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TCJ

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About TCJ

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    Court Fool of the Obsidian Order
  1. Engagement stuck out at me in that review. The author was mentioning how bad it is and that one tank can engage an entire mob of enemies all by himself and get AoO on any of them that happen to break away. I agree -- that's pretty bad. However, I'm reminded of a game in which you sword fight against enemies. Against one of them it's pretty easy to parry attacks. However, the more that come the harder it is to defend will be spending a good deal more time blocking blows than dishing any out. You'd only be able to take a stab at an enemy once in awhile when you spot an opening -- and you had to act fast or you'd get nailed by someone else. So, taking an idea from that game, why not modify engagement so that a character may ONLY engage one enemy at a time and if multiple enemies come upon him he is unable to engage anyone at all. After all, if one enemy breaks away, the character is still occupied with the other(s) and wouldn't be able to spare the time to try hitting the running enemy. This would also provide some more tactical options. Squishy caster got attacked by an enemy? Get a tank over there to help out so the caster can break away without an AoE.
  2. Best solution: Make a toggle button in the options that permits/forbids prebuffing. In this way people who are absolutely unable to prevent themselves can toggle it off so they can be forced to resist temptation. Of course, what would stop them from becoming frustrated and turning the prebuffs back on? Simple. Once it is toggled off, it will become a permanent setting until the game is reinstalled. Totally serious here. No, I mean it! Really, really, serious! You think I'm kidding?
  3. I can't speak for others, but when I saw this thread and the date it was posted on, I was fairly certain it was a joke. Sure, I could be wrong... but I could also be right.
  4. Pre-buffing, if one were to imagine that world to be real, might make perfect sense for some fights, but for others not so much. It would be meta-knowledge. For instance, how many times in the BG or BG2 games did one end up fighting someone and had no forewarning? Sometimes someone who appears friendly isn't, sometimes it's an ambush, etc. For those, it would be using meta knowledge to pre-buff, yet, the ability to prebuff is still there. I admit that I, not being that great at usage of spells and abilities, would sometimes prebuff after having to load. Meta knowledge? Yup! But for me it was easier than loading a hundred times before finding the right tactic. The system PoE uses prevents all that meta-knowledge from having as much effect after a save, although it certainly can't eliminate all of it.
  5. This is probably why line of sight is so short; it makes the areas seem larger. On the flip side, I'd say that the fact characters run all the time rather than walk (as in IE games) makes the maps seem smaller, so it probably offsets the line of sight thing.
  6. Someone could always make a mod to put the poem back in, take a screenshot of it, and send it to the person who complained.
  7. Maybe you aren't understanding the context. Perhaps she isn't referring to the attack not working and being unable to injure or kill her opponent but rather she's just hitting things in a futile attempt to relieve stress. And it's not working. Just trying to dig into the psychology of the PC is all.
  8. I'm beginning to believe that all developers of games like these need to add a couple of new difficulty levels. The first would be the "What's an RPG?" level. It would be for people like me when I first played BG2 and had no clue what I was doing or how AD&D worked or what spell did what. Sure, I picked up on it eventually, but on normal difficulty just the first couple of levels were insanely difficult for someone who was completely lost. The second extra difficulty level would be "One hit and you're dead." Seriously, based on the accounts some people give of their games they somehow manage to make characters that never get hit, or hardly ever do. They need this difficulty level to present a challenge to them.
  9. In regard to subpar stats on NPCs, that was actually some of the fun in BG2 (and BG1). Why would you want every NPC to be completely optimized? They are in there for their personalities, stories, and all that other stuff. Besides, it's actually a challege to get through a game with characters that are less than perfect. In BG2, Minsc certainly wasn't the best fighter (though he had his perks), but I bet nearly everyone would take him because he was Minsc. Khalid in BG1 was one that seemed to be either love or hate with the players, but he was pretty subpar as far as stats were concerned. He was part of of my all-fighter (with a fighter/druid as an exception) party in that game. I used to intentionally make PCs with gimped stats or classes that made absolutely no sense, and I even used a thief with no dexterity for the fun of it. The fact that a person can make a custom party and ignore pre-made NPCs was probably partially for those who only want the most powerfully optimized build possible. EDIT: Thought I would add that one of the funniest things I've read about using less-than-optimized characters is a person who went through Icewind Dale using nothing but level 1 gnomes. He had a party of five (and later added a sixth) gnomes and chose to never level them up, instead making use of just about scroll, potion, and magic item available. He started on insane and ended up on the easiest level by the end of the game. From what I remember, he made use of one game feature in which a character cannot be one-shot to death so even his 4 HP gnome fighter could survive a smack from an ogre. I wish I could remember where that story is.
  10. That reminds me of the exclamation from BG2: "My weapon has no effect!" That phrase sure annoyed me back when I first played the game before I understood the effects of certain spells, resistances, and counter spells (still don't understand them all!) and I had no clue how to make the weapon have an effect. I think the annoyance was more from being unable to beat the enemy rather than hearing the words.
  11. I have the game, but I'm just waiting. I don't have much time right now and with the bugs, I figure waiting another two weeks isn't going to kill me -- in fact, it will probably save me time, both from loading because of possible bugs and from extra downloading. If you're unsure of the game, just do the same. Give it a few weeks, keep an eye on the forum, and see how the bug fixes go. When they've got the patch out, buy the game. It's certainly not going to disappear from the market.
  12. Some people mentioned Shadowrun: Dragonfall. I played that game (and enjoyed it) but it was laced with profanity. It wasn't just one or two characters, but quite a few of them did it. The fact that they included it wasn't surprising or unexpected, but in certain instances I believe it was highly overdone. Once the effect is there why just keep piling it on? It's like they had a minimum number of words to write and added some in there to get the count up. Reminds me of how I'd add useless sentences (but quite elaborate ones) in reports to help me get to the required words. Personally, I thought Fallout had the best method of just installing the language filter and letting the player choose whether or not to see all that. I have my doubts that it was that complicated and it seemed to satisfy everyone. I'm not sure why Obsidian couldn't have done that in this instance.
  13. Interesting concept that I'm sure nobody will implement. Is this an April Fool's joke?
  14. I'd add my vote in for the walking option. One thing I liked about NWN2 was that you could click "search" mode and the character would walk. Drakensang 2 (not sure about 1) had a sheathe weapon toggle which was nice. As far as walking/running, it could have been used to add further strategy to combat since running would probably make one a little more difficult to hit with ranged weapons, but less aware of hand-to-hand attacks. That would be a whole lot more coding, so I wouldn't expect it, but it would be an interesting idea to implement in a game.
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