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PrimeJunta

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Everything posted by PrimeJunta

  1. True. Sometimes it's not obvious when it's not broken, and when you're just used to it being broken. (Not intended as a jab at you by the way -- you've been bang on target more than just about anyone here.)
  2. @Marceror you can safely switch weapons, just not in mid-animation. Do it out of combat, or in combat by moving your character first, then switching. It's not the only thing that makes characters unresponsive but it's a common one.
  3. @Fluffle: Try a high PER and RES melee character dual-wielding light weapons. Then melee someone. Then watch closely. You will see that the other guy will jerk back a lot and barely be able to get any hits in. It is not obvious because of the lack of feedback, but it happens and is quite significant. I just tried this with an orlan fighter named Pintsize.
  4. I finally got around to rolling Josh's famous muscle wizard. Fire godlike with aumaua body, named him Azar Javed after you-know-who. Pumped Might, Con, and Res (for the Concentration), average Int and Dex, dumped Per. Picked mostly spells that deal direct damage. Kitted him in the heaviest armor I could find. I am having an absolute blast playing him. He stands in the front line completely unfazed, dealing elemental death in wide arcs ahead. With BB Cleric's defensive buffs, he is freakin' terrifying. Clearly the best character so far. Also I'm getting bitten by bugs much less. The item duplication exploit helps of course but so far I've only lost the skull key (again!) and some random pieces of armor. Quests have worked too, so I've leveled up twice. Try it. It's fun.
  5. To reproduce: 1. Create a wizard. 2. Borrow BB Wizard's grimoire, and click on a spell to learn it. Accept the cost. 3. Open own grimoire. Expected: cost is deducted, spell can be put in grimoire slot in wizard's own grimoire. Observed: cost is deducted, but spell does not appear.
  6. Well, technically, yes, but they don't have to ADMIT it!
  7. @Bli1942 ain't gonna happen. That would mean a complete overhaul of the combat, abilities, classes, and pretty much everything else.
  8. 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.
  9. @Malekith it's not so much that power isn't fitting, it's that I associate the word with animé. I still prefer Might.
  10. 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.
  11. @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.
  12. 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.
  13. @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.)
  14. @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.
  15. Did you only read the first paragraph? "...a new RPG system, entirely new art, new characters and animation and whole lot of lore and dialogue." (Source) (Also, none of the games they listed are d20 system.)
  16. 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.
  17. 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?
  18. It would help to actually read the pitch before you throw north of a hundred bucks at a Kickstarter. Just sayin'.
  19. The only time I can even see in the head is chargen or BHM, so I don't really care. (And yes, IMO it was a mistake to have the zoomed-in model visible at chargen, if there was no budget to make it look better.)
  20. Why not add a few ranged talents to choose from to go with it, then?
  21. 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.
  22. 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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