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PrimeJunta

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Everything posted by PrimeJunta

  1. I did not know that attacks or abilities use stamina. Could you provide a reference for this? Yes. And you should only introduce new mechanics for that purpose if they add meaningful dimensions to the gameplay, like the hardcore mode in FO:NV. Yours doesn't. A resource cost for resting would, for example. Why not advocate for that?
  2. Under the current system, you can adjust strategic difficulty simply by tuning the ratio of H/S damage. You can make it as hard as you like, right down to 1:1 (where the distinction between S and H disappears). You can also tune up damage. I.e., you can make the game as hard as you like with the current mechanics. I still see no point in introducing a new one. As stated, it's unnecessary complication.
  3. Actually, you'd only have 40% stamina to spend. Looks like you don't quite understand how Obsidian's mechanics even work.
  4. Osvir, I'm not an idiot. Kindly stop treating me like one. I wasn't talking about a self-imposed system. I was talking about the relative spacing of combat and rest spots in the game. A design decision. Yours, of course. Now, which is harder: your mechanic with health/stamina damage dealt at a ratio of 1:4, or the existing mechanics but with a ratio of 1:2?
  5. As an afterthought, Osvir: the system already does what your more complicated mechanic would, more or less. Suppose Mr. Hero, with 100 Health, 100 Stamina, has gone through a rough day of adventuring that has left him with only 10 Health for the final battle of the day. If damage is dealt at 1:4 (health/stamina), he only has effectively 40 stamina. When he takes the 40th point, his health will hit zero and he's out of the game. Only the curve is different. In your model it slopes down gently; in the current one it stays flat until your health is at 25%, after which it falls steeply. In both cases, a badly beat-up party will be fragile. I.e., your mechanic is almost completely redundant.
  6. The health/stamina system already adds a strategic dimension to adventuring. The mechanic you're proposing does the same thing, except it adds more complication. Difficulty is determined by how hard the combat encounters are, and how frequent resting possibilities are. I.e., I don't see how your added mechanics contribute to the game in any meaningful way. If you want to make it more difficult (in a strategic, resource-management sense), just space out the resting possibilities more. I also think that (1) a "tiredness" mechanic is a poor fit for a game like PoE (unlike, say, FO NV, where it is a pretty good fit, what with the wasteland survival aspect of it all), and (2) if you wanted a "tiredeness" mechanic, there would be better ways of doing it, e.g. requiring periodic food, water, and resting. So: unnecessarily complicated, accomplishes a purpose that the existing mechanics already accomplish, and a poor fit for the game. Bad idea.
  7. Cultist, do you really think Josh & co aren't capable of balancing the attributes in such a way that there are no obvious dump or pump stats? We've been told what affects what, but we don't know how much, nor what the impact is for practical gameplay. That's the crux of it really.
  8. I understand desentization actually works very well with arachnophobia, but a game where you're assaulted by a swarm of giant ones who want to suck you dry is probably not an ideal way to go about it. It'd be interesting if someone made some statistics about what percentage of players are arachnophobic to a degree where it makes it difficult for them to enjoy a game. I've understood that for some the phobia actually enhances the experience, with a similar kick people get out of horror movies. Peter Jackson is arachnophobic, and I'm pretty sure he got a major kick out of making all the spiders for the Hobbit and LotR movies, for example.
  9. I don't have strong feelings one way or the other. I'd certainly expect balance mods. Balancing is largely a matter of taste after all.
  10. Frankly, Osvir, I think you're just adding complication for the sake of complication. Those mechanics aren't transparent. The player's experience of them would just be that the rules keep changing for no obvious reason, or that there are more variables to keep track of. That's not clever; it's just bad design: confusing, un-fun, shoddy. The mechanics as originally proposed are simple, understandable, have both a tactical and a strategic dimension, and permit a broad variety of tactics, strategies, and character/party builds. That's where the beef should be -- the classes, talents, spells, items, and so on. Keep the mechanics as simple and transparent as possible while allowing maximal variety in those.
  11. Going over this whole thing again, I honestly think the only fly in the ointment is the naming. If "Intellect" was renamed to something that more obviously suggested its damage-enhancing function, that would go away. (Ferocity?) I also wouldn't object to Strength -> Body, or something else that defused the D&D-born assumption that it does enhance damage. The mechanics themselves sound great, and I don't think any of the changes suggested here (including mine) are material improvements. Edit: As stated before, I don't care all that much about the names though. Leaving them as-is will impact my enjoyment of the game not at all.
  12. Funny, I thought the Fade was one of the very few halfway tolerable parts in the game. Blessed respite from fanservice companions, for one thing.
  13. An original setting. Something that's not traditional western fantasy, space opera, post-apoc, or weeaboo.
  14. OK, then drop it. Action speed is actually pretty powerful already so I don't think removing it would nerf Speed. I'm starting to see why Josh would rather get rid of attributes altogether...
  15. Move Deflection from Speed to Dexterity? Edit: Man, this is trickier than you'd think.
  16. @Sensuki, I like the way you're thinking. I think "Speed" would be a more descriptive name for "Dexterity," though, going by your mechanical effects. If you wanted to keep more D&D-ey names, you could rename "Perception" to "Dexterity," since the effects are similar. Here's my reshuffle of the attributes, still going with the "six stats with no dump stat" design goal – POWER – Damage, Healing DEXTERITY – Accuracy, Criticals VIGOR – Inventory, Health, Stamina CONSTITUTION – Resistance to hostile effects, Fortitude defense SPEED – Reflex, Deflection defense, Action Speed RESOLVE – Effect duration (reduces negative effect durations on self, increases caused effect durations) Personally I'd just merge Vigor and Constitution and leave it at five stats.
  17. Based purely on the stat names, I'd assume "power" or "might." And I would think it felt "off" especially "might" and especially for ranged weapons; I'd be less confused about wands and spells. However I think "intellect" feels more "off" than either of those. I also don't care all that much about what the stats are named, and quite like the sound of the proposed mechanics.
  18. How did that work out? I haven't got around to a good game of Numenera yet, so I'm ignorant of the system. Very well, IMO. I especially like the Effort mechanic; it gives tactical in-the-moment decisions a whole new dimension. I'm not sure how well Numenera rules would translate to a cRPG, though.
  19. I've been involved in a few community projects, and they usually fail. They can succeed if there's a single charismatic, visionary, and determined community leader who keeps things together, and convinces everybody else to go along, while accepting a limited amount of community feedback. The dynamics are much like a developer-led Kickstarter, actually, with the community leader playing the part of the developer. I.e., if you have a really kickass idea, I say make that high-concept document, and pitch it to the community first to see how it's received. If it looks like it'll fly, find the talent who's willing to make it happen, tally up how much it'll cost, draft a realistic plan for making it, and then kickstart. The community involvement can be as democratic/anarchic as you want. It will be a hard sell. It will be easier if your talent includes people who have done this before a few times. Additionally, the project will almost certainly fail (i.e., never complete, go drastically over budget/over schedule, or have its scope cut beyond all recognition) unless you have experienced people on board. So make sure you do.
  20. I thought DXHR sucked. The storyline was such a betrayal of everything DX stood for. The only sympathetic NPC was the capitalist, you were a good little toady all the way up to the final ending, which let you choose between continuing to be a good little toady, siding with a lunatic mass murderer, or committing murder-suicide on an industrial scale. The gameplay was kind of OK, but the people who wrote it have no clue what DX was all about. Even DX:IW did that better.
  21. Numenera only has three stats (Might, Intellect, and Speed) and is IMO better for it.
  22. @JerseyP I think you can make your big, dumb, strong fighter. He would excel at tanking. The high STR combined with the fighter's damage soaking abilities would make him extremely difficult to dislodge from holding a position. That's a classic combat role, and very well suited for the "dumb brute" concept too, even if someone cleverer does have more effective nut-punching skillz.
  23. Woah, today's patch did something to the AI. Definitely more aggressive and meaner. It even made a decent attempt at a naval invasion of one of my settlements. No more picking off units one by one, it hit me in a coordinated wave. Turned into an actual battle!
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