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Adhin

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Posts posted by Adhin

  1. Yeah that's the thing, Easy, Normal and Hard are altering encounters. Each one has it's own encounter setup, more or less. PotD literally states it has 'all encounters from easy normal and hard' (so you get A LOT of enemies) and they have 50% increase to vast majority of there stats. They have 50% more health, do 50% more dmg, have an 50% increase in deflection, reflex, fort and will rolls, have more DR more everything. So not only on an individual level are you just getting screwed but your facing off more then you would in hard lol.

     

    Honestly that's the only reason I feel the camping supplies thing was turning into crap land of crappyness. Outside of the whole disintegrating supplies if you pick up when your full. I might of tried to say with it if I was able to change my portrait once my char was made but considering theres no option for that for some silly reason (herro, every infinity engine game pree?) I'm remaking on hard heh.

     

    I'll probably do a PotD run again later when I'm more used to keeping up with combat. I feel like if they rested the difficulty instead of just blanketting 'do all the things, that'll be hard lols' they play the combat in slow mo and know what to use for all the things. Which I do not...

     

    As an aside, PotD feels like Baldur's Gate, to me, on stupid difficulty - you know, +50% all stats so all the basic math mechanics no longer work as intended instead of adjusting things like a DM would (well a good DM). A lot of that has to do with BG requiring you know all the newb quests and where they are to lvl up enough so your not wildly overleveled for just main story progress. That's kinda what I was doing, blindly going toward the keep to get my keep so companions can loiter there... and that was a BAD IDEA.

  2. Started on path of the damned because I'm a big, giant idiot. The whole only 2 camp supplies with enemies doing more dmg is an awkward multiplier of constant degenrative gameplay. It feels like going back to BG with out knowing any of the newb quest to get those few extra lvls required to get past all the crap you can fly through on normal.

     

    Think I need to restart on hard, just due to the camping supply issue. One other irritation in relation to that? If your full on camping supplies and accidently 'pick' some up? They disappear! Gone, you apparently throw them into the void instead of putting them in your stash or just, i dunno... leaving them where they where? So careful folks, don't pick up camping supplies if your already full...

     

    ...stupid shadow wraith, confusin' whispy mother f... >_<

    • Like 3
  3. In relation to party size, one thing I've been wondering is how XP is handled when its handed out. Every infinite game split up the XP evenly-ish amongst each person. So a smaller party size, while initially more difficult ended up having you over level rather quickly making some things easier. So yeah curious if when you get 100 xp, do all companions get that, or is it a split. Considering theres a max lvl cap I'll probably go with a full group either way.

  4. Haha Yeah, hollywood man. I love the Vikings show on history channel but you'll see a guy take 2 inchs of arrow to the shoulder and he's all Blaarhhh im dead'. I'm thinking dude... dude. That didn't hit your brain, heart, lunge or kidneys... your fine. Arrows aren't exactly known for there massive wound or internal organ shredding capabilities.

     

    I agree though definitely don't need any heavy simulation stuff. One reason I like there current system, anything could be improved though. Simples good though, better it's simple then convoluted. As far as axes, arrows and firebolts... I got a solution though. Check this out, we replace all of those thing with boxing glove like similies. All magic can just be different varying sizes of boxing gloves. Swords and axes can just be coated in boxing-glove material and arrows well, blunt arrows. Boom, now you got a great reason to always be knocked out first. Crits can even have a %chance to auto-knock out like Tison. :p

     

    ....and Dragon's Dogma was the ****. Climb a Griffon and it just takes off, trying to kick you off heh. If Capcom can remake that magic but with a more detailed and cohesive open world environment it'll be golden. Preferably with co-op.

     

    -edit-

    Forgot my serious note on that. Your basically describing d20 3E. I mean they had HP, and DMG. But they also had non-lethal dmg which effected a mirrored bar of your HP. If that hit 0 you where knocked unconscious. I also liked when you hit 0 HP you where knocked down and bleeding out. That kinda feels a bit convoluted though and is kinda 'hidden'. Also, weapons never do non lethal dmg unless its all it does which kinda negated the idea of that being a full system in all combat you know?

     

    So yeah I think that would work good, would probably look really similar to PoE system actually. Would probably have both bars being closer to each other though. I'd personally keep there graze/hit/crit concept and mix that into altering the sale of non-lethal to lethal at that point you know? Normal hit and you take equal, crits increased lethal, graze is all lessened non-lethal. But that's more complex... also bleed out on hp 0 so you can be stabilized but brought back 'wounded' like they got now.

     

    ...yup.

    • Like 1
  5. The whole max-life limiter sounds like Dragon's Dogma to me Lephys. Always liked there system except 2 things. The absurd abundance of items that could heal max HP, and the ability to use those in combat. I like the idea of items being the only thing that could restore your MAX hp outside of resting but, like I said, it was super abundant. And at ANYTIME you could just hit up your inventory and consume a stack of plants to bring it back lol.

     

    I think a more measured approach, and limiting you to not being able to do it in combat would be good. Then again I think in a game like PoE, doing it in reverse where spells (and resting) where the only way to restore max HP and that being heavily limited would make more sense. But that would mean people would rely on items in combat as the bulk of healing overall. I also think, regardless of your system, there needs to be some system in place to determine your character being knocked out and not killed.

    It's been said so many times in conversations about health systems, but outside of not being armored and getting stabbed in the face/heart you generally don't die that quickly. Your far more likely to get knocked down via a mixture of a wound and just being tired as ****. That could be a side endurance system thats consumed while attacking and doing general actions as well as taking damage or something. That'd be kinda weird.... I feel like that would make more sense but would confuse more people, or just take awhile longer to get used to.

     

    ....I want another Dragon's Dogma as a side note, Capcom needs to get on that ****. Apparently theres a Japan only, multiplayer only version coming out... I feel cheated.

    • Like 1
  6. The Health to Stamina ratio is x3 to x6. Wizards have x3 as the lowest. Most have x4, Fighters have x5 and Barb/Monks have x6. Barbs have a higher base endurance at lvl 1 and per lvl then monks though. So they ultimately have the highest (or can have) the highest total hp/stamina.

     

    Anyway, this threads the first time I've heard of ways to heal outside of resting. I haven't found anything that lets you heal health directly via a skill or something. Anyone remember what that is, or have a link to it? I'm not even sure what to start with to look for it.

  7. @Osvir: Oh definitely agree, it really really wouldn't exist. Neither would the absurd amount of old school graphiced up side scrollers thats come out in the past 5 years or so. I was just trying to point out what he was for whatever reason failing to notice. Not saying its the best point but you know, when someone says look, its a tree and your all 'the **** you talking about birds for' I just start feeling the need to go no... no its a tree man.

     

    @Stun: Yeah, though a lot of that has to do with the fact mario existed. There just wouldn't be those clones. Hell as Osvir pointed out are gaming market would look vastly different. The whole industry kinda shat its self back then, consoles back then almost single handedly dragged it outa its gutter. So yeah theres hundreds of copycats on Mario... there wouldn't be if it never existed though lol... and who knows wtf games would look like now and days with out Nintendo and Sega.

     

    Either way wasn't my point to argue his point for him, I frankly don't entirely agree with either of you just felt the need to try and clarify... can ya tell I don't have much to do atm? Needs to be end of march already, times a slow SOB.

  8. @Gorbag: Hahaha... yeeaaah. It's kinda turned around. Started as a 'hey look some not-really news about PoE, since theres nothing else happening!' into console hate then romance hate and... hey, Joe got to try the game out and was surprised Josh actually knew all the answers to questions. Which isn't common in interviews since it's often some rep person who barely had time to read over a cheat sheet.

  9. LOL Seriously, the Annah kiss was great... up till she went all toaster hot and pissy over the whole ordeal. Either way she starts off hating you, eventually grows to love you 'if' you go down that path in her conversation. It's not an inevitable outcome, it doesn't always happen. It's a romance, which isn't a bad thing. Not sure why people have an issue with romances or would have an issue classifying Torments as romances.

     

    BG2 had more complex ones but PST kinda did it first when you think about it. Also no romances had any effect on the characters in BG2/PST? I call BS. Romancing Viconia can have a dramatic change in the kind of person she is. Annah, again, has a profound ending on her as a person and the ending of the game. Not saying PoE should have them, it's not a part of an RPG that needs to exist (especially if it means losing other things)... but they don't make the game worse for being there.

    • Like 1
  10. You know he plays a lot of PC stuff too, right? Also, I play vast majority of my games on Consoles but I still put some of my money into the kickstarter of this. Granted, I played every past IE game + expansion and spent more time on a PC back in those days (kinda split between console/PC back then). You don't like Joe, you don't like em but ignoring someones opinion because you have some weird personal issue with consoles is... I dunno, whatever.

    • Like 4
  11. That's how anything creative goes really, game development more then anything else. I think one of the biggest problems isn't that developers make a promise, they almost never do. It's usually a 'this is what we're working towards'. Players take it as a 'this is a 100% promised and obviously working feature' and when it doesn't come people get all ragy. I think that has a lot to do with marketting and devs not specifying 'this is what we're working forwards' or this is what we hope its like and all that. But you rarely see them come out and say 'this is exactly how it is and but for some reason we're still 2 hours out from release'. :p 

  12. Yeah that interviews kinda... I dunno. I'm not a big peter fan but that John guy almost makes me wish I wasn't called John. Aaaanyway...

     

    I never really back projects on kickstarter, in fact PoE is the only one I have. And I think it was smart for Obsidian not to really promise anything to specific. I mean it spoke to me from what I wanted. Infinity style RPG, mix of BG2, IWD and PST in direction. That says some very basic concepts, real time combat with pause, party of companions with personalities and all that. They also where up front about how the full kickstarter funds wouldn't be enough to fund the game in full but that they already had stuff planned to compensate, and that 1M would be 'enough' to finish it up.

     

    Basically, they had plans for development hiccups and where up front about that. Also I just trust Obsidian I guess. Oh and that other link, to the first impressions... **** whoever wrote that. Goes on to say the game has no customization options while explaining how it has more customization options then 99% of the RPG's out there. Really? I mean seriously? ....*sighs*

     

    -edit-

    LOL he didn't know you could pause. C'mon, you can't say you where excited for and following this game and not realize the game base is infinity engine stuff right? RIGHT?!

  13. @W.MacKinnon: I sure as hell hope it's not like Baldur's Gate 1. That game had zero companion progression outside of minor side quest here and there for a small bit of em. You couldn't have conversations with companions outside of the one for joining (or leaving in some cases). Now, PST, BG2 - those had some character progression. So... yeah like those 2 games.

    • Like 1
  14. First char is gonna be male, Human Barbarian named Kurn. It's pretty common start for any RPG for me. Though the 'human' part tends to change and Barbs aren't always available... ehh. Anyway, I usually play males but in single player stuff I tend to split it up. Females I make have a tendency to be based off characters I like. Mazzy, Viconia from BG2. Annah from PST... I always seem to make Annah when I  go to make a rogue lol. In Dragon's Dogma I made a buncha alternate accounts just to make/work on Annah and Imoen (mage healy) so I could bring them into my main games character who had made Viconia (as a fighter). Made was Kurn in DD as well heh.

     

    Only exception I have to playing girls is if the games entirely online. I just wont make female characters (unless there is no option available). Always seems odd playing a girl online what with all the representation going on. But yeah single player relatively even split after awhile.

     

    -edit-

    Oh and on the topic of the other gender being easier to play evil.... not for me. I always have a horribly ****/evil male and female. I will say my male evils tend to be more comic book villian and my females tend to be crazy bitchs so there's some shift in the way the evils represented? But yeah gender has no effect on that for me. I like to RP a good bit of the scale.

  15. Yeah, just pre-buffing. They want to have it be stuff you use IN a fight not stuff you 'always' do after a fight because more numbers. I kinda hope they have some duality type buffs, like Prayer. You know, party buff that also functions as a offensive AoE debuff for enemies. Always liked that one since It made it more of a combat buff. Sure it was more useful then Bless and would remain so even if you used it as a pre-buff, but you got better use out of it if you used it at the start or in the middle of a fight.

  16. That's true aname, Wizards are basically a combination of Wizards and Sorcerers from IE/3E games. They can know every spell, like a wizard but what spells they can cast at any given time is limited by 2 main factors. There spell book which determines what spells they have 'on hand' and total casts per tier, per encounter or day (depending on wiz lvl and spell tier). Can swap out spellbooks out of combat I think to get a different selection of spells. It's kinda like playing a Sorcerer, except you got a buncha 'spells known' presets via these spell books, kinda nifty idea.

     

    As for all this toggle on/off resource hogging mana-like stuff that was in DAO. I like the mechanic, fundamentally but I think it's a bit pointless for PoE. On one hand there's no mana, so you'd be tying up a number of uses but that's all per-tier so you'd be sucking up 1-2 uses per encounter or rest. And, ultimately, all that would accomplish is making your mage pretend hes a Paladin. Which is already the Paladin's job, is to be a mobile buffer beacon with his fancy aura of leadery presence. Basically, 'that's the one thing Paladins do real good like' and making the mage do that as well is a conflict of chess-piece like interest.

     

    Yeah I realize they want it to be flexible and you can make your mage a general 'melee-ist' if you want too, but he wont ever be able to tie up 3 enemies at once like the Fighter, or hit multiple opponents with his melee weapon like a Barb. And allowing him to have what amount to paladin auras would be a dent on the one unique thing the Paladin has going for him as a combat role. Well, sort of. Bard also has it but theirs is a larger radius, malleable thing I believe.

     

    Anyway it would be stepping rather heavily on other classes shoes, which I realize mages have always done in DnD but.. c'mon. Let the mage be a mage and the paladin be a paladin for a change.

  17. I can understand the desire for it but I hate pre-buffing. It's kinda like Lephys said, once you allow it, it either has to be useless or useful, if its useful then it becomes mandatory and I do not want to 'have' to cast spells to even have a chance before a fight. I mean in past IE games you have the general buffs you toss out before a hard fight and then you have the more specialty stuff that requires a lot of pre-knowledge, that often times a rogue scouts not going to be able to give you (unless it happens to be a pack of wild fire elemental then, sure, fire immunity activate...).

     

    Which usually means base buffs cause yay for wasting time on expected standard bull****, then finding out that one mage you think was probably a mage, maybe, starts flailing about with mass acidic based spells, its rare, but hey this guy loves acid, so you restart after being melted to death and buff for immunity. I dunno I just find most of that kinda stupid. Also, Tsun Tzu didn't have to worry about mages buffing armies and fireballs. It was more about positioning and feints, basically have a plan, and then do everything you can to trick the enemy to follow your plan. That's positioning, leading enemies into ambushes, blah blah... not spamming general buff A through D before that, cause, hey that's what everyone does to get up to snuff and the developers had to balance around that.

     

    I mean think of it this way. You play chess, its fun, good times. Alright now imagine if there's a rule that waring blue gloves allows you to flip a coin anytime someone 'takes' one of your pieces to see if, in fact, you get to take there piece instead as a counter unless the other player is ALSO waring blue gloves? Who's not going to be waring blue gloves... no one, that's who because its a pointless mandatory preparation. That's what most pre-buffing is to me. Blue-gloved waring chess rules.

    • Like 3
  18. @IndiraLightfoot: Im gonna go with 'mostly non-existent'. Though I could see there being an ambush timer where the units that start combat get a bonus free second or 2 of free reign before reactions set in. Initiative is mostly a turn-based only concept to determine the order in which said turns are taken. A game made entirely with real time rules (unlike IE where its turn based turned real-time, which still uses turn structure) has little use for initiative.

     

    But getting 2 seconds worth of enemies not doing anything due to an ambush would be a nice touch.

  19. Heh well, sort of. INT may not of increased damage but it did this games equivelent of Dexterity, and that lvl 2 wizard... well... yeah ok. Was going to say INT gave 'more spells' but 12 int was +1 T1 spells, and 14 was... still only +1 to T1 spells. think it took 20 before you got a 2nd T2. Maybe it was 18, but yeeeaaah. DC checks are important =P

     

    -edit-

    Hah I think you actually just brought up the 2nd major issue I had with DnD. Strength. It effects accuracy 'and' damage. 2 factors involving how well you do in melee and it was all stacked on STR. Yeah there was feats, and such, that allowed you to 'swap' that around to dex but I feel like dex should of been the base AB attribute and there should of been other feats that altered that.

     

    Then again I think there should be a 'stance' that allows you to apply your constitution to melee damage. But that only makes sense if you count Con as also contributing to someones body mass (which I tend to unless stated otherwise via a description). But that's the kinda thing 'ifs' that can be handled via lvl 1 background/body trait stuff.

     

    -edit-s'more-

    You know, early lvl DnD - super boring. Guess that's semi-true of most RPG's but that 5-12 sweet spots real good heh.

    • Like 1
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