo's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I would like that kind of setup. But I have a feeling you'd have people complaining about those changes as well. Particularly "save points"- 661 replies
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[Merged] Cooldown Thread
ogrezilla replied to Ieo's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
All I'm looking for is a dev post on what we are missing with the following scenarios (assuming that spell slots exists and can be filled via some non-cooldown related mechanic): 1) If cooldowns reset at the end of combat (or reset very quickly at the end of combat -- see most [all?] single player RPGs with cooldowns), then cooldowns need to be short (so that they come into play within an encounter) or are largely / completely irrelevant. Honestly, I'm not 100% opposed to short cooldowns of this sort -- from a gameplay standpoint, having mages ping away with slings in 99.9 % of the time but absolutely dominate combat the other 0.1% of the time isn't all that desirable. A system with some low level / common abilities on a short cooldown (with the "big guns" only available rarely) would address this problem -- but, as far as I can tell, this isn't what the developers are talking about... 2) If long cooldowns aren't reset at the end of combat, and there isn't "rest" mechanic to reset them faster, then there will be occasions where players will wait for cooldowns to regenerate (whether that's desired behavior or not, it will inevitably happen), which isn't fun. 3) If long cooldowns aren't reset at the end of combat, and there is a "rest" mechanic to reset them, then how is this different from the rest-spam that cooldown proponents are arguing is the primary reason why Vancian casting is undesirable. FYI: "rest" is in quotation mark because it might not involve actually resting -- for example, there might be a (moderately common) consumable item that, when used, immediately resets cooldowns. my guess is they literally don't have many of these answers yet.- 661 replies
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[Merged] Cooldown Thread
ogrezilla replied to Ieo's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
what have they said that makes you think that? I haven't read anything that leads me to believe we will have limited spell choices. I'm not being condescending. I really would like to know.- 661 replies
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[Merged] Cooldown Thread
ogrezilla replied to Ieo's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Cooldowns to replace resting sounds acceptable but there is still this potential problem.Then again I can live with it(sort of). Cooldowns to replace resting is just sematics. If an artificial time limit is introduced that forces players to stand around with no way to "advance time" (rest) then that diminished that classes ability. Using BG2 as an example, how many battles occured in 8 game hours? A lot. So because they want to remove the players choice of how to play, casters are relegated to either "saving" spells or blowing thier spells. Both results end up being the caster is diminished because they have nothing to do during encounters. I wonder if such artificial limitations will be placed on melee classes. I mean, its overpowering if my warrior can cleave all day long or my archer can launch endless vollies on exploding arrows, right? 1. I really doubt they leave cooldowns as high as 8 hours. 2. That was pretty much how the old games were designed. Rest spamming just broke mages and made them way stronger than they were meant to be.- 661 replies
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[Merged] Cooldown Thread
ogrezilla replied to Ieo's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
ok, so you both immediately realize that having an 8 hour cooldown is a bad idea. Yet you both seem to think the developers don't realize that?- 661 replies
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[Merged] Cooldown Thread
ogrezilla replied to Ieo's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I already have. I am loving Mr. Sawyer more each time he posts on this subject. The man just refuses to be pushed around and it is simply amazing. Bravo again, sir. Indeed. Ya that's how I take that. No idea how long to expect these cooldowns to be aside from being all but certain they won't be measured in seconds very often. I have a feeling it won't be 8 hours though.- 661 replies
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I don't get why its weird to think other people or even monsters in this world are doing things when we aren't around. If we can wander around and get stronger, why can't they? Again, within set limits. Basically just enough to make up for the difference in the amount of side questing someone has done.
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[Merged] Cooldown Thread
ogrezilla replied to Ieo's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Thank you for reading what I wrote. I do what I can. I don't want to sound like a jerk, but I might suggest someone addresses this issue before the townsfolk light their torches- 661 replies
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I really don't have a problem with small scale leveling. You still can't kill things you are vastly underleveled for. You still can snap your fingers and kill things you are vastly overleveled for. But it balances the game for both the person who just plays through the main story quests and the person who explores every nook and cranny in the world. I tend to enjoy exploring everything, but in games without level scaling it makes everything easier because I'm usually overleveled.
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[Merged] Cooldown Thread
ogrezilla replied to Ieo's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I guess I'm looking at this from the other side. Until they say they are removed, I am assuming we still have something along the lines of the spell slots we saw in the old IE games. This is definitely the part I'm more concerned with. I think the longer cooldown system is more likely what they are looking at.- 661 replies
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Level scaling implies that all that's changed is their level. If you ignore the bandits, become level 10 and you come back and the bandits are higher level and have razed the town, then that's OK. But that is definitely not what level scaling suggests. Like I said, there should be a limit to how much they scale. But if the town guards are level 5, I don't see the harm in having bandits increase from level 1 to level 3 or 4.
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[Merged] Cooldown Thread
ogrezilla replied to Ieo's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
If feature Y is largely excellent but has a serious flaw that feature X can avoid, then I don't see anything wrong with that.- 661 replies
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[Merged] Cooldown Thread
ogrezilla replied to Ieo's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Are you assuming that all spells are always available with cooldowns as the only limiting factor? Have they said they are getting rid of spell levels and limited spell slots? That's an entirely separate issue. Isn't that what the difficulty settings are for? I really don't like game mechanics that require you to handicap yourself to get the desired effect. The smart way to play the old games was to rest spam. It was simply more effective.- 661 replies
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If you spent a month of in-game time going around doing stuff and neglecting the bandit camp we were talking a few post above, it doesn't seem to far-fetched to me if said camp expanded or the bandits got new members. Clearly if all the bandits only became stronger to match your level for no apparent reason, that would make no sense at all. wouldn't the bandits be saying the exact same thing about you? If we can go adventuring to become higher level adventurers, why can't they be out robbing people and becoming higher level bandits?
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They (and all other abilities, for that matter) reset when you clicked on the rest. In fact, just to be crystal clear, an ability that was shown in the game as being usable "once a day" would not reset if 24 game hours passed. The trigger for resetting these abilities was resting, not the passage of game time, much less real-time. It is clear that this isn't what they meant by cooldowns -- they are going for something like "ability X recovers after Y realtime minutes", and no, there weren't any effects that worked that way in BG / IWD / PS:T. and the rest system was terrible in its own right.
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[Merged] Cooldown Thread
ogrezilla replied to Ieo's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I really don't know how people are reading these quotes and coming to the conclusion that we are getting the DA:O combat system. So,it's basically the same as Vancian with flawed resting,the difference being you don't have to press a rest button?Again,I would have prefered if they fixed the system instead of going this route.Plus,this way don't I just have to stand still after a battle to wait for the cooldown? In any case I'll still go for a wait and see approach. I wonder about the standing around myself. I hope they aren't just hoping the hassle of standing around will be enough to discourage it. One way to deal with that would be making time move with in game triggers instead of with real time. So when you travel to a new screen, some amount of game time passes. That way the developers know exactly how many spells you will recharge before entering each new area. It would need to work in a way that you can't just go back and forth obviously. Then each area can be designed knowing that you have a finite number of spells to get through it and the encounters can be balanced for that. Either have fights like random skeletons and whatnot to add attrition or more difficult encounters where you will need multiple spells for one fight. Keep in mind, I'm not a developer. I'm some guy who came up with that in about 2 minutes as I typed it out.- 661 replies
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[Merged] Cooldown Thread
ogrezilla replied to Ieo's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Why? What is the connection here? The problem with rest spamming, even in a single player game, was that the encounters were balanced assuming you had to carefully use your spells but the mechanics didn't actually make you do that. Basically, you were significantly stronger than the game was designed for you to be. I do wonder how they would deal with people simply waiting around.- 661 replies
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What? How is a daily cooldown not a cooldown at all? seriously, he flat out says in the quotes people are mad about that the goal is to mimic the system from the old games while removing rest. It's not optimism so much as it is reading what he said. From the sounds of it, the system they are working on has some level of spell selection along the lines of vancian magic, but with cooldowns in place of resting. Nothing they have written gives me the impression that we will be casting magic missiles every 3 seconds.
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the old IE had cooldowns too. Things like Lay on Hands were based on daily cooldowns. The quote people are up in arms explicitly states that that is the system they are trying to mimic. They've also explicitly said that they like making choice about what spells you have prepared. I don't get what the problem is. Is it the word cooldown? They could call it a timer or something. It wasn't a problem 13 years ago when it was already in their games.
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[Merged] Cooldown Thread
ogrezilla replied to Ieo's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
The quote specifically mentions mimicing the mechanics of the vancian system. I really don't know how people are reading these quotes and coming to the conclusion that we are getting the DA:O combat system.- 661 replies
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Finishing Moves
ogrezilla replied to Boretti's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I am proposing exactly that. But with a more *umpf* than just simply *chunk chunk* that we Baldur's Gaters are familiar with. I agree that it is more than enough... 10 years ago. Heck even today too it is more than enough. It is still more than enough... for us conservative progress-halters. Today the technology exists to make the Baldur's Gate combat animations exactly the same mechanically but what we see is something different. So instead of, as I said earlier, the static animations a la *chunk chunk* beating it off on each other you could now today make the same exact system but with more vivid, clarified flowing animations. Instead of having two guys go at it on each other with their manly arms holding sword and shield, they could block, parry, clash. Mechanically it would be the same thing, visually something different, new, progressing. you are describing a dream where combat is more than taking turns hitting each other in the face with a sword. What is this nonsense? No really, that sounds awesome. But for a low budget game I could see that likely being more costly and/or time consuming than its worth. -
Voicing the first line before you actually make choices would probably work. It still gives you the characterization that voice can add without limiting the writers. In the right games, I love voice. But for a game like this -- particularly on a lower budget -- I just think they should go largely without it.