Everything posted by PrimeJunta
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How are people finding the beta?
PrimeJunta replied to TheTeaMustFlow's topic in Pillars of Eternity: General Discussion (NO SPOILERS)@Bli1942 ain't gonna happen. That would mean a complete overhaul of the combat, abilities, classes, and pretty much everything else.
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What Happened To the Idiot Dialogue?
I'd expect that stupidifying the dialog would be more or less like localizing the game. If could easily be added at the very end.
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"No Bad Builds" a failure in practice?
@Malekith it's not so much that power isn't fitting, it's that I associate the word with animé. I still prefer Might.
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"No Bad Builds" a failure in practice?
Yes you're missing something. The base melee accuracy. Very Low for wizards, Very High for fighters. Your muscle wizard would be whiffing and grazing while your fighter would be hitting and critting.
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"No Bad Builds" a failure in practice?
Why not mojo while we're at it?
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Radical idea - change attributes to more D&D like
@Glubba Since I like you so much, I dug up a few links. These are all from the updates while the Kickstarter was ongoing. On classes and the "core four:" "Classes in Project Eternity are meant to provide a general framework for character types. Different classes excel in different areas, but the framework can be extended and elaborated on in a multitude of ways to create characters with unique capabilities. If you see a fighter, chances are good that he or she is going to be able to take a lot of damage, but that's about all you can be sure of. If you see a wizard, he or she probably has some hard-hitting spells that can cover a large area, but his potential list of capabilities is vast. If you want to create a wizard who wears plate armor and hacks away with a broadsword from behind a heavily-enhanced arcane veil, we want to let you do that. If your idea of the perfect fighter is one who wears light armor and uses a variety of dazzling rapier attacks in rapid succession, we want to help you make that character. So it's good to think of Project Eternity's classes as being purpose-ready but not purpose-limited. ... ...Though it may not look like it to see them in battle next to wizards and priests, fighters are just as able to tap into the power of their souls to devastating effect: accelerating their attacks to a superhuman speed, striking foes with such power that nearby opponents are knocked off their feet, and maintaining a phenomenal endurance that allows them to rapidly bounce back from even terrible wounds." On non-combat abilities and XP: "Avoiding combat does not lead to less experience gain. You shouldn't go up levels any slower by using your non-combat skills rather than your combat skills. We plan to reward you for your accomplishments, not for your body count." A few more updates you might have wanted to read here: Game Basics Souls and more I can understand you not liking the way P:E is shaping up, or specific aspects of it, but if you think they've somehow done a U-turn on what they promised in the Kickstarter, you're flat out wrong. Skimming through those updates, it's actually remarkable how little they've drifted from what was said there IMO.
- Radical idea - change attributes to more D&D like
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"No Bad Builds" a failure in practice?
Eeh... not so sure about that Karkarov. "Power" just inevitably leads to "over 9000" and I don't want that in an IE successor... I kind of like the metaphysics of Might though. It's inherent to your soul, but the way you use it determines the rest of it. A mighty individual who becomes a wizard casts powerful spells; had he picked a career as a fighter, he would've ended up with, perhaps, a different physique as well. Think of it as inherent talent, perhaps, with your class and specializations the training that actualizes the potential.
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Radical idea - change attributes to more D&D like
@Glubba JES has been extremely upfront about his design goals and his understanding of what an IE game spiritual successor means. He gave several video interviews during the Kickstarter, he had blogs here on this very site, and on Formspring. If you were at all interested, you would have easily found all that information. That you thought it was going to be d20 despite them stating the contrary on the very first page of the KS says something about the research you did before pledging. (The fact that you don't appear to know the difference between AD&D 2e and d20 says something else.)
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"No Bad Builds" a failure in practice?
@Fearabbit Nerfing the attribute system to oblivion isn't "rebalancing." It's just nerfing it. It's not a matter that some ability gives too much of something and another too little; it's that some abilities give something that's inherently more valuable than what the other abilities give. You could certainly "rebalance" Fallout while retaining the skill names, but by the time you finished it wouldn't have much resemblance to the mechanics that actually were there.
- Radical idea - change attributes to more D&D like
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Combat Micromanagement
Please no. No command queue. It would completely change the feel of the combat. Seriously. Apart from the bugs, the main problem with combat is lack of feedback. Sensuki's gone over this in detail; with the status/action icons on the portraits, feedback when hovering over them, indications of who's targeting/engaging whom, and sounds/animations/flashes for interrupting or getting interrupted, it'll feel a lot clearer. But yeah, it does need all that.
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No experience from combat
Uh... put something worth finding in the maps you're exploring? And then add an XP reward for finding it? Hidden mini-dungeons with treasure, a corpse clutching a note that starts a quest, a coven of witches that starts another one, a tribe of xaurips protecting a dragon with more quests and treasure... that sort of thing. It's not like the wilderness maps in BG1 were empty or anything. There was always something cool there. How much would it change things if you got an XP reward for finding the xvart village, rather than for slaughtering the poor xvarts and their friend, Mr. Bear?
- Radical idea - change attributes to more D&D like
- First impressions thread!
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The General Classes Thread
Why not add a few ranged talents to choose from to go with it, then?
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"No Bad Builds" a failure in practice?
Hu? It's not illogical. To be good at melee, you need to be skilled at melee. Just being really strong won't cut it. Put a heavyweight weight lifter in the ring with a flyweight wrestler, you'll see.
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"No Bad Builds" a failure in practice?
Ne, it was inherently unbalanced mechanically. There are really only two absolutely beneficial things in Fallout's mechanics: action points and skill points. Anything you can do to get more of each will let you pretty quickly compensate for anything you gave up, gimmicky special rules like weapon STR requirements aside. (Okay, there's Luck too, but I'd still rather play with an average-Luck character with maxed-out INT and AGI than a maxed-out Luck character with average INT or AGI.) Roleplaying-wise it was fine, but then so is STR-DEX-CON-INT-WIS-CHA, or MIG-DEX-CON-INT-PER-RES for that matter. The only problems with the P:E stats is that the mechanical effects of the stats are sometimes counterintuitive. That's the whole problem with attributes actually—if you want to balance them mechanically, it's very hard not to end up assigning some combat stat to some attribute in a counterintuitive way, just so it's more useful, and that defeats the purpose you put them in in the first place: to support role-playing.
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"No Bad Builds" a failure in practice?
A high-Might wizard sucks at melee. Look at the base melee accuracy. He just sucks a little less than a low-Might wizard.
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Suggestion: toggle stealth circles on/off
@Sensuki YMM does not V. This is a no-brainer. Individual stealth please. I think some kind of highlight effect would be better for stealth. 1. Select character(s). 2. Click on stealth. => Screen darkens. => Two concentric lighter areas appear around characters. => Stealthed characters switch into stealth animation, and an icon appears on their portrait. (Inspiration: Arcanum. Prowling FTW!) 3. Select non-stealthed character. => Screen returns to normal, but stealthed characters remain in prowl animation, with the stealth icon on their portrait. 4. Select a stealthed character. => Screen returns to state from step 2. Just my 10¢.
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The General Combat Thread
Ye gods I hope not. World of Warcraft would be a terrible precedent.
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"No Bad Builds" a failure in practice?
I bathe in your tears, Helm.
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Paladin active abilities seem pretty weak, Inspiring Triumph a bit random
Huh, I disagree. I played a couple of paladin builds and thought they rocked. Pallys are better front-liners than priests because they don't cast and so don't suffer from the armor recovery penalties so much, and the auras were highly useful while interfering with combat less. I thought it's a great take on a melee front-liner.
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"No Bad Builds" a failure in practice?
Another thought -- I think one thing that appears to offend a lot of people is what @Namutree pointed out: that stats just aren't as important in P:E as in D&D. In D&D your stats made the difference between an unplayable character and Deathlord. Missing one point of INT meant that you couldn't take Combat Expertise, which blocked entire feat trees and prestige classes from you. I.e., something you chose at chargen determined the course of your entire career. Personally I didn't like this aspect of the game. I planned my builds beforehand on a spreadsheet sometimes, to make sure I met the requirements for the prestige class I wanted... after ragequitting halfway through because I hadn't noticed that Whirlwind Attack depends on Combat Expertise which has a 15 INT requirement, and I need Whirlwind Attack for the Deathlord prestige class. (Or something, that was just an example that probably didn't happen.) There was a certain satisfaction to getting the power builds just-so, but it wasn't worth the downside IMO. Put another way, a blind choice you make at chargen shouldn't really bite you in the arse ten levels later.
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"No Bad Builds" a failure in practice?
Not necessarily so. Avoiding dump stats is in theory easy: just connect all of them to some combat system which has a tangible effect in combat. Dump something, and you'll notice. Pump something, and you'll notice. The slightly trickier bit is to make it so that there are viable tactics to play with any or most stat combinations. If, say, RES becomes so important that you can't effectively play a front-line character in any way at all because he won't be able to do anything due to constantly getting interrupted, then that's kind of bad. But if you make it so that a low-RES frontliner still works if you use fast weapons, then that's perfectly fine -- dumping RES just directs you to play in a certain way, and of course the effectiveness of that way of playing depends on the situation. The character will shine when facing enemies that are effectively fought with fast weapons, and will be handicapped when facing enemies that are resistant to them. Which is as it should be.