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ogrezilla

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Everything posted by ogrezilla

  1. I'm trying to figure out what I want to do too. I currently have 40; the early bird $20 special for the game and $20 add-on for the expansion. I might go to $55 for the lore atlas add-on. Or I can jump to $70 for the $50 tier with $20 add-on for the expansion. If I do this its mainly for the novella, but the other stuff like the collectors book are kinda neat I guess. Not stuff I was interested in adding money for, but the novella and those might be worth the 15 bucks. meanwhile, I said the 20 dollars would be all I spend because I'm poor haha
  2. that screen shot makes me very happy. man that looks awesome. I'm assuming they would avoid things like waterfalls if they couldn't really nail the animation too.
  3. I'm going to be nerdy enough to tell you that your gandolf discription is no good. He clearly has a LOT of magical power backing his fighting abilities. He didn't kill the Balrog in a head on fight with nothing but wisdom. Simply put, he was one of the most poweful beings in middle-earth. </nerd>
  4. in YOUR oppinion. And plenty of people apparently disagree. No. It cannot simply "be ignored". You keep talking about it like it's some kind of comprmise, when it isn't. My frustration remains in full, your goes away completely. How the hell is that a compromise? again, just one valid example problem that doesn't go away simply by not using the save system in a way that bothers you and I'll shut up.
  5. That would depend on the class/encounter/area desing. If it's designed with a clear bias towards save-everywhere, then those who are agaisnt save-everywhere probably would still mind. Would I still object? No. I'm not objecting to it now (even tough I'm arguing against it). Class/encouters/areas concern me more than the save system TBH. I'm still waiting for ONE valid example of a clear bias towards save-everywhere in any game of this type. Just one. The rogue thing is not a valid example because you simply can't feasibly show is at all related to a save system.
  6. I think there are potential issues like that. Its hard to judge without seeing it fully fleshed out. My hope is that they keep the line for cooldown recovered spells at only level 1 and 2 spells. You'll probably have a fair amount of slots for those spells, so casting them would take a decent bit of time that you could have spent casting higher level spells. If you have to cast 5 or 6 magic missiles and 3 or 4 acid arrows to get each level on cooldown, you'll need a really long fight to make that your best strategy. But three fireballs is a different story. Granted, that completely depends on how powerful spells in each level are. I'm just hoping the only cooldown recovered spells are ones that "contribute" but aren't so powerful to really define the fight. Playing through Icewind Dale right now, I'd say that's between level 2 and 3.
  7. I love the idea of being able to play the game like that, but I don't think that needs to be a separate class. Every class should have the ability to do a lot of work through non-combat options if properly built for it. Tyrion Lannister, for example, would be a fighter with very low combat stats but very high non-combat stats. He doesn't fight often, but when he does fight, he does so like a fighter. Jack Sparrow doesn't really fit any class of this setting, but in a world of that type he'd be a swashbuckler just focused on non-combat skills. Gandalf and Dumbledore are obviously wizards or mages in this case. So I like the general idea of that playstyle. I just disagree with it being its own class. I mean, what you described in the combat paragraph could work for a class, but the rest of the stuff shouldn't be locked to a specific class.
  8. If there was a spell in every spell level that completely outclassed their peers, would you believe its a good design decision to expect players to not make use of that resource? After all, the problem would 'literally go away' if you just don't 'abuse' the system (a word that I don't like to use in these cases, but I fail to avoid anyway). not a good comparison though. Fixing the spells has no drawback while "fixing" the save system has a major drawback. Effects of balancing the imbalanced spells: the game balance improves. There is no negative. Effects of removing the imbalanced save system: the game balance improves. but the game also introduces more tedium by forcing players to repeat content. I've said somewhere in this thread that I can see where people are coming from who want to limit saving. I will admit that there are positives as far as game balance. But the negatives of the alternative systems simply outweigh any potential positives that I have seen mentioned. Especially since pretty much any negative of the save anywhere system can simply be ignored whereas the negatives of the limited save system are strictly enforced.
  9. Only for those players who couldn't control themselves. The choice to not exploit bad design doesn't make it any better. can you give a few examples of game mechanics, ideas or even classes that lost their value in the IE games because save scumming was allowed that can't be ignored by simply not save scumming? As of page 12 I have yet to see a single example. I don't understand the point of the last part of your question. The poster I was responding to seemingly agreed that, if a player abused save scumming, a number of mechanics lose their meaning (and I already discussed this with you, character death is one of the single largest mechanic that loses meaning - other examples are most everything based on randomness, such as healing touches, wizard spell learning and the wild mage kit from BG2 ToB, and so on). Building up on that, I stated that, just because we can pretend that the unbalance isn't there, it doesn't make it go away. And I highly doubt most of us did even that. My point is if you don't abuse the save system, the problems you mentioned literally do go away. If I am misunderstanding your point (and I think I might be), I apologize.
  10. Only for those players who couldn't control themselves. The choice to not exploit bad design doesn't make it any better. can you give a few examples of game mechanics, ideas or even classes that lost their value in the IE games because save scumming was allowed that can't be ignored by simply not save scumming? As of page 12 I have yet to see a single example.
  11. I think he's saying the class could be the same mechanically, but the backstory and lore would be different.
  12. Cool. I want to falcon punch an elf in the face and monks might let me do that. That's enough for me to like them.
  13. I don't think that's really good argument in favor of 2D. It's like building an ordinary house and making front look like palace, but if you look it from different angle it's still just the same dull and boring ordinary house. So you make it so people won't see anything else but the front wall and everybody's happy?! Yay! we will only see it from the front. so ya, yay indeed.
  14. I am not a D&D fan. I am thrilled this game is being designed without the restrictions of D&D. That said, I like the classes. They are classic fantasy classes.
  15. the argument is that somehow the rest of the game is designed differently because of the "flawed" save system. Game design doesn't happen in a vacuum and all that jazz. Nobody has given an example though. Unless you count the asinine assertion that Rogues being a more combat focused class is a result of the save system.
  16. I know what you don't want unless you are just making things up in this thread. you don't want too much freedom to save and apparently you don't want rogues who are capable in combat. Both will be present.
  17. The issue is that, in terms of compromise (different players want different things), if there is to be only one method of saving ... then, while self-discipline isn't something we always have a lot of, all the time, it is definitely a player option to exercise it...whereas no multiple saves etc. creates a distinct lack of option. So while you're not getting what you specifically feel you need, it is, imo, the best way to handle it. The game designers are not responsible for individual's lack of gameplay self-discipline any more than an author is responsible for an individual's inability to not read the last page of the book first. thank you. that's what I've been trying to say but you said it better than I have been able to.
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