andreisiadi
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Posts posted by andreisiadi
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Summary for the latest update:
- Combat is going the way of the casual. Bad.
- It will not be as retarded as DAO. Good.
- Sawyer is to blame. Expected.
- Tim Cain is doing all he can to keep Sawyer in check. Expected
- Tim Cain is going to try and fix this **** in expert mod. Good luck.
Fictional quote summary : "Ma' wizzads got noting to do if he ran outta spellzors. Fix pleaze !"
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Maturity means your body has reached it's adult form. Maturity used to describe someones attitude towards an issues is subjective and a logical fallacy. Maturity is not equal to political correctness or mild-mannerism it just means you're biologically an adult. The pride you take in your own so called "maturity" is thus unimpressive.
That is not the only use or definition of the word maturity.
“Maturity is a psychological term used to indicate how a person responds to the circumstances or environment in an appropriate manner. This response is generally learned rather than instinctive, and is not determined by one's age.”
Know what you are talking about before posting, thank you.
And who decides what is the appropriate manner ? You ? The majority ? Society ? Liberals ? I think I'll decide for myself, thank you.
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That's just bad AI. It has nothing to do with aggro. Play BG2 with the SCS mod and you'll find that every enemy makes an instant beeline for your spellcasters just like you would.
You bring them along to soak up damage
Is that what they teach you in WOW school ? Fascinating.
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Smart AI = good
Fighter with taunt/aggro abilities = full retard
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- no streamlining of any kind
- no hand holding
- normal mode should not be market speech for easy mode
- hardcore mode should not be market speech for "almost normal" mode
- anything that Electronic Arts' Bioware did and called it innovation is a DEFINITE NO
- anything that Betheseda did and called it innovation is a DEFINITE NO
- anything that would make it console-friendly is a DEFINITE NO
- anything that would make it casual-friendly is a DEFINITE NO
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I know that Icewindale is the more combat oriented of the infinity games but I think we should also keep in mind BG2 when it comes to combat encounters. It did a lot of things right. Also from the information we have, this game seems closer to BG2 so that should factor in.
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Second - the question :
Seeing how this whole cooldown thing has garnered such a strong reaction on all sides, does that mean you guys will have a brainstorming meeting or something to take every angle into consideration ?
We do not have a spellcasting system designed. This is not something we have to "change" because the majority of what we have developed for things as complex as the spellcasting system are ideas. It's three weeks into a fundraising campaign to make this project. I cannot tell you what final form the spellcasting system will take, what elements it absolutely will or won't have. All I can tell you is the sort of goals we have and general ideas of things I'd like to see and avoid.
I'm trying to create the feeling of strategic spell selection and tactical spell use in D&D while avoiding the constant rest spamming that was so prevalent in the games I made. There are probably a number of ways to solve this problem. I have some ideas on this, but we haven't settled on them. I want to tell people about general ideas and opinions I have, but I don't think spending a day trying to design the system in the forum is going to produce good results.
Got it. Thanks. In this case I'll be eagerly awaiting your future updates. You have to understand Josh, for the last couple of years we've been buried in console-ports RPGs. We've gotten a little twitchy that's all.
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I have a legitimate question Josh. Now I know I have been rather rude to you in this thread but bare with me. First I apologize. It's great that you actually take the time to have a conversation with us fans.
Second - the question :
Seeing how this whole cooldown thing has garnered such a strong reaction on all sides, does that mean you guys will have a brainstorming meeting or something to take every angle into consideration ?
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just because he says he's been playing for 20 years don't make it true. people may lie on the internet don't you know.
I've been playing D&D for 25 years. I also hate Vancian magic.
I've also been playing D&D for roughly 25 years, and I don't hate Vanican but I've never liked it, and very early on my friends and I in Jr. High devised a spell point system for 2nd ED.
So, yeah, you just house rule.
You should have gotten a chess-timer and implement cooldowns. It's the best solution you know.
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Maybe a few counter questions:
* If the cooldown on spells/abilities is low, and all it takes is spamming the same 3-4 optimal skills over and over again every few seconds, where is the fun and tactical challenge in that?
* If the cooldown is long and it takes minutes for a spell to regenerate and you are standing before an encounter where you know you will likely need it, how exactly is it better than the campsite approach e.g. "I'm getting my Ultimate in 10 minutes, then we can do the boss, AFK brb in 10" in MMORPGs
* Do you (or does anyone else) have a single example of a CRPG in which a cooldown system has worked better tactically and regarding challenging gameplay, than one where players have to prepare for encounters beforehand?
This. This explains again what all of us have been shouting. This is why cooldowns is a bad idea. 'Nuff said.
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I've been playing D&D for 25 years. I also hate Vancian magic.
25 years but you never played a spellcaster. kind of narrow minded don't you think ? how do you know you hate it if you never tried it. I hear the first time is painful but then it gets better...gotta' pop that cherry eventually.
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I had no idea people actually
Wow, I had no idea people actually liked Vancian magic; I thought everyone merely tolerated it. I'm ambivalent towards cool-downs, but the five minute work day is absolutely terrible game design.
How old are you?
Old enough to have been playing D&D for twenty years or so. Which, it turns out, is plenty of time to develop a deep-seated hatred of Vancian magic.
Okay. Just curious. In the early 80s I dont recall too many alternatives for PnP fantasy RPGs. So if you hated them then you pretty much hated PnP RPGs.
just because he says he's been playing for 20 years don't make it true. people may lie on the internet don't you know.
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Wow, I had no idea people actually liked Vancian magic; I thought everyone merely tolerated it. I'm ambivalent towards cool-downs, but the five minute work day is absolutely terrible game design.
We don't like vancian, we dislike the rest because they're even worse mechanic-wise. The trade-offs are just not worth it.
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In designing any cooldown system I think that's a very important question to answer. What am I doing differently such that I can succeed where every previous attempt by other developers has failed?
But if everyone else has failed, what are my chances at succeeding. Am I really that good? Do I have an excellent track-record in the field ? Maybe I should come up with something original and avoid this mess in the first place...
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If the fighter does not have to rest between fights why should the magic user have to rest?
Because he is warping the very fabric of time and space with each spell. That's why.
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you could rest in that dungeon after totally clearing a level.
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Super hardcore dudes want super hardcore game, thats why Obsidian announced super hardcore mode.
Now stop trying to ruin the normal game for those of us who aren't super hardcore.
How about you get "super easy mode" instead, and the core game caters to us hardcore dudes. I like that option better.
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Josh was hoping everyone would say "walking back to town is bad" so then he can say "Cooldowns will fix that."
I would like to think it's pretty obvious for everybody.
It's not isn't it. It never is...
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Josh was hoping everyone would say "walking back to town is bad" so then he can say "Cooldowns will fix that."
I would like to think it's pretty obvious for everybody.
edit:typo
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What Josh is proposing is: Let's make the game easier so you don't have to walk back to town and rest whenever you make a bad decision.
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.
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What Josh is proposing is: Let's make the game easier so you don't have to walk back to town and rest whenever you make a bad decision.
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Here is something I would like to hear opinions on. Take the following circumstance, which is not uncommon in the IE games and would be somewhat similar to the KotC "campsite" system in circumstances were you are not locked off from backtracking to a campsite.
* You are in a location where resting is either prohibited or extraordinarily likely to result in an encounter. You do not know the location of the next campsite/safe resting area.
* You have cast many of your spells and the ones that remain are not entirely appropriate for the encounters you are now facing.
* Because you came from an area where you could rest and are not locked in the location, you have a cleared (by you) path back to the area where you can safely rest.
* It will take you three minutes of real time to walk back to the camp, maybe thirty seconds to reconfigure spells, five seconds to rest, and another three minutes of real time to walk back to where you had left off.
* Because you killed everything between you and the campsite, there are no threats between you and the campsite.
In this circumstance, what is good about the experience of walking back to the campsite?
A smart player would not find himself in that position. Why should we make the game easier so that unskilled players will not find themselves in that position. Meanwhile I have to say thank you for hardcore mode. How about the unskilled players say thank you for the easy mode and I get to play a game that actually punishes you for being bad at it.
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@andreisiadi: Why do you expect there to be a market speech? To be honest, when I joined I felt the community feeling almost directly.
Because they boasted about making a classic game, a spiritual successor to the infinity games. Now they tell me they have cooldowns that mimic that. That is market speech. Cooldowns is a MMO mechanic no matter how much Sawyer tweaks it. Perhaps he is too stubborn to admit it. There is no bridge between classic games and cooldowns no matter how you spin it and promise me it will be good. It just means every encounter you have all your abilities available to blast away. No resource management, no strategy. And market speech won't change that.
So wait, if I let you prepare 5 magic missile spells, and put each one on a half hour in game timer cooldown, and let you prepare 3 wish spells, and put each on a 9 hour ingame cooldown timer, that wouldn't be close enough to vancian?
it would actually be more in line with the intentions of vancian magic than any of the old IE games.
If anyone at Obsidian states that high level spells will not be available every encounter then you are correct and I am wrong. But for now all I see is them dodging the question. Let them state in an update that cooldowns will be so long that you will not have al spells/abilities available every encounter and all us haters will shut up forever.
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@andreisiadi: Why do you expect there to be a market speech? To be honest, when I joined I felt the community feeling almost directly.
Because they boasted about making a classic game, a spiritual successor to the infinity games. Now they tell me they have cooldowns that mimic that. That is market speech. Cooldowns is a MMO mechanic no matter how much Sawyer tweaks it. Perhaps he is too stubborn to admit it. There is no bridge between classic games and cooldowns no matter how you spin it and promise me it will be good. It just means every encounter you have all your abilities available to blast away. No resource management, no strategy. And market speech won't change that.
Purely isometric, or mix of isometric, third-person and cinematic?
in Pillars of Eternity: General Discussion (NO SPOILERS)
Posted
Yes it is. To this day I can't touch NWN2 because of camera controls from hell. So no thanks.