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teknoman2

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Everything posted by teknoman2

  1. giving xp for each kill is making the player decisions follow a railroad path. i play fallout 2 and get into the vault with the sentient deathclaws. i can talk with them, come to an understanding help them and get information about my own quest in exchange. but once the quest part is done i save and start killing them. why? because each kill is worth half a level of xp. not killing them when they are no longer useful, may have been the roleplay correct approach for a nice guy character as mine was, but the xp was just too tempting to pass. if there was no xp for killing them, i would have had no reason to swear like a port worker while trying again and again to kill them for no other reason but to get the fat xp (since my diplomatic approach had already got me the desired result)
  2. reading this post just made me think of something... not having "per kill xp" is not the same as not having "combat xp". if you meet a group of particular enemies and kill them you may get combat xp for winning the fight. what you will not get is xp for each individual kill, or xp for just killing a random wolf or bear. i.e: you go in a cave just to explore and find it full of orcs. you can sneak past them, see the whole cave, steal some treasure they have and leave, getting 500xp for exploration. but what if killing the orcs is a separate objective that is worth 1000xp? see? combat related xp! you will not get separate xp for each orc you kill, but if you kill them all you get 1000xp. but unless you kill them all, you will not know that there is a reward, and since you do not know it, you have the option to just leave them be... while if you knew that each orc is 50xp you would just kill them without thinking twice
  3. here's how a hypothetical situation would work with kill xp 1 you meet a man who hides from a bounty hunter and agree to help him 2 you find the bounty hunter and talk him out of hunting the man and get 1000xp 3 you then kill the bounty hunter and get 500xp 4 you return to the man and say the job is done and get 1000xp for the quest 5 then you kill him and get 100xp 6 then you take his head to the crime boss posting the bounty and get another 1000xp 7 then you kill him too and all his guards for 1500xp without any penalties since he is a criminal doing it in any other way would be less rewarding, hence your choices on how to handle it are minimized
  4. i do not see how not geting kill xp is limiting player freedom. if you dont get xp, you will not engage in combat? and what guarantees you that you can avoid combat? and if killing the dragon you just persuaded to let you go, was an extra objective that would give extra xp and you just dont know it? so there will always be the chance that killing a guy you did not kill was worth extra xp, or not killing a guy you did (for no xp) would open up a new quest line. you just dont know, and that actually promotes freedom, because you wont have the certainty of an extra reward in xp for certain play styles and you just play however you feel like
  5. but the so called "random" encounters are just preset situations that the developers have set in the game. it's not like the game just creates something randomly like the first diablo did for the maps. they just occur at random times or order.
  6. i thik they will use a deus ex style of xp... you wander around and come across a cave, you go in and take a look, you get some exploration xp. you sneak into a building and overhear a conversation about a robery, you get spying xp. you do something with that info, you get objective xp. in a random encounter situation, you have some bandits asking a toll to cross a bridge. you can pay, you can fight, you can cast haste and run across and so on. the objective is to reach the other side and once you do it you get the xp. if you had per kill xp, there would be no reason to choose any alternative to fighting it's a much better system imo, than the BG style, talk to the guy, convince him to do things your way, get conversation xp, then kill him for the kill xp, then go get quest xp
  7. you can look at it this way you are in a dungeon for a quest you kill a guy and get 60xp you disarm a trap and get 30xp you unlock a chest and get 10xp you kill 2 more guys and get 120xp you kill the boss and get 80xp you turn in the quest and get 300xp total 600xp would it not be the same if instead of getting small amounts for each individual action, you got 600xp at the end of the quest?
  8. actually the companions in arcanum do not get xp in the fight. they level up at the same time as you do. i had a lv28 character and i took a lv5 in the party. he got to lv6 when i got to 29. he got to lv7 when i got to 30. he was not getting any individual xp, he just waited for me to level up to get his next level too.
  9. Climbing up walls and swimming in rivers to access better entry points etc are going to be in as scripted interactions in certain places. they already showed some screenshots of it
  10. the thing about BG2 was that side quests had a story related purpose. they were odd jobs you had to do, in order to get the money you needed to move on with the story. not just fillers to make the game longer
  11. in IWD2 at high levels, a priest had a lv8 spell that was called divine intervention (or shell, or shield... divine something anyway) that offered a huge amount of damage resistance from all sources to the party and imunity to mind effecting spells. in certain situations it simply felt like a god mode cheat. i cast it on the party just before the fight and then i unleashed hell... fireballs, firestorms, acid storms, acid fog, meteor swarms, blizzards and any aoe nuke i had available. the enemies droped like flies and i was coming out of it unharmed a spell like this would be nice to have in PoE too
  12. or it could be linked to the accuracy. X accuracy, reduces by X% the ff damage of an aoe spell DAO on pc had ff always on, unlike the Xbox version that only had ff on highest difficulty
  13. he did not answer a question though... do the enemies start looking if your outer circle touches theirs, or if your character goes into their circle?
  14. the cooldown mechanic proposed could be like this you try to cast a spell that needs 6s. that starts a 6s timer. if the casting is interrupted for whatever reason, you cannot cast another spell untill the 6s have passed. so if at 4s your high level 6s casting time spell is stopped, then you have to wait 2s before you can cast any more spells. unlike traditional cd, you can give the order to cast the next spell, but the wizard will just wait these 2s before starting to cast if the spell needs 4s, the timer will be 4s. no matter the cast time of the spell, if interrupted, the timer will have to reach 0, before the casting of the next spell begins
  15. i think you missunderstand something healing does not mean how much hp or stamina a cleric restores with a spell, it means how much hp you naturaly regenerate when you rest. so it rightfully belongs to might the ruins screenshot screams DRAGON FIGHT!!!
  16. if the game deserves a second play, i like to have achievements to give me ideas on how to change my play style for a different experience, or just for comletionisms sake if there are none, i dont really mind if there are but i dont think the game is worth a second play, i may have more than half still locked, i just wont play it for their sake
  17. im half asleep so i just read it right without looking at the spelling... yay for blurry vision
  18. it doesnt even need to be set by a option. people will use one according to their relation to you and it can simply be put in the dialog the same way a single name would instead of having one variable that will be picked by the program and will be added to the dialog text at the apropriate position, they can have 3 and decide which sould be set for each dialog an example Your Neighbour: Hey (insert first name) you overslept again? Your Landlord: Mr (insert last name) you still owe me 2 gold pieces for the rent! Your Friend: Sup (insert nickname)? Your Teacher: (inset first name, insert last name) you are late for class again!
  19. that's the thing that really pissed me off too. and since i had no pad, it was even harder to go to the right direction in certain places
  20. that's a good system except it encourages min-maxing a lot, so I would make it so picking a detrimental perk unlocks less points than picking the opposite positive perk costs points not if it is done right let me use fallout as an example if you take the smart, you get +1 to your intelligence and 1 point bonus to all int based skills, but you may not have less than 8 int so 2 stat points at character creation go to int even if you dont want to if you take dumb, your max int is locked at 4 with all the resulting consequences in the game (not even implants can get it higher and the fact that the initial int is 4 and not 5, does not mean you get the lost point to use on something else... it is lost and that applies to all perks that cap a stat) if you take military training, you get 10 point bonus at all weapon skills, but your str, per and end cant be less than 6 if you take unfit for combat, str and end are capped at 4 and you start with 20% less hp than normal
  21. i just found a way to make DnD based games easier without touching the difficulty slider... the trick can even be used in BG2 to kill irenicus without him being able to lift a finger and it is not even an exploit but creative use of an item... namelly the scroll of magic protection! this scroll comes in very limited supply (like 2 or 3 in the entire game) and the target of it, becomes imune to all magic while at the same time he cannot cast any magic himself. so you use the scroll on the enemy wizard instead of yourself. all his defenses go down, he can no longer cast spells and it cannot be removed. also he gets no save against it and it is not affected by magic resistance because it is a defensive spell. so you use the scroll on the enemy mage and he is locked out of the battle. when you finish off the rest, you can just cut him down effortlessly
  22. A force move order would be good, whereby troops took the most direct route to an objective, but micro is all part of CoH. If you force moved, especially with the true-sight system, your troops will probably blunder into a machinegun or a lurking Panzer. However, you can stack up orders for units, hit shift + order when toggling them. For example, you can order a unit to move to 'A' vault wall 'B' then take green cover at point 'C' simply by holding down shift. This is what I tend to do, especially with opening units (if I play Soviets, say, I usually send an engineer to cap by shift-clicking then deploy my first three conscripts to cap in cover likewise). So try some shift / click and see if that helps. i know i can use shift another thing is that i cant make squads interact using the icons on the top left. i want to take a squad of conscripts and merge it with some guards that are missing 3 people... i cant click on the conscript icon then use merge on the guard icon and have them do it... i have to select the conscripts, choose merge, and then locate the guards on the map to click on them its a time consuming process that could have been easily made a one click order the game itself is good, but some things in it have needlessly complicated and time wasting procedures to be done, when they could have easily be done with a single click and leave the extra time to actually make strategic and tactical decisions about the battle
  23. you have 8 points you need 2 points to get the smart perk, you can get 2 extra points if you choose the dumb perk you can use 2 points to get the eagle eye perk, or you can get 2 points by getting the blind perk you can spend 4 points to get the military training perk or you can gain 4 points by getting the unfit for combat perk etc. in all cases however you cant have both as they are mutually exclusive so you spend points on beneficial perks, but if you want more, you have to compromize by taking detrimental perks to add points
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