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PrimeJunta

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Everything posted by PrimeJunta

  1. Nice cop-out. "Combat log is bad because 1999 and the info should be availabel otherwise." "How?" "Damned if I know, it's their job to figure out."
  2. @Sensuki I'm intrigued. How would you have done it? @Cubiq The AI needs work, yes, but it is noticeably harder for enemies to just move past your defenders. They get stopped and slapped hard if they disengage. It works. We'll see how it shapes up when the AI gets better.
  3. Another thought on making the fighter and rogue classes more flexible and interesting. Blow them wide open. Let the player distribute the melee/ranged accuracy points. Add ranged talents. Allow the player to pick from among them starting from level 1. So we could build the current tanky fighter by picking knockdown, stamina regeneration, extra engagement target, and Defender mode, and dump all the points in melee accuracy; or we could dump all the points in Ranged, picking Fast Aim (modal), Crippling Shot (2/encounter), Knockdown Shot (2/encounter), and what have you. Or we could go half and half and get a nice musketeer-type who switches between ranged and melee flexibly.
  4. I like the engagement mechanic. It actually lets you hold a line. In the IE games you couldn't do that, at best you could block a choke point with a couple of characters shoulder to shoulder. It's nothing to do with the fighter's limited flexibility. The more I think about this, the more I think the fighter design should be blown wide open. Add more talents, some ranged, some melee, and let the player pick from them from level 1. That would include what are currently the fighter's 'base' talents--the extra engagement target, stamina regen, Defender mode. Keep those, sure, but don't force them on the player. You could build a tank, an archer/gunner, or a combination (musketeer). Hell, while you're at it, let us assign those 35 accuracy points between melee and ranged as we like! Fighters would still be low-maintenance and tied to a combat role, but we would get to build it into the kind of role we want.
  5. Not the kind of specifics I had in mind. I was thinking more, how specifically would you provide the info that we would like to see in the combat log?
  6. That won't happen. The backgrounds are prerendered, and maximum zoom is native resolution. Zoom in any more and it'll turn into mush.
  7. Well yeah, you can make a ranged rogue, but he won't be all that great at it. Average ranged accuracy and no ranged talents. Only the cipher and ranger have above-average ranged accuracy ATM.
  8. Unfortunately I haven't been able to reproduce the behavior, but this is what happened: 1. I used BB Rogue's Crippling Strike ability in combat. I do not recall exactly when, unfortunately. 2. Next time I entered combat, I noticed that the icon was green, like for an activated modal ability. When I clicked on it, I got a message "The ability is already activated." 3. The ability icon remained green through several area transitions, and effectively stopped me from using the ability. Notes: Due to the save/load bugs, I had neither saved nor loaded the game, and I had started a fresh instance of the client.
  9. Yep. Although in PE a smart tank or strong mage are also viable builds. (The strong mage perhaps more so than the smart tank.)
  10. @Karkarov Good points re the inherent tankiness of the fighter. So add the ranged options to the rogue, then. I don't really care which class is used as a base, but I want my musketeer. They have the best hats. Edit: Oh, ninja'ed by multiple posters. Anyway, I concur.
  11. @IndiraLightfoot I get the vibe that T:ToN is all about story choices, not so much interactivity with objects in the world. Also few games don't sound cool in the concept phase. At least few that manage to get $million$ in crowdfunding. We'll see what it's going to be like when it's closer to completion. Tangent: I do like the writers and designers though. I'm especially intrigued by Adam Heine, that rarest of rare breeds, the non-obnoxious evangelical fundamentalist Christian. If he manages to work in elements of his worldview as cleverly and subtly as the Hindu and Buddhist elements were worked into PS:T, it's gonna be genuinely intriguing.
  12. The modals are sticky. The per-encounter ones, obviously, are not.
  13. You're right, @KaineParker and @archangel979. Point conceded, a melee ranger would be rad.
  14. Haha that's funny. After I killed the Wolves I thought, now there's GOT to be some loot around here because there wouldn't be an encounter here otherwise, and I walked around the ruins in scouting mode. Didn't find anything though, I will go and have another look. It may have been in the other tower ruin a short ways from the wolves. Don't remember for certain.
  15. (1) Very much the case in the BG's (and all the IE games) also. (2) I believe the tab-highlighting secret door is a bug. Normally you discover secrets by going into scouting mode and poking around. There are some that don't follow this. They show up with a pink outline.
  16. There actually was some cool loot near the wolves. Not sure if it was near enough, but it was there. Enter Scout Mode and you'll see. I didn't find the map too jarring. I don't find it problematic that there's dangerous wildlife roaming around with no particular story role or reward for murdering them. If nothing else, it adds to the atmosphere, like those merrily bouncing deer but with teeth.
  17. There won't be prebuffs in the game. That's been flatly stated as a basic design feature. They've been replaced with modal abilities, auras, and multi-purpose combat buffs--and by designing the encounters so you don't miss them.
  18. Definitely an improvement. Not as aesthetically pleasing as the current one, but certainly more functional. I would also want to try swapping the portrait cluster and the combat log's position, but couldn't say which one I'd end up preferring without the option to try it.
  19. Not sure about the dual-wielding ranger. The point of the class is that it comes with a meat shield. Making both Christopher Robin and Pooh Bear melee combatants kind of defeats the purpose IMO. I also think it would be simpler just to give fighters higher base ranged accuracy, but if the designers feel that needs an opportunity cost, then make it a talent.
  20. @Polanski @Lasweetlife I think our 'disagreement' about the cipher and death godlike is largely a matter of taste. I couldn't even say why I don't like death godlikes; I just don't. Not very useful feedback, I know. I also agree that ranged and melee accuracy should be if not exactly equal, at least close. Having divergent values shepherds towards a particular kind of combat role without IMO good reason. -- Of course classes like the ranger and barbarian can be special cases; the whole point of the ranger+Pooh Bear is that the ranger is ranged while Pooh takes care of melee, and I can't really visualize a barbarian getting into a blood rage while plinking away from a safe distance. But for fighters, rogues, ciphers, priests, wizards, and the rest, I don't see a compelling reason not to have the same base accuracy for both types of combat.
  21. If they had unlimited budget and development time, then sure. In the real world, though, they do have to consider payoff for effort. If it takes a lot more time to balance system A than system B, then they should only make system A if the payoff in gameplay enjoyment is commensurately bigger. I dig that we have different opinions on exactly how big the payoff from a well-balanced systemic/quest XP system would be, and, conversely, how much it would detract from enjoyment if it turned out they didn't have time to balance it properly and it ended up full of exploits or with some approaches consistently rewarded more highly than others, but it's not right simply to dismiss the cost from consideration.
  22. Right, well I always remembered it as one of the Hardest fights in the game, and I replayed it last month and it was super fun. You face off against a Maralith who's immune to most weapons, a Hive Mother, A demonic archer with some +4 bow, a Kensai dude with katanas, a High level cleric and a Demon with a 2H sword. Riiight... yeah, I do remember that. It was a tough one. I'm really wondering how come Watcher's Keep made so little impression. It may have been because it didn't have much connection to the story so I didn't really care for what's going on in there, and I couldn't switch to NetHack mode for it. Guess that outs me as a storyfag... although that shouldn't be a surprise considering how I've rhapsodized over PS:T.
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