Everything posted by Greensleeve
- Class and Race of your main toon. Poll.
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How do classes differentiate outside of combat?
I'm not sure why you're asking for all of this from PoE, given that other than the stronghold quests from BG2, the IE games had none of this. I imagine you'll see something more like MotB where most out-of combat interactions will be influenced by abilities and the special power our own character will invariably get.
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Armour & weapon designs - a plea (part IV).
Those are some very nice katars. Particularly the first one.
- Update #71: The Heavy Hitters: Rogues and Rangers
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How do classes differentiate outside of combat?
I honestly don't care if classes in of themselves are more or less the same outside of combat. I would be fine with the particular character choices being the determining factor in how a character works outside of combat, as opposed to it being class determined. Then again, classes are in-universe things, so that probably won't really work...
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Playing other Kickstarter funded games makes me nervous
Greensleeve replied to Death Machine Miyagi's topic in Pillars of Eternity: General Discussion (NO SPOILERS)Wait, you're saying a game achieving funding success based on pretty visuals is going to be a failure? (all right, maybe I'm being a bit unfair.)
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Update #71: The Heavy Hitters: Rogues and Rangers
Honestly, I have great faith in this team. I think that even if all my fears about this game comes true (all right, maybe not all of them) it'll still be a good game. Worthy of what I backed and more. But I too am worrying about class inflexibility. I want to be able to vary my classes more than they seem to permit right now.
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Armour & weapon designs - a plea (part IV).
Honestly, 7kg is nothing compared to the force of a punch. Given the training and strength of the people who would use these in combat, the force exerted on the grip would probably be in a different order of magnitude, I'd wager. For actual combat, a pata or katar would just be so much more useful due to the stabilising elements of the full gauntlet-like grip. Here's a pretty pata for good measure.
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Update #71: The Heavy Hitters: Rogues and Rangers
Yeah, I too noticed the collapsed roof/rubble etc. was missing from the ground, like the ruins from last time. This is copying WoW and asking the dev's to stick closer to D&D? This has 4th Edition D&D written all over it. And I'm really happy to see so much D&D stuff in it. I've never played WoW or 4E, so I can't say whether or not Kahani's concerns are well-grounded, but on many of the BG boards, 4E gets a lot of hate. Does it play that much differently than the 2nd and 3rd editions? It does play quite differently. For one, tactical combat is actually good in it. The main limitation is that there are few rules designed and explicitly there just to endorse role-playing. Many of the mechanics are focussed on combat, and it does do combat incredibly well (if not necessarily with great speed). So comparing the combat mechanics of PoE with 4E should very much be taken as a good thing.
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Armour & weapon designs - a plea (part IV).
Honestly, that doesn't look terribly comfortable to do something like boxing with. It looks as though it'll slip from one's grip very easily when actually used to punch with, due to the lack of any type of stabilising parts. It just looks... ungainly. Clumsy. I feel it would be more appropriate to include katar and pata as weapon types in PE instead of a push dagger, which looks more appropriate for a one-off slicing sneak attack during unarmed combat than anything else.
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Update #71: The Heavy Hitters: Rogues and Rangers
Lovely update. The Rogue is looking great. I could also absolutely see myself having a ranger with a nice musket in my party. I'd love that type of ranged DPS. For next class update I'd like to see the front-line. Particularly, I want to see how Barbarians hold up as strikers by comparison to the Rogue, and what damage capability the Fighter might have. Those three are after all the classes I'm most interested in.
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Playing other Kickstarter funded games makes me nervous
Greensleeve replied to Death Machine Miyagi's topic in Pillars of Eternity: General Discussion (NO SPOILERS)Look, it's not really fair comparing things to KotOR 2. Like anything. It's one of the best games of all time, after all. Also, getting shivers of remembrance seeing that screenshot of Darth Sion. That was truly an implacable, terrifying villain.
- Are there going to be achievements in PoE? Should there?
- Are there going to be achievements in PoE? Should there?
- Are there going to be achievements in PoE? Should there?
- Are there going to be achievements in PoE? Should there?
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Playing other Kickstarter funded games makes me nervous
Greensleeve replied to Death Machine Miyagi's topic in Pillars of Eternity: General Discussion (NO SPOILERS)... wow...
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Update #70: New Year Project Update
It doesn't really tells us a great deal though. I can understand cleric spells like Bless would increase in duration (extra rounds) if you had a higher INT and aoe spells would increase in size, but spells like Flame Arrow and Magic Missile, duration and aoe is meaningless. Unless duration also has an affect on casting time? So how does a higher INT help with spells like Magic Missile and Flame Arrow? Or Breach type spells. If I was playing a Wizard that didn't specialise in aoe spells, then INT seems meaningless as Might is a lot better for damage. eg. the village idiot called Grog who can't string two sentences together can do a whole lot of damage with Magic Missile and Flame Arrow if I pump up stats like Might, Dexterity, Perception and maybe Resolve. With a Fighter after a battle, regeneration is instant. During fights, I believe the duration on regen would be so insignificant, you wouldn't even notice the difference if you had a high or low INT. You presume that there's going to be very many of those types of spells. I'm not sure that's very wise.
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Update #70: New Year Project Update
Concentration is similar to Concentration in 3E/3.5 (somewhat similar to Poise in Dark Souls) but it is for everyone, not just spellcasters. Concentration prevents you from playing hit reactions when you take damage. If you cannot maintain Concentration, you will play a hit reaction and your attack/reload/spell is interrupted. We're still defining the system (in fact, I was messing around with the formulae before I sat down), but that's the general idea. In the new scheme, Might affects damage/healing whether it's a single application or over time. Penetration is something we may or may not use in conjunction with an inherent Penetration value on weapons and other attacks that cause damage. I'm leaning toward "not" right now. may i ask, can you make a auto level thing? you know, a system that automatically assigns stat points to base stats based on your class? i ask this because in MMORPG's i always manage to find a way to screw myself over by not properly allocating my stats in the proper places at the proper time to get the most out of the class that i am playing, this got so bad that i stopped play WRPG's altogether. think sort of like JRPG's, like Final Fantasy or Dragon Quest (Dragon Warriors) i am not saying that people shouldn't be allowed to choose their own stat builds, but give the option for the computer to do it for the player who really doesn't understand a thing about stats, and doesn't want to pull a bunch of wiki's trying to learn all of the nuances for each class in order to do well in the game. i don't know if i am saying this right, and i know a lot of WRPG purists are going to get angry and the idea of this, but i really want to enjoy the game, and i won't be able to if i am constantly worrying if i allocated my points properly. skill points i don't need any help with, as i generally tend to know what i want in terms of skills. The game is explicitly designed so that you aren't going to fall into traps as long as you read the description of what an ability does. Nothing like NWN or something here. So I think you can rest easy.
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Update #70: New Year Project Update
Fantastic outdoor area there. Really amazing. Looking forward to walking around there, fighting in the inevitable epic battle and such. I'm also terribly pleased with the shown UI. The information present there is very much to my liking. I'm really looking forward to next update giving us more class info!
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Armour & weapon designs - a plea (part IV).
Those are some very sexy side-swords. I'd love to be running around with one of those in PoE.
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Balance updates
Classes being balanced doesn't mean they are all the same. Balanced means that the classes are (very much subjectively) considered, on average, equally powerful. That's it. If most players refuse to play a druid because druids are generally considered useless, there's an inbalance that, in my opinion, should be fixed. If everyone always maxes out Intelligence on every class because it's just so damn useful, there's another inbalance that should be fixed. Are those, in your opinion, inherent inbalances that "make games such fun"? I'm going to hazard a guess and say that the answer to that question is going to be "yes." On a related note, there has been a significant minority here on the forum who very vocally wanted mages to be the über-gods they were in D&D, saying that such class imbalance is an integral part of the experience. I consider such stuff to be bull**** and the epitome of a badly designed system. Everyone doesn't have to be equally good at all things (in fact, that's equally bull**** of a system), but I do want the game to support me in whatever build I wish to create and help me make it viable. Not make me fight against the system to do it, which is what happens in far too many games as is. So I suppose that I would be in favour of post-release balance patches to help rectify some of problems that made the system fight me in trying to build certain characters.
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New Kickstarter incoming
There are 14 people working on PE, if I remember correctly. There's at least a AAA-sized team that's more or less out of work, due to the soon to be released The Stick of Truth. There are dozens of employees at Obsidian who are currently doing nothing. How on earth would running another kickstarter for another game in any way impact PE?
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Dual Class / Multi Class?
All right, I found a bunch of posts by Josh on the matter, and I was wrong. I couldn't find anything about Fighters being able to use grimoires. I did however see that he said that you could take talents giving Fighters light magical talents that gave them increased versatility. So what other posters said is correct and what I said is wrong.
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Dual Class / Multi Class?
Oh, that's interesting, I thought that talents would allow fighters to use "magicky" abilities. I don't remember reading about fighters using grimoires. Can you post a link to that if you happen to bump into it again? I will if I do, but a cursory search has made me think I've just imagined it.