jb.
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Posts posted by jb.
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Stamina for running always becomes tiresome to me, nor is it "realistic", exactly. Trained humans can run all day and all night without ill effects. Persistence hunters do this, chasing 4-legged game animals until those animals fall over from exhaustion. Heck, during the historic Route 66 race, some of the one-day stretches were 70+ miles, and they ran day after day without a break. Our body layout is actually pretty mechanically advantageous over long distances.
Not exactly true... Humans don't have a mechanical advantage, it's the ability to sweat that allows persistence hunting. I believe what happens is that, in very hot midday sun (like temperatures in excess of 40 degrees C), the animal cannot maintain a rapid pace because it will overheat and need to rest in shade. The human, on the other hand, can sweat the heat away and continue a slow pursuit. In temperate climates where the extreme heat is not an issue, persistence hunting not feasible, because the animals are better at travelling long distances than we are. But I'm not an expert in the topic (I certainly have never done it lol).
Anyways, very few humans can run like this. So while perhaps your warrior with like 26 CON could run continuously (and that's asking a lot when he's got 100lb of gear on), what about the 11 CON skinny mage? Not everyone going to be a marathon runner.
So, I support the idea of a rapid walk as the standard pace, maybe with a limited time "sprint" option for when youre trying to run away from something really big and angry, and youre like "why is my dude WALKING??"
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Since there's permanent character death, I plan to make use of the Adventurer's Hall. That way I can have a hired adventurer on hand, probably fighter of some sort, and if a battle starts going badly I can have the hired chump hold them off while the rest of my party runs away.
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I'm not sure why, but this gif struck me as appropriate to the situation
I'm pretty sure that gif is appropriate to any situation
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Yes, I very much approve
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outside and inside areas need to be separated. otherwise You end up with either oversized building exteriors or cramped building interiors.
I always found it a little absurd in BG2 how the inside of buildings were massively larger than the outside, like everything is a tardis
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Wow. I love the direction they're taking with stamina, health and death. This actually may be the most promising news I've read in an update so far, since the initial video.
Upping my pledge!
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Well, it might be cheetahs, I'm not sure. But I do remember a feline species hunting elephants in a documentary.
I think I just watched that on youtube, and the commentary grossly overplayed the situation... yes, seven lions attacked a lone adult female elephant, but they were unable to bring her down. I don't think they make a habit of it, especially if there's more than one elephant, which is usually the case as females travel in groups. Male elephants travel alone, but they are much larger than females (up to twice the weight) and more aggressive, so lions seem to steer clear of them.
It's quite common for lions to attack a young elephant though.
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But I do like the idea of non attacking on sight large herbivores. Though I don't see why they should be "extremely difficult". Lions have a nice way of dealing with elephants, especially the little ones. I don't see them being hard for trained warriors, possibly with magic and firearms(however primitive).
Sure, they need not all be extremely difficult; a range would be ideal. But it'd be nice if there were some that were very tough. Although your party may have weapons and magic, the beast could have some form of magic as well, even if it's just a supernaturally tough skin. In our own world, I'm imagining an armoured warrior attacking a rhinoceros, and it seems like an ill-advised venture. If the people in the PE world can have exceptional abilities, it's only reasonable that some animals do too, and they needn't all be aggressive.
Sidenote: I didn't know that lions would attack elephants. At least, fully grown ones. Gonna google it.
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Typically in cRPGs, it seems the very large beasts (eg dragons) are all carnivores, or so aggressive that they attack on sight. This is contrary to what we observe in our world, where most very large animals (mammoths, elephants, whales) are herbivores, and for good reason; big animals need a lot of food. Plants are much more readily available than meat, and they don't try to run away from you, so you can make do with a slower metabolism.
In PE I'd like to see the occasional massive beast wandering around eating leaves and not attacking you on sight. You may choose to fight it and gain xp, but it could be an extremely powerful creature, and there may be a herd of them.
Story possibilities are here too, such as angering the local druids by poaching, or working with them to stop poachers. Thoughts?
(apologies if this has been posted before. threads on this forum go by so fast it's impossible to keep track of them all)
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What about a toggle to run (eg, left click = walk, ctrl+leftclick = run), but this uses up a recharging "sprint" meter at a rate that depends on your character's armour and strength? That way you could have your character charge into a ranged opponent, or flee hastily, at something other than a sustainable walking pace.
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Limited ammo, but with the ability to recover (some) arrows that have already been shot. Maybe have a 40% chance of the arrow being recoverable, or something like that. Then there can be magical kind of "never-break" arrows.
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You're an adventurer...not an weaponsmith.
Crafting really good items should be left to those who dedicated their entire life to mastering those skills, not some adventurer who spends most of his time clearing out dungeons.
precisely
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I don't understand why killing a child is somehow viewed as being worse than killing an adult
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I'd actually rather see very few classes. Instead, have the characters extensively customizable by having all the skills/abilities/spells intertwined with each other (for example, each different fire spell a mage knows gives him +1 damage from fire spells)
For example, want the 'Elemental mage, fire' class? Just make a Mage and acquire mostly fire spells. He has the advantage of dealing more damage, but sacrificing versatility.
Or a 'Summoner' mage class. Make a Mage with lots of Summoning spells; perhaps each Summoning spell increases his summon duration by 2 seconds, or whatever.
Aforementioned "Hell Knight"? Make a Fighter and give him a few evil spells. Any class could do magic, but mages would just be way better at it. Some spells could even be targeted towards being more helpful to fighters than mages.
Maybe this is a terrible idea, I haven't really thought it through, but the point is that this approach allows a wide range of specializations and the ability to mimic "multiclass" without having an absurdly convoluted class list.
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Kiting enemies or "How not to do AI"
in Pillars of Eternity: Stories (Spoiler Warning!)
Posted
AI and pathfinding in IE games is literally the worst thing I have ever seen