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Hypevosa

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Everything posted by Hypevosa

  1. a) No one is forcing you to go back. Mages arne't incompetent. Scrolls, Wands and WEAPONS. Yes, mages can use weapons. A shocking concept for some, I know. b) Why do you assume absolutely nothnig will happen inbetween? c) It's the same price to pay for many other game mechanics and tings. No biggie. A) if your party cannot succeed without some spells from the wizard then you're essentially being forced to go back. Mages suck with weapons, if they can't hit, they cannot help. B) I don't assume nothing will happen in between, if you look at my previous posts, I leave room for that exception, and then proposed that hitting the button essentially runs the game on fast forward, automatically taking you to a place you can rest and then bringing you back, only stopping if you run into an enemy party. C) Just because it's been done before doesn't make it a good thing. You talk as if negative reinforcement is a 100% bad thing.... It is. A bad player will already suffer alot for being bad - why waste their time with more punishments? Instead you could reward them for doing well, so they strive to do better, instead of just getting complacent with their walking back and forth to get rest. Ya know?
  2. Challenge and tedium are two different things. Your dead grandmother could walk back to town, rest, and come back... even your pet rock could with minor manipulation. It's JUST tedium. If you play the game right then no tedium. If you play the game badly you get tedium. That's how you're motivated to get good at it. You know...next time bring more arrows. Or we could install an "I win" button so the game is never tedious ever again - just boring. Why hit your dog with a newspaper when it won't sit when you can teach it with treats instead? I would rather see good play rewarded - bad players are already bad, they don't need more punishment than they'll already get.
  3. None of these answers address the question I asked. Essentially they're supporting negative reinforcement. They want you to spank the player for doing something wrong so they learn to do it right. There's nothing "good" about it.
  4. Challenge and tedium are two different things. Your dead grandmother could walk back to town, rest, and come back... even your pet rock could with minor manipulation. It's JUST tedium.
  5. I would have planned more carefully (conserving spells), to avoid such a situation. how are you planning for something you've not yet seen? Unless you're reloading a save, there's no possible way you can plan well enough unless you also carry around enough divination spells to see every encounter on the map before it happens. I never re-loaded (as in running off, go re-memorize spells stuff then return) in the IE games. I took whatever decisions I made and made due with them as I progressed through an area. THAT was the fun and challenge of the IE games. So this large map had 20 level equivalent encounters on it, naturally causing you to use most of your spells, and you'd rather be forced to walk back to the safe resting area and walk back to where you were standing, when nothing new would happen inbetween? I know games are meant to waste time, but they're supposed to do it in an enjoyable fashion >_>
  6. I would have planned more carefully (conserving spells), to avoid such a situation. how are you planning for something you've not yet seen? Unless you're reloading a save, there's no possible way you can plan well enough unless you also carry around enough divination spells to see every encounter on the map before it happens.
  7. I really hope not, because that would be truly silly. Right? But some players will not or can not (due to player inability, poorly equipped characters, laziness, whatever) be able to complete the expected number of encounters that the cooldowns are "tuned" for. If those players can rest (or wait, or whatever) then they can continue playing and enjoy the game. This even applies if it is as inconvenient as spending 10 minutes navigating through safe maps to get back to the camp site -- at least they are doing something with the game, even if it isn't very fun. However, if the only alternative for these players is to twiddle their thumbs (for 10 minutes, 30 minutes, 8 hours, whatever) until the game says "OK, you've convinced me that you really want your cooldowns reset -- you can resume playing the game now..." Well, I think that's an even worse gameplay experience than tracking back to the camp, don't you? I think the player needs to learn to use magic and their other characters better. A player who is spamming every encounter with all their magic deserves to have to wait for it to come back, as opposed to the one who learns how to place spells effectively, hit enemies with spells that need to be hit with them, and make best use of their entire party rather than just relying on their magic user.
  8. Actually, if it's at all like the I.E. games, we could have a rest button where hitting it fast fowards through your party heading back to a camp, resting, and fastforwards you back to your original location, only putting you back in the game if you hit an encounter? I've no idea how the game will work though - if there are monsters that will feasibly, randomly roam inbetween you and your camp, or if everything in the world stands still until you go yell at it.
  9. Bingo. Unless the game has enemies that will patrol and suddenly block the path to your camp, or will be there in the morning when you head back so you aren't getting back to that spot un-harassed, then forcing people to waste time walking back and forth is unnecessary.
  10. Because they boasted about making a classic game, a spiritual successor to the infinity games. Now they tell me they have cooldowns that mimic that. That is market speech. Cooldowns is a MMO mechanic no matter how much Sawyer tweaks it. Perhaps he is too stubborn to admit it. There is no bridge between classic games and cooldowns no matter how you spin it and promise me it will be good. It just means every encounter you have all your abilities available to blast away. No resource management, no strategy. And market speech won't change that. So wait, if I let you prepare 5 magic missile spells, and put each one on a half hour in game timer cooldown, and let you prepare 3 wish spells, and put each on a 9 hour ingame cooldown timer, that wouldn't be close enough to vancian?
  11. Then you will like our CRPG, Project Eternity, which has resting. :w00t: :w00t: :w00t: :w00t: well said. I am very interested to see exactly how both are implemented. I'm picturing a more limited rest function that you can't spam, but it does essentially the same thing it did before. Meanwhile, cooldowns are just there to give some spells back in the meantime. Basically just double dipping long cooldown and rest systems to avoid the major drawback of each. But I could be way off. Mostly I'm glad we know that it won't be dragon age style casting with 3 second cooldowns and spell spamming. If they come up with a system that encourages smart spell use without encouraging rest spamming or waiting around, I will be a very happy camper. I would suspect it's as simple as if you're party isn't tired they, naturally, cannot rest. That sounds reasonable. I just hope they manage to avoid the need to stand around and wait for cooldowns. That's sort of where I can see rest coming in and being useful. See, if your mage just nuked that last fight instead of letting the whole party participate, that's really your fault if you need to wait around for cooldowns to expire, isn't it?
  12. A system I've proposed multiple times at this point is the vancian system, but every spell can recharge outside combat due to the mage studying, the sorcerer being in their thoughts, priests praying, during down time. Essentially, it takes half an hour (in game) to recharge a first level spell, scaling to 9 hours for a 9th level spell. However, the lower spell levels must recharge first before the higher ones can. So you can spam 5 magic missiles and a fire ball, but all those magic missiles must come back before the fireball does. Have the lower, common use spells come back faster than the super spells. If you're efficient, you can do more with a higher level spell than tons of lower level spells.
  13. Then you will like our CRPG, Project Eternity, which has resting. :w00t: :w00t: :w00t: :w00t: well said. I am very interested to see exactly how both are implemented. I'm picturing a more limited rest function that you can't spam, but it does essentially the same thing it did before. Meanwhile, cooldowns are just there to give some spells back in the meantime. Basically just double dipping long cooldown and rest systems to avoid the major drawback of each. But I could be way off. Mostly I'm glad we know that it won't be dragon age style casting with 3 second cooldowns and spell spamming. If they come up with a system that encourages smart spell use without encouraging rest spamming or waiting around, I will be a very happy camper. I would suspect it's as simple as if you're party isn't tired they, naturally, cannot rest.
  14. Pretty much. Good. At least the stupid sleep spamming is gone. I always thought it was a ridiculous mechanic. I just hope the game utilizes a checkpoint save mechanic. Its stupid to let people save wherever they want. I actually agree but I doubt it happens. As long as there's always a way to save and leave to do something else, like eat, regardless of when you do it, that's all that matters. Forcing me to restart a whole dungeon because I had to go have dinner instead of letting me save my progress to come back to it is just cruel.
  15. Wait, isnt that what weve been discussing this whole time? Were people worried about cooldowns within a single encounter? I want to know what happens between encounters to replenish abilities. I thought that's where all the fear was coming from... or at least that seemed to be the only place fear made sense. People don't want cooldowns that happen in combat because that means casters have weak spells since being able to do things like cast fireball 5 times every encounter or magic missle 20 times would be crazy broken.
  16. Pretty much. Then you will like our CRPG, Project Eternity, which has resting. So it's essentially just cooldown timers which are longer depending on spell strength, and go down outside of battle rather than in it? also, thanks for jumping in, it's nice when developers see a concern such as this and will come in to quell the fears.
  17. ...as well as those who'd do the same simply because Obsidian doesn't plan a multiplayer feature for PE. ah but see, those aren't pledges pulled - those are pledges unmade. You'd simply need to wait for kickstarter to be over and announce multiplayer and then you'd get that flood of people donating right to the paypal page (and avoiding the kickstarter fee). Underhanded as it may be, people are silly sometimes and must be dealt with in silly ways. Luckily, I do not think Obsidian would betray their supporters in such an underhanded way. Sometimes people need to be protected from their own irrationality.
  18. no one said the mechanics had to be like dragon age, you can easily have a vancian type system that doesn't require you hit a rest button, but just very slowly lets powerful spells creep back into play. lock the thread please... >_>
  19. ...as well as those who'd do the same simply because Obsidian doesn't plan a multiplayer feature for PE. ah but see, those aren't pledges pulled - those are pledges unmade. You'd simply need to wait for kickstarter to be over and announce multiplayer and then you'd get that flood of people donating right to the paypal page (and avoiding the kickstarter fee). Underhanded as it may be, people are silly sometimes and must be dealt with in silly ways. If you heard after the kickstarter that devs were adding one guy to staff to see if he could implement the multiplayer but keeping the rest of what they promised in, would you really be that irate?
  20. a round is just 6 seconds, I mean, if you say this spell takes 4 seconds to cast but this one takes 12, rounds aren't really a necessary mechanic. They're just there for necessity in pen and paper because measuring out the EXACT times it could take to perform certain actions would be a ridiculous amount of number crunching and experimenting and extrapolating to put on a DM. One battle would take forever >_>
  21. The quotes from Bobby Null and Tim Cain are already out there, so try asking them or someone else at Obsidian directly. Oh, and the expense isn't just in dollars. Null's post made that clear. I'll reiterate what I said in the "single player game is our focus" thread and this (somewhere)--I'm fine if they decide to do a crappy tack-on at the end of SP development, but a Kickstarter goal isn't ideal because then people would have that expectation, and then that could very well color the development such that the requisite SP concessions take place. Which is completely unacceptable in any way, shape or form. Understandable, you have a large community who hears multiplayer and assumes half the game needs to be lost in the process which is just... silly in this case. You also have those who will hear multiplayer and pull pledges because of such irrational fears.
  22. Moderators are people to - expect them to act as such. Their only real responsibility is to be fair when they must pass judgement on something else - they need not be saints in their posting habits.
  23. it isn't actually rhetorical, I've programming experience myself, and I have a feeling that if it's "too expensive" then someone's just trying to make it more complicated than it has to be. It's simple data transfer with all the processing and graphics happening client side. Until the other player has been hacking and attempts to do something the client side server doesn't recognize, it's as simple as their game telling your game that NPC "OMGKICKURBUTZLOL" travels to grid x=127, y=128, attacks the ogre and does 28 damage. An FPS we worry about ping and hit boxes and mobility and whether or not someone has been hit yet or which gun fires first etc etc etc. There's thousands of variables to consider and that's why it's such a problem, but this? They're essentially marionettes whose strings run through ethernet cables and into computer screens. We don't need to reinvent the wheel here.
  24. So my vote on the poll is irrelevant now? How nice of you. I voted no, I do not want it, it takes money/resources from what could be used to make content. While it would take time and money, the question is, how much? If on each player's screen they're essentially playing the game, but their NPCs are waiting for commands from someone on the other end as to what to do (and pauses are universal) I can't imagine it would take more than 1 decent programmer. I'd rather have the co-op multiplayer than 1 new dungeon, and that co op multiplayer would attract thousands more people to the game, resulting in thousands to millions more in sales, resulting in more new games from obsidian. If this game needed all the care for multiplayer that an FPS does, I'd understand, but all it should need are NPCs with blank AI script that wait for commands given from over the internet, and a simple someone hits pause and everyone's screen pauses feature. How hard could that possibly be?
  25. casting 2 or 3 fireballs in quick succession in BG2 through the use of the robes of vecna... so satisfying.... :D
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