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Everything posted by TrashMan
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Bollocks. It does enforce a specific atmospehre and mentality. There is no denying that. Death that comes with a price causes fear. Death wihout any penalty does not. Fear is what one should feel when fighting monsters. To get back to the Amnesia example - you could eaisly rail against the monster killing you and you having to get back to the last save, and having to re-do the entire segment of the monster chase. Saving everyhwhere is NOT a requirement for a good game. In fact, some of the best games of all time didn't have "save everywhere". For example - Super Mario?
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Fair enough. Wolves? (j/k) I would argue that any field-seasoned adventurer will be able to dispatch enemies of less experience more easily than they would some seasons prior to the encounter. Unless what you want is enemy encounter scaling. Not really. What I want is a conservative power progression. Ho HP inflation. Proper battle mechanics where numbers and flanking do make a big deal. AI that fights at least somewhat intelligently. That way, no matter what level you are, the lvl1 bandits won't ever become an afterthought. tehy will still be able ot deliver a world of hurt upon you if you're not carefull. And no, I don't really care much for killing wolves. Leave the poor wolves alone.
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It's not about babysitting hte player, it's about enforcing a specific atmospehre and mentality. I'm quite sure that are people who were irritated that when playing Amensia, they didn't have a gun to shoot the monster. Adding a gun wouldn't improve the experience despite what many would say.
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does your level 10 fighter stepping on a rat for 5 exp really warrant him going up a level? There are no rats. Only bandits and monsters that lost little of their deadliness regardless of player level.
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1) Save only allowed at camp locations. Saving, resting and reloading if attack wouldn't work because even tough ambushes are random, once generated they become fixed. Now some would complain "but waht about real life? I don't want to re-do the dungeon level if something comes up!" Then plan your time better. His escape, the game can be paused and can stay paused while you take care of whatever needs to be taken care of. And finally,Ssave&Exit should be a viable option anyway. To me, a perfect CRPG should try to emulate the experience of PnP RPG. Saving anytime and anywhere ruins it, as well as the usabiltiy of some classes. Scouting, setting traps and lockingpick - all become pointless as it is far faster to use save scumming The aventuring atmosphere and feelign of danger are gone, because you are never risking anything.
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What would make you pledge more?
TrashMan replied to Ilrahan's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
More info that would allivate my current fears. -
Without critical hits/misses and hte luck factor, we would never have the Spoony Bard, the Greatest Swordsman in the World.
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No scaling. Why? Because I don't think that there should ever be a point where an encounter is so trivial.
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Bollocks. In PnP the penaly for death is permanent loss of character. Can't have a bigger penalty than that and people love playing. However. There might be a way around this. Let the player save whenever he wants. HOWEVER - when he hits the "rest" bottun, the result becomes permanent (for that specific area) - if the monsters attack you, re-loading won't help you, as they will ALWAYS attack you no matter how many times you reload and rest on that location. Bollcoks again. The people that aren't exploiting it shoudl care because from their POV nothing should change.
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I disagree. As I said, people are terrible at self-control, especially when there are rewards for not doing so. Sometimes a developer has to enforce specific restriction if he wants to create the atmosphere he wants.
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I disagree. I will generally save before a fight where I think I might die, I don't want to bother fighting through encounters I've already won, it would be boring. As such, I would save just before I rest because I have no idea what kind of fight I would get. If you are already saving before hand, then actually fighting the ambush that you get is optional because you can just load and try again. The makes the ambushes nothing more then an inconvenience. Inconvenient. That's all the rest-ambush mechanic becomes. The risk of having to re-do the dungon level is exactly what is needed. Proper fear of faliure because you actually lose something. That prompts the player to play with more caution - more scouting, more preparation. Hence why a prepared player is less likely to loose a fight, or even a single companion - because he plays it safe and smart. Not a bad idea.
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Restrict areas where one can rest. Restrict areas one can save. Peopel are too weak-willed to paly properly. I loved some older game (like X-Com) that didn't let you save during a mission. If you re-loaded you had to do the whole thing over again. Which is great. Forces you to actually play seriously. Imagine if you can only save in camp!
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CRPGs are as much about tactics as they are aboutstrategy. Also, luck IS a real factor in real battles. Luck and the human element have changed the tides of many a battle trought the whole history.
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Paladins and Bards
TrashMan replied to AlphaShard's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Paladins. Holy knights smiting foes with righteous zeal and hte powers of faith. Bards. Poor Mans rouges who sing enemies to death. If I had to choose, no contest. I mean singing. SINGING! -
Giving the base to TIM? That sure as hell isn't evil. It's also verly logical given the Reapers. On this I agree. However, what I don't want for the writers to try to force such choices. (alter/change siutations or add consequnces jsut to make a given situation more grey). I don't want the game to feel like there was a grayness quota or a forumal behind choices. I disagree. You can only say that in hindsight, which is a pointless analysis. After all, you cannot tell beforehand what would happen if you left Redcliffe for 3 days to get to the tower. You can't even guarantee you will get help from the tower. Is knowingly risking the lives of 100 people to save 1 "good"? Of course, there's a way around this "in hindsight". Semi-randomized results. Roll a dice. You can never know if your gamble would pay off. You cna only roughly guess teh chances. And your chances might be very good...but no guarantee. Let's say in the redcliffe scenario you decide to go to the Mages Tower. If everyone survived the assault, the chance of everything being OK once you get back are 50% If poeple died, chances are 30% And so on. For every choice, there are POSSIBLE consequences, and you can affect the chances of those consequences happening. For more out-there scenarios and moral dillemas, I'd agree. But there are things pretty much every sane person will agree are evil.
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Magic: Limited Casting?
TrashMan replied to Osvir's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Limit everything. -
The most severe critical misses should be removed (you trip and fall on your sword, severing you head). But critical misses and hits - definately.
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Yeah, most videos and "experts" and such populist shows are actually rather bad at doing proper research and testing. The difference between a replica and a historicly accurate replica are enormeous.