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PrimeJunta

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Everything posted by PrimeJunta

  1. I'm 100% certain there will be Ocean Folk portraits in the final game. It would be ridiculous not to. It seems fairly clear to me that Old Vailia is a good deal more than just tokenism. I also agree that it was a foolish oversight to omit them from the beta, and one that sends the wrong message about the game, and I hope they correct it ASAP.
  2. Moar on my muscle wizard. I think I almost finished the beta with it; "almost" possibly because of a choice I made in the spiderdungeon quest, or a bug, don't know which. I am now quite convinced that at least the INT AoE adjustment needs to be much more dramatic. I dumped INT, but my fireballs and cone effects still cover enough ground to be as effective in practice as BB Wizard's bigger areas. I would not find it objectionable if an INT 3 wizard's fireball was only a little bigger than a point effect, say big enough to hit one target plus anyone engaged in melee with him, while an INT 18 wiz's fireball about as big as it is now, or perhaps just a little bigger.
  3. I believe different people are using "cannot" in different ways. Some people use it to mean "should not be able to," others (who are usually mistaken) mean that you actually cannot, that it's not possible, or if it's possible, it will be unviable. Thinking of the stats as bonuses is a pretty good way of looking at it actually. Your class defines the basic profile, you get to adjust that with your stat distribution. (And, I reiterate, I think the bonuses/maluses should bite more than they currently do, to make the stats feel more meaningful. The principle itself is sound though.)
  4. I get that you think that -- but it's just your opinion, not some objective, cosmic truth. (It can be in your RPG campaign of course, and will be if it's a D&D campaign. But P:E isn't D&D.) You can pout and stamp your foot about it though, if it makes you feel better. I find it unlikely that P:E wizards will be required to have high intelligence.
  5. Sensuki had an excellent thread on this in the beta forums. Rotating camera is impossible (obviously), but combat does desperately need more feedback. Check out the thread, there's a lot of good stuff there (and I hope the devs take notice).
  6. Possibly not a bug. Check that you still have the quests in your journal, and do more stuff. There is another way in.
  7. The stat governing meditation is WIS, martial arts DEX/STR, and musical instruments, CHA. :checks back: No, you didn't. You made an assertion and then appealed to common sense. That's not an argument. Seriously, the "pasty bookish hunchbacked antisocial nerd flinging fireballs" archetype comes from D&D, presumably because its authors were pasty bookish hunchbacked antisocial nerds getting pushed around by the high-STR, high-CHA jocks and wanted a power trip. There's no cosmic truth to it. It's also one of the most boring wizard archetypes out there. Azar Javed from The Witcher was way cooler, as was Anomander Rake from the Malazan Book of the Fallen, or many others.
  8. Why does it have to come from books, rather than, say, meditation, martial arts, a pact with the infernal powers, physical discipline, or something similar to learning to play a musical instrument? IME every time someone says "it's just common sense" he's run out of arguments.
  9. This, indeed, is how (A)D&D is designed. It is in my opinion a bad design that locks in your character development from level 1. I'm happy P:E isn't designed with this principle in mind. This is, in fact, the reason behind the huge proliferation of supplements with class kits (for AD&D) and prestige classes (for D&D3). The base classes are too rigid, even with multi-classing, to allow many players to play the character concepts they like. It was a great cash cow for the publisher, of course. It is much better to have a system that sets some basic parameters and lets you define your character concept from there on out. Gives more freedom to the player, more room for creative strategies, and keeps the system simpler, easier to understand, and easier to manage -- and if it's well made, it won't lose any of the richness and variety.
  10. Prob not a priority since there'll be official Linux and Mac builds.
  11. Close by, if we're talking about the same crypt. If he's not appearing next to it, then that is bugged.
  12. @Osvir computer programs don't do that. They can get less stable if there are horrid bugs that corrupt files somewhere, but they do not get more stable over time unless patched. I wish they would, it'd save me any amount of bother, but they don't. One thing that could have happened though is that you updated something else on your system which caused bugs to stop manifesting. If not that, if it feels more stable, it must be either that you're just getting used to the instability, or, more likely, you're learning to avoid the things that cause it. That is certainly true in my case. Or, technically, I haven't had any stability issues to speak of as such; not a single CTD and I think one freeze that forced a force-quit. Which is pretty promising actually; the bones of the system are sound. I have however learned to avoid or work around many of the bugs that cause characters to freeze in place (and force a reload) or cause items or quests to disappear (and force a restart). I just played for a pretty long stretch with no problems other than cosmetic ones, but that doesn't mean the game works any better.
  13. I got there. It just opened. I did get a crypt master key from a crypt master who kindly gave it to me after I burned him with fire.
  14. There are also shades, a syllable-soup that looks like some kind of sinister undead, and that animated suit of armor thingy. Sinister enough. Oh, and did I mention spiders?
  15. I'm sure there will be ways to gimp your character, whatever they do. How about leaving all your ability scores at 3 and soloing Trial of Iron and Heart of Fury? Gimped enough for ya?
  16. AD&D? Mechanically it's ghastly. A collection of unrelated systems flying in loose formation, with incredibly frustrating and restricting kinks, gargantuan exploits, and entirely arbitrary limitations put in to try to keep them even a little under control. You need to do a lot of counterintuitive arithmetic in your head, class progression is almost completely on-rails, and it's hugely lacking in resolution mechanics for everything other than combat, which is a clunky, wonky, slow, unbalanced mess. Content-wise it is brilliant, wonderful, huge; like stepping through a portal into an alternate universe where you'll find everything from realms where gods stride with mortals, terrifyingly powerful magicians have reduced an entire world to dust and bones and still struggle over the remains, mysterious lands where genies rule the deserts, sambouks ply the azure seas, and clerics raise armies under the banners of their respective ethoi. Source: 20-odd years of DM'ing the stuff and loving every minute of it. Still wouldn't go back though.
  17. It'd be nicer to talk with you if you left out the "instictive denial mode" stuff. I already agreed that with the current numbers, attributes aren't as impactful as they ought to be. If that's the point you're making, then we're not disagreeing at all. I was making a secondary point about D&D, though, which you still appear to be missing, but I've lost the energy to pursue it with you so imma let it drop for now.
  18. It'd be quite easy to make a Markov chain name generator once some lexicons for the languages are made available. If it's not in the game I might give it a shot myself, as an online tool if it turns out not to be easy to mod in directly.
  19. My initial impression is that 5e is better. It pretty much has to be if they want their players back.
  20. A lot closer to BG. CC is quite straightforward. The part that requires most thought is spell selection for wizards, ciphers, and chanters. Abilities require some thought as well about the kind of role you want to play for those classes that have the flexibility (front-line or back-row). But all in all you can get through it in probably less than a minute and end up with something that'll do fine.
  21. There are already buffs that adjust crit chance separately from accuracy though. Dirty Fighting with rogues converts a certain percentage of hits to crits, and there's a priest buff that does the same. I don't think it'd be necessarily bad to have an ability do the same. The magnitude would need to be tuned of course. There is a big area between "never crits" and "crits all the time." Dump DEX, pump PER => hit rarely but many of the hits are crits. Pump DEX, dump PER => hit often but rarely crit (most consistent damage output). Dump both => rarely hit, rarely crit -- you'd probably only want to do this on a "pure" support character (back-row cleric for example). Pump both => hit a lot, crit a lot: highly desirable but comes at the expense of something else, as usual, so you'd probably only want to do this on a specialized damage build.
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