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DCParry

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Posts posted by DCParry

  1. Update: I made a character, got through the process, appeared next to the bridge, saved and quit and went to bed. 

     

    Next, loaded up save: BB Rogue was missing main hand (hatchet) from weapon set 1 and BB Priest was missing all of weapon set 2 (warhammer and shield I believe).

     

    EDIT - Just noticed, 2 loot bags beside the bridge. Contained the warhammer in one bag and shield in the other, but no hatchet. 

  2. So in my last play through I made it to the ruins beneath the town before one of my characters developed RSS (rigid spine syndrome) and refused to move any farther. As I was going through I kept referring to the local map for orientation, and contrast was such that I could not really make out anything outside of my current view point. Rooms and areas I had already been were too dark to actually be of any use on the map. 

     

    Now, I don't super CCTV vision of what's going on in rooms I am not in, but I would prefer better visibility so the map is actually useful. I know this veers away from a simulationist approach, but in any PnP game you know we would have the graph paper and ruler out!

     

     

  3. Just a thought, if you have a reputation for deceit, doesn't that mean you are not actually very good at it? 

     

     

    Anyways, I really like the system, but I wonder if it would be advantageous to have a personality "level up" for our characters at the start since we are level 5 and we would enter this area presumably with some personality points built up.

    • Like 6
  4. Yes, I feel there is a bit of unneeded micromanaging in the inventory. I like the fact that I can loot to any of characters, but the slots are entirely too few, and they don't actually stop me from grabbing loot since i just then throw it the stash, which then makes one more window barrier between the item and character. 

  5. Addition -

     

    I feel tab should highlight resource nodes as well. I know some people might call me a stinking casual, but there is a difference between general perception and fighting the back ground to find objects. If it is there, and if I would find it by slowly sliding my cursor over the screen, then tab should highlight it. 

     

    N.B. Items and containers with hidden flags should not be included in this.

  6. Same experience here: weapons disappearing randomly. 

     

     

    Interestingly enough, I ran across a twist. I saved a game after killing the ogre. Reloaded, and the cave was full of loot bags, and it appeared my weapons had doubled. Picked them up, played around a while, sold off a bunch of weapons (the ones I had doubles of) and then later the weapons I kept disappeared. 

    • Like 1
  7. Yeah... I have been scouring the net looking for the druid video myself.  I believe it is a myth... like unicorns.  Mister Sawyer is tugging at my heartstrings. 

     

    I have Shadowplay, and although I have never done the whole video thing... I may post a youtube vid on some of the highlights in beta of the druid.  I will link it if I do.  No Druid Video has me considering a Druid play through before I do my Chanter (what I am planning on playing first come launch).

     

    Semi-confirmed rumor: Josh Sawyer is actually a unicorn. 

    • Like 3
  8.  

    They aren't your objective. The Ogre is stealing pigs. Your objective is to get to him and fix this in a manner of your choosing, kill him or make him stop.

    That's only true if you get the quest to deal with him.

     

    If you don't then he's not an objective, and then...

     

     

    No. Please, I know you are not stupid. Stop being willfully obtuse. Also, in the one of the streams, Adam killed the Ogre before talking to the farmer I believe.

     

    There are many, easy logical ways to award the XP without getting the quest. Your party comes to a dark cave, the stink of ogre and pig floats out of the maw (kind of like Peking, IL...  I kid, I kid). Numerous tracks indicate whatever lives here and is active and has been paying the local village visits. The fact that your party is willing to enter such a dangerous location for whatever reason (curiosity, a need to protect the land from an unknown threat, uncontrolled greed for the possibility of dirty gold coins hidden away, the powerful pull of your uncontrollable ogre lust) nets you the XP. Once in the cave, you notice the primitive bacon processing plant and maybe other detritus that points to the actual origins of the Ogre's snacks. You resolve the situation and gain XP. You go to the village, you see a swine herd....  hopefully you see where I am going with this.

     

    There are multiple triggers for these quests, set according the design goals of the game. It DOES NOT need to be complete and comprehensive, only reasonable consistent to a RATIONAL person. This is not an open world game.  

    • Like 1
  9. My issues with puzzles is most often the breaking of immersion. As in: Why did the architect or builders of this mansion decide it was a brilliant idea to have a pressure plate puzzle between the living room and the diner ?

     

    Yes, my wife is getting annoyed because we are going through children like crazy. Just the other day, another one feel victim to the pit trap in front of the refrigerator.  I mean, if they can't remember to check for traps before getting their juice, how are they ever going to survive their o-level exams. In the end, I feel it really is there own fault. 

  10. One other thing I am sure they have on their mind is class collaboration with status effects.  This seems really well done in Divinity Original Sin with elemental effects but was also used in Dragon Age 2 with status effects like knocked down, dazed, weakened, bleeding, etc.

     

    One of the benefits of this is that it lessens the need for every class to be on par in damage capability plus you don't also have to have dedicated support classes that almost always break boss encounters or are nerfed into uselessness.

     

    Classes can then follow a theme and that theme will dictate what status effects they offer to the party or are prone too.  If this can somehow tie into the stat system like the afforementioned increased AoE from INT, say that WILL or the equivalent offers bonuses to "weaken", PER offers bonuses to "dazed" and DEX offers bonuses to "slowed", it will open up a lot of interesting character builds.

     

    Perhaps weapon types can contribute to status effects as well.  Like a spear should certainly give bonuses to weaken and slow because well aimed spear attacks maim.  That would make an awesome fighter based on WILL, INT and DEX with bare minimum STR that would be a master of AoE weaken and slow =)

     

    While this is a neat at first, to me it is too game-y (I know, the irony of complaining about how game-y a game is). D:OS combat is fun, but quite silly, with people hauling around barrels of oil and such and throwing stuff around willy AND nilly. Also, in the end, combat becomes geared towards this approach, that is the best and most efficient way to win fights is to game the systems with multiple status effects and barrels of oil and poison and what not. I wanted to play a knight, not a fork lift!

     

    I think D:OS combat is an object lesson for going too far with this sort of thing. Throwing a barrel of water and casting blitz bolt to stun a bunch of enemies is fun the first couple times, but when combat is balanced around this then that is all you do unless you want to slog through the encounter (which you can, I am not saying that other approaches won't work, it is just that they are so inefficient sometimes that even roleplaying can't justify the effort). 

     

    EDIT: DOUBLE POST, UH UH

    • Like 2
  11. RE: Accuracy and Dexterity

     

    I am on board with Dex being the primary determinant in accuracy, but I think something like FO3/NV's soft attribute requirements might be a nice complicating factor. It works like Lephys' great sword example. Certain types of weapons (or even all weapons - this could be a good min/max stat deterrent) have other attribute requirements. Meet those reqs, accuracy is determined by Dex. The farther you are away from the req, the more your accuracy suffers. There could even be a weapon handling feat added if we felt the need. 

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