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Osvir

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Everything posted by Osvir

  1. I'm an atheist so... devout Christians, Muslims, Jews would probably think I am Satan xD but I do believe the world would do better if it was a global, human, settlement. Instead of separating us like differently colored cattle and teaching some of the cattle from one color that the other color of cattle is somehow worse in some way *shrug* it's stupid, whatever, can't the world become Terra and we all can call ourselves Terran already??? They'd be fitting enemies too of course! These "Creature" Summoners, of course. The magic they resort to should be strictly forbidden in the world, and considered evil by all except those already inherently evil. Of course, the Player character/party and some rare or even singular Ritualists could be the exceptions and could use it "for good" (dialogue/narrative etc. etc.), but still be branded an evil s.o.b. by the rest of the world (even if the character is good and pure, merely using the "demonic" magic makes the character resented).
  2. Well, perhaps not demons, but something from another plane, and requiring several of the same Class to summon. Like having 2 Wizards to cast spells, but these are Summoners, writing circles on the ground, placing candles and stuff, chanting prose. Consider any "Demonic" or "Demon" as placeholder. It's the functionality of the Class I am curious about, Cultist & Co-Operative & Synched Summoners. I don't know what you're trying to imply with the rest of the comment, but for some reason I feel a personal hostile undertone in it quite directed towards me. Want to explain/vent? (PM) If not, then *shrug* but I guess I'm kind of curious and an explanation would be nice, because I don't understand the underlying meaning, so it'd be appreciated with a PM but I wouldn't be bothered if you choose not to
  3. I wrote a class idea inspired by this thread, and by some gameplay (having more than 1 Wizard in the party is fun :D maybe it could be fun to have Demonic Summoners acting better together? It'd be an innovated Wizard system that I haven't seen before) as well as an idea about making a magic Class or the actual Wizard Class interesting. Giving it an "aspect", similar to Ciphers, Chanters and Monks (A Resource System).
  4. Thought it'd be fun to discuss some future ideas of Pillars of Eternity, in expansions or even mod viability. Ritualist: They are essentially weak, pansy Wizards but with demonic summoning and buffs, they take forever to do anything cast anything on their own, but if you have 2 or 3 Ritualists, their spells will cast faster, and naturally do more damage, than a single Wizard in a party. Their main part is their summoning. The price for demonic summoning is more than simply channeling some energy, there is a blood price, and the proper words, demonic demands, that has to be fulfilled such as trophies, sacrifices. To precure the right circumstances, the Ritualist must tread carefully, and thus ward the summoning area to defend themselves from the most nastiest of demonic bargaining. Thus, the more they are, the faster they can finish dealing with all the routine work (drawing circles, posture, domestication, focus, concentration etc. etc. resisting a demon and at the same time appeasing to it is busy work). If two Ritualists targets the same enemy with the same spell, they will cast a stronger version of the spell and whenever they chant a spell cast at the same time, they will chant faster as well. Together they resist demonic affliction as well, and can control it better. A single Ritualist controlling a Bull Demon early in the game might create a most unfortunate situation when the bandits are gone from its 9001 power that now sinks its teeth into its summoner. Two Ritualists could maintain control over it with ease. Resource: - Demonic Resistance: Ritualists have a 3/3 Per Encounter Resource, each Demon costs an amount of Resistance. Some Demons might cost 1 or 2 Resistance, others 9 or even 12. Thus, 3 Ritualists would have 9/9 in this resource. If number is greater, all Demons summoned go on a rampage or Unsummons based on their own strength and dice roll check. Example: 1 Ritualist, summons 2 Lesser Familiars with a cost of 4. The Ritualist now has -1 Resistance, and thus, the Demons get stronger. For each -1 the Ritualist have, the demons get even stronger, and you also lose control of them all. Meaning if you have 1 Ritualist summoning 7 Lesser Familiars, you'd have -11 Resistance, you'd have 7 pissed off, strengthened, hungry Demons after you. The Demons grow stronger the Weaker the Ritualist gets. With 2 Ritualists, you'd have 6/6, and could control 3 Weak Familiars (that are not as strong as 7 buffed up and angry -11 Familiars, obviously). Demons are both the Ritualists strongest weapon, and their biggest weakness. However, there are abilities such as "Unsummon" or "Hold Demon" as well, to be able to run away. Demons summoned could be permanent, and with this expansion/mod/sequel/future idea could be a combined hidden storyline (Populate the world with demons to wreak chaos everywhere in the world, and the world, NPC's, everyone, would fight back). You could summon demons into the world, which would unlock a new path, become a demonic lord over the lands of the Palatinate, or thwart a demonic plot? (Questline) Spells - Summon Lesser Familiar (In hindsight: Example ability throughout the post) The Ritualist summons a small demon, that serves excellently as a scout, or as an annoyance to target opponents. They reduce accuracy of anyone they attack, stackable, but hardly deals any damage - Costs 2 per Familiar - Unsummon (Core Ability) A basic spell that probably every Ritualist holds dear and thankful for. Many are experienced with rampaging demons, or a destroyed kitchen from too many small familiars. "Unsummon" allows the Ritualist, well, unsummon Demons up to -2. Upgradeable. - Summon Demon (Core Ability) A muscular, humanoid sized, strong naked dumb demon. A warrior. Upgradeable through Talents to give armor, weapon, strength. The more attire the demon gets, the more it costs. Some upgrades could even entail size of the Demon or mutations, making the Demon transform. The Demon is a mold, the upgrades the figure //Strategically, do you have many 5-6 Demons with low to mid gear, or 2 elite demons? A choice left up to the Player, nonetheless. This summoning can be copied, and named. Allowing the Ritualist to summon different types of demons. Example: - Memory Chant Pulling out from their library of knowledge inside their minds, the Ritualist increases the rate of their lips, their minds, concentrating with all their might to chant and ritualize the area of summoning. Their recoverary rate decreases greatly when summoning per Ritualist. - Demonic Affliction The Ritualist opens an eerie window through time and space, a phone call to the demonic plane, in target area of effect. In this zone, any demon currently summoned will go on a rampage and gain a buff, as well as Resistance would cost +1 more, as the smell and hunger is altered in this plane. After a Demonic Affliction has been cast, any Demon during encounter will cost more Resistance and be stronger (//You essentially give some bloodthirsty demons a wiff of some tasty souls to bloody, altered and modified to tempt the demons, baiting, teasing). - Summon Karaz'Gul Karaz'Gul is a captured demon, held in a flask. This demon is immensely powerful. Many naive Ritualists have tried to maintain his power time and time again, only to find a bitter end and sub-sequentally unleashing his power on the world. Karaz'Gul has a passive which randomly changes the Ritualist's Resistance over the course of an encounter, with a range of 12-20. Player can not control Karaz'Gul, but his AI will go for the enemies. Karaz'Gul is immune to "Unsummon" and must be trapped in a bottle (Item) by chanting a really slow spell (So you have to hold him off for a duration of time). Some math: A single Ritualist have 3/3 3x3=9/9 4x3=12/12 5x3=15/15 6x3=18/18 Summoning Karaz'Gul most safely would require 6 Ritualists in the party (Full), or a more daring approach at 4 Ritualists. Whilst this summon is intended to be super strong. Karaz'Gul is a sentient Demon, and can be interesting and interactive in the Plot, or even during/after in combat. - Sacrifice Ritualist (Quest Spell) This Spell uses the Ritualist as a conduit for a demonic summoning, and will summon a powerful demon to replace the Ritualist in the party (Permanent Companion). The Demon summoned is a melee NIP (Non-important) Demon, with the strength of a "Hero" or "Class". Can be named and levels up like a Class, with Demonic Spells. Though, depending on if the Player is a Ritualist himself, he may sacrifice himself to summon an alternate story-Demon. - Succumb to Darkness (Quest Spell) The Ritualist lets himself be possessed by Demons, to become a Demi-Demon, with new skills and powers, growing horns and fiery eyes (Unlockable Story Class) ----------------------------------- These are the only spells I could think of, but I'm sure if I gave it some more thought I'd think of way more. Also, Summon Lesser Familiar and Summon Demon could be the same. In fact, "Summon Demon" could be it's one and only summoning spell, and giving it the mechanic to upgrade the Demon Summoning Spell through Talents. Instead of gaining the option to pick a Spell (like the Wizard, Chanter, Cipher) at Level Up, the Ritualist could instead gain options to upgrade "Summon Demon". The rest of the spells would be for manipulating the demons, or freaking out enemies. The Ritualist relies heavily on each other, to gain the help from demons, compared to a standard party with Fighter, DPS, Tank, Ranged, Mage, Support etc. And it also can be inserted into a standard build. For instance, the Player having a Fighter, Rogue, Paladin, Priest, Ritualist, Ritualist. Or even have a build of 6 Ritualists, and rely 100% on the demons. Ritualists are physically weak, but can What do you think?
  5. All these misleading metaphors.. In this case the alternative door and frame is just standing next to the faulty one, while the faulty one has to be more or less rebuilt in order to work equally well. The point argued against engagement is not just replacement vs fixing, it is the amount of effort required to achieve the same result. Okay, that's why I asked "What takes most time?". Because I don't know, and I think Obsidian probably knows best. Not trying to discredit you, but I'll take their word of what they think is best professionally. Also, the code isn't running right all the time, the combat log doesn't represent the phase or pacing of combat always (or so it feels), it auto-scrolls to the top on my machine (frustratingly), a sword says one type of damage, but deals another type of damage. "Most damage" done doesn't represent personal "most damage done" (IIRC it read 44.4 damage "In Party" but on "Personal" the character had 41.6 or something). DT seems to be an issue as well according to the mathematicians, and this is probably a bug as well. Disengagement Attacks attack when they shouldn't (which is a bug, not "design"), AI is clunky (not implemented 100%, I presume, not a priority I think). etc. etc. the list goes on. These things, I believe, also needs to be taken into account in the combat system in the Beta. A lot of frustration comes from bugs as well, I'm sure. I don't think that the game is supposed to function or be expected to have such a faulty and technically flawed final product. Bugs are not Design, they are flies over a smelly pond, and to rid them you have to wade into the waters and clean them out. Or we can go to another lake, and try to clean out the bugs there as well. Remember the Bug Reporting Format? "Expected behavior?" or "What should have happened?" Should my Druid have been knocked out by 2 of Medreth's followers automatically because the code didn't run correctly and she was disengaged to death when she's both facing and have been targeting an adjacent enemy the whole time? Was it expected behavior? (She never attacked even though within range, she was just beaten down) I presume this is a bug, not a feature, or the game will have to visually show me a better behavior so I can expect better what happens and why it happens. The colorful GUI with arrows and rings and stuff really helped me with how the Engagement system works, and made it easier for me to understand it, so if we had more clarity on range and all of that, it'd be easier to understand the system I'm sure. Still, some of the things being discussed to great lengths seem to me to be either a bug, or an exploit. I could summon 15 Skeletons with the Chanters (I forgot/failed to cast with 1 Chanter, you can abstract 1 Chanter casting 3 extra Skeletons). This was an exploit, and presumably even a bug or a missed design consideration (And if you look at the portraits, it's most likely a bug or incomplete summoning feature, as the portraits simply interlap with the rest of the HUD). Heck, in an earlier build Skeletons were immortal and couldn't even die* or be unsummoned. That was a bug too. Disengagement attacks hitting my characters when I don't understand why it does it, is also a bug or needs clarification, and if it does it exploitably it is presumably a bug as well (as it presumably isn't "Expected behavior"). If something happens when it shouldn't happen mechanically... that's a bug? Isn't it? Remember this? Or did you ever encounter this "exploit"? (Spider couldn't fit through the gap, and was stuck, it couldn't reach the party in essence) this doesn't mean that the Engagement system is bad just because the Spider couldn't reach and attack, it meant that the Spider was too fat or bugged out for the walk-mesh. Should I have considered this "reach-exploit" as a final version expectancy... or as a bug in the work in progress product? I think it was Josh who said that they are working on showing Engagement Circles better IIRC "I have put a guy at work on showing the circles better". This might mean "We are putting work hours on it right now, and we've got a work schedule on it, and we intend to work on this system" or it might far-fetchedly mean "we're ready to drop it any second now". * I'm not sure how Chanters function in this build tbh, so consider all of my Chanter talk as of the first build, as I haven't tested them whatsoever since. EDIT: In essence, a lot of complaints doesn't seem to me to be "Expected behavior", it seems a bit "I want a completely different behavior". And of course, such feedback shouldn't be neglected, it should be taken into consideration as well as long as it's Obsidian that decides.
  6. Yes it would've :D but that's all it is too, "a nice touch". Similarly, it'd be a "nice touch" if transition doors had no Door Icon (and instead the entire door is an Icon), but that's all it is. It's not "important", it's "aesthetic" that can be abstracted by the Player. Either I can abstract it myself and pretend the Orlan Spiritshifter is smaller on the screen, or I'll just build an Orlan non-Spiritshifter Druid instead (I still advocate for Druid Paths and Ranger Paths, and I'd love to hear how your talks in the office went Obsidian... this was some 2-3 months ago?). I remember writing a thread about Generalist Druid and Spiritshifter Druids as two separate paths and you'd choose to either build a Spiritshifter or a Generalister, and coincedentally at the time I saw in my twitter feed someone saying "Druid-talks all over the office!" and you had responded "My doing". So I'm curious, how did it go? Thanks for the answer Josh, I didn't know how to answer except "Okay I yield" at the time, so I just liked the comment. Not very productive of me, as a "Like" can mean 50'000 different things I suppose.
  7. Metaphor: A construction site, and the workers are building a house. They've placed some doors in it, but they are creaking and the door knobs aren't screwed on entirely. Is it a test door, or is it an architectural flaw in the door frame? Do you build a new door and door frame, or do you oil the hinges and screw on the knobs tighter? What takes most time?
  8. EDIT: This might belong in "General Discussion" I realize, I've gotten used to use "Beta Discussion" as a sort of "General Discussion" for thoughts both regarding the Beta, and Pillars of Eternity in general. And I think I'm doing it by mistake, if a Moderator or Admin thinks this should go somewhere else, feel free to move it. This is related to how one ability works in the Beta, but it is also a general look at the ability (Frenzy) /EDIT With some more thought about "Endurance" and a Solo Play viability, I got two ideas for making use of the "Downed" state as well as a bit of a personal disappointment in "Frenzy". So here goes: Talent: Second Wind or Similarly Inspired (Paralelly I can think of a couple of League of Legends abilities that could serve as good inspiration~ Yorick's Ultimate that brings back a character for a duration of time, Aatrox Passive or Zilean's Resurrect Ultimate) Mechanical: - The character activates the ability first, and can take no action after having activated it. If the character reaches 0 Endurance, they will get up again with 10% Endurance. Tactical: - Your Fighter, for instance, might be down at 1% Endurance, and you activate it. Essentially you get an extra 9% Endurance, but you will get "knocked out cold" briefly first, allowing enemy AI to target others. Activating it too soon will spend the duration/effect, and activating it too late would means "Knock out". Lore/Description: - I dunno~ Frenzy: Barbarian Ability - I was surprised that Frenzy simply makes Health and Endurance go into a questionmark (and healing Endurance appearantly too). Whilst it is interesting, it wasn't very exciting to be honest. I think it would be a much better technique and much more powerful if it made the Barbarian "invurnerable" to Endurance damage (the portrait VFX effect supports this as well) whilst it is activated, and instead takes only Health damage. In essence: Endurance goes down to 0, but the Barbarian can not be knocked out (all damage translated to Health damage). When the duration for "Frenzy" is over, the Barbarian has only 1 Endurance. It's a risky move, because you'll potentially lose a lot of Health, but during the time you'll practically be invurnerable. In my opinion, this type of ability usage of Frenzy supports the Barbarian Class. Wild and disregarding of one's own health "berserkering". In a fight where I used Frenzy when I had low Endurance (one hit KO low), my Barbarian still went down after 1 hit. I'm wondering if this is a bug or not, because appearantly it is supposed to (Frenzy, Off. Wiki) heal "a lot" of Endurance. -------------------------------- Though, in combination with each other (Second Wind and Frenzy) it could become quite OP. Whilst "Second Wind" is simply a mere proposal to make solo play potentially more viable, I really would enjoy Frenzy to function in a different way than it does, to support the "Barbarian", or "Berserker", archetype. What do you think?
  9. Well, according to both the Official Wiki (Vitality) and Update #24 (Kickstarter), there should be ways to bring back your characters in a fight. Maybe it'll be items, a talent, or class related abilities, I haven't found any of it in the Beta though (Which makes me come to the conclusion that, a bit of a "duh" moment incoming, the Beta might be holding out on us). EDIT: My point is that, your Fighter gets knocked down, enemies re-target, they might take out one or two character, the Fighter gets up (because Knockdown is an ability), starts tanking again whilst other characters "Resurrects" the downed characters.
  10. About AI... I kind of imagine it as... for instance Medreth's group, how would he and his cowled followers act? How would you act if you were the Player controlling Medreth's group, and an adventuring party came to attack you or betray you for Nyfre's sake? Turn it around, instead of thinking "I am the adventuring party fighting Medreth", think "I am Medreth fighting the adventuring party". What would be the smartest strategy? Go for the one who's blocking all damage? Or run around the engagement rules and ambush? I wouldn't mind seeing opponents looking like they are fleeing, but they are really just running back away from the engagement, and then rounding you (high-tailing it 180 degrees, before engaged, and then circling and coming in from behind). For Medreth's group, for instance, I could see one or two of the enemies running up towards the river, and then round the rock/bushes and come in from "behind" in an attempt to flank. Perhaps even have enemies "spawn" behind the church (to the left of the door) to come in from a surprise flank attack. If it is possible for Obsidian to make this kind of triggers or scripting, that'd be awesome. But I reckon it can be really difficult to get right, and could be exploited and/or very predictable. One has to consider "But what if I catch up to them mid-flank script, do they bug out? Disengage attack? Did it solve anything?" etc. etc.
  11. But, as I was corrected in the other thread, I researched a bit. Both Update #24 and the Wiki (Vitality) and this is what I found under Endurance: "Some abilities allow to revive an unconscious party members during combat" These are not in the Backer Beta, or, again, I haven't checked out the abilities in the Beta enough? EDIT: Also, in light of my post above this one: Having a system where you can Res your characters in combat, one could look at it as the "in-combat tending" to the wounds. The character got 0 Endurance? Got knocked down to -1 Health. You stabilize them, get them back up into the fight with 20%-50% Endurance (depending on strength of ability). If they get knocked down again in the fight, -2 Health. Of course, it's not meant to be "You have 10/10 Endurance Bars before death!". Critical hits, or damage that goes through the Endurance bar, could hit the character really good, and your Health goes from -1 to -4 etc. etc.
  12. I kind of look at Endurance/Health as a long-term -1, -2, -3, etc. Instead of going down to 0 Health, and then -1, -2, -3, etc. You go down to 0 Endurance, then you get a persistant -1. If you get 0 Endurance next fight, you have -2, etc. etc. EDIT: And to respond to the other thread: It makes sense that if you go down to 0 Endurance, you'd get -2, -3, -4 in Pillars of Eternity if you are a solo character. I understand now that you go down to 0 Endurance 1 fight, and your party members stabilizes you at -1. But if you have no party members, the clock would continue to tick -2, -3 etc.
  13. Hm, I'm not quite sure I understand the question...?
  14. You should try making an Orlan only party Hormalakh :D it's fantastic (tip: Selling all the BB Class equipment gives you some 5k to afford all the adventurers from the start)
  15. It's from Update #24 https://www.kickstarter.com/projects/obsidian/project-eternity/posts/328976
  16. Would it be possible to change size of the Spiritshift "avatars" based on Race? I really only want to address Orlan and Aumaua, and it's a simple question: Could Orlan Spiritshifts be the smallest? And Aumaua Spiritshifts be the largest? Simply a question of 3D model size. EDIT: Really, the Aumaua doesn't have to be bothered, it's really only the Orlan I am curious about, if possible and not too time consuming to adjust/modify.
  17. This is a great OP, and I'm probably going to come back to it time and time again. I read about half of it, skimmed some parts, and it is a very interesting take. Some of things you wrote in this section I've encountered as well. My character dies/knocked out even though he is very far away from the enemy, and scrolling through the combat log I see that he was defeated by disengagement attacks. This also happened to a Druid against Medreth's group, who was in range to melee attack a target, but instead of attacking the target, she was beaten to death by two adjacent targets by Disengagement Attacks. It was as if the Druid's target was a wee bit too far away, and the 2 other targets targeting her kept Disengage Attacking her whenever she tried to attack.
  18. This makes most sense to me, albeit, I still think that 0 Endurance (Knocked out) isn't quite 0 Health (Death). Getting hit, your Endurance goes down, but also your Health at times. Taking Health damage would equal taking a cut, you're hit and bleeding. Or punched or whatever. And I don't think that 10-20 Health Damage is quite life-threatening wounds or damage (It was still green when I got knocked out).
  19. I don't know if I'm understood correctly. My characters Endurance went to 0, but I also killed the Beetle. I'm sure this is a very rare occurance, but something I felt worthy of a discussion still. In a standard party, if Endurance went down to 0 on one character, the character would get up if the Beetle died. If the Beetle had survived with 1 HP, I feel "Game Over" makes much sense, but in the situation where the Beetle died, I felt it didn't. Why? Because the opponent was defeated, and my character still alive (according to the Health/Endurance Rules/Mechanics, had it been a standard party). Interesting & insightful input though :D thanks! @Hormalakh: I'm going to roll a full party in the released version, but I'm also trying various combinations in the Beta to see what works for me/what I enjoy (currently I'm digging the Orlans a lot) and what doesn't work for me/what I don't enjoy (in builds, party compositions and size of party). There isn't just one build, but several class combinations, with many different ways to play the game. And I'm also curious about "How strong is just 1 character on his own in this world?".
  20. Yes yes. But "Endurance" != "Health" in Pillars of Eternity. I managed to defeat the Beetle, is what I'm saying, and I got knocked out to 0 Endurance. Not 0 Health. If I had had 2 characters, the one with 0 Endurance would get up and regenerate the lost Endurance (as is standard in the game) after the Beetle got defeated. What happened? - Attack animation and attack resolution, the beetle and my character went down at the same time. The beetle was killed, my character got "knocked out" (Not killed, and would've gotten up to regenerate if there'd been 1 more character in the party). I can understand game over if the Beetle had been alive, or if I have 6 party members all "knocked out" and the enemy is still alive. In this case, the enemy wasn't alive, but my character was, and it was still "Game Over".
  21. Did you try both? Because Pale Elves can grow facial hair, but not Wood Elves.
  22. With my stumbles in my Solo play, a thought popped up as I wrote that thread. Thoughts I had forgotten from way back when, and I'm unsure if I ever brought it up. When the "Stamina" (now "Endurance") system was introduced, I thought it was going to be a system that knocked you out, and whilst you're knocked out you'd regenerate some "Endurance" over time, and then get up and get into the fight again. Or even have your Priest have a specific "Endurance Resurrection Heal" to get them back into the fight, or a Fighter pulling the knocked down character up to join the fight. Admittedly, I haven't looked close enough to see if there are any abilities that can bring back maimed characters into combat, but if there are any I presume only the Priest has the ability to do so. Naturally, because I am a fountain of ideas: When you get knocked out, down to 0 Endurance, you first take a chunk of damage to your health, then being "maimed" for a while, and regenerating Endurance slowly up to maybe 20%. Whilst being "maimed", enemies would be able to target the maimed character, and all attacks would deal mostly Health damage. And some Grandia-esque influence: Whilst regenerating from maimed status (in-combat), the enemies hitting you at 15% Endurance, could stall the Character from getting up and keeping them out of the fight longer. It could introduce more usage for spells such as the Wizards teleport spell (switching targets), or shielding spells on the downed target. It becomes an objective to protect the downed character, and it gives the AI an incentive (a trigger) to go for your downed characters and focus you down (Just like Shevek is focusing down one enemy at a time in his Combat Vid). The conditions for getting your character up again would be: A) End the fight/Win B) Heal the maimed character C) Regeneration time for the downed character (for longer battles) Each time a character goes down to a maimed state they would take Health damage, perhaps even an injury, so when they do come back into the fight, they'd be at a weakened state for the duration of the combat. The reason to why I am, hm, pondering about this mechanic is because of two reasons, I didn't like that I lost the game by being "maimed" whilst I still questionably "won" the fight against the Beetle (See the "Solo Play" link), and I don't like it in a party battle that one of my characters are taken out of the strategy/tactic completely after being "maimed" and I have no way of bringing them back into it (They aren't dead after all, just maimed/hurt/tired). The perception of the combat and having one character going down gives me the feeling that the character temporarily died, because when they do they are pretty much dead during that encounter, taken out of the game briefly, and there is no in-combat interaction or strategy for when it happens. EDIT: Or using an item, "Smelling Salt" or similar. A Barbarian "kicking" the "maimed" character (costing some "Health" but gets them up at the very least) and so on.
  23. I went to the inn, dropped the BB NPC's and went on to adventure out with a Solo character (Normal) in an attempt to see how far I could go. I didn't prepare well, didn't buy any potions or even rested, I just wanted to see how well a fresh BB Character would do against the world. Naturally, I didn't get too far, went down on the first beetle. Something interesting happened though, and am curious what others thing about it. Basically: We both went down at the same time (Beetle defeated+Endurance 0 on my character). If all Endurance go down to "0" on your characters, but you manage to take out the enemy with your final desperate blow (Or maybe you threw a final spell, and mid-air you get last-hitted, but the fireball blows everything up and theoretically you win) as you fall to the ground, should this be "Game Over"?
  24. Haha, well, I have given my feedback on what I think could be improved upon, what I like and what I don't like about the gameplay, elements, UI, bug reports. I realize it's in need of optimization, but okay, I like where it is heading, the progression, the general game has taken since v333 and earlier. I am not saying "I like it as it is", I am saying "I like where it is headed". I suppose that's a more literal way of explaining myself. EDIT: A good chef tastes the food often to see if more spices or ingredients are needed Also, about constructive criticism and similar, I actually started reading on Wikipedia, this caught my attention: Conflict resolution: "Often, committed group members attempt to resolve group conflicts by actively communicating information about their conflicting motives or ideologies to the rest of the group (e.g., intentions; reasons for holding certain beliefs), and by engaging in collective negotiation."
  25. What am I trying to justify? o.O "But then what was the point of all these changes to the combat then" I don't know! I like the combat! What should I say??
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