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Tartantyco

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Everything posted by Tartantyco

  1. While I think that the defensive capabilities of that tank are somewhat excessive, it's not like the encounter is all that complicated. It's melee enemies with no engagement bypasses. Spellcasters, teleporters, burrowers, would just **** that rear line up. I think a potential solution would be to impose severe exponential penalties when a character is engaged by more enemies than their engagement limit. Anyways, it all largely depends on targeting AI and enemy composition.
  2. Maybe we should at least start removing all the blatantly incorrect information from the various pages, so that people don't get confused when trying to look stuff up on it at release?
  3. You think it's "pretty crap gameplay" to bullrush a dangerous opponent, take his weapon from his corpse as he falls, and then immediately use it to fight his allies? I don't even know what to respond to that, because that's pretty much the best form of emergent gameplay I can imagine. I'm quite literally at a loss for words. A one-trick pony is not emergent gameplay. Being able to cherry pick one or two "good" uses of something does not outweigh all the possible abuses of it. However, what I was referring to was the metagame requirement. In a world where you have to identify these types of items, planning your strategy on unidentified items is just crap.
  4. I think all the people making suggestions about how disengagement should punish you less are making a few incorrect assumptions regarding the existence of the disengagement mechanic.
  5. Nothing like that. In order to share the same loot window, 2 corpses in the IE games must overlap. They must share the same x and y coordinates. And those are measured in pixels, not... meters, or half meters. I'm just eyeballing it to make a comparison, I'm not writing a thesis here. Enemies that die within a certain area of each other combine their loot. That's a feature of BG2. People are complaining that the area loot in PoE makes it impossible to distinguish what specific body this or that loot came from(Which is just a nonsensical issue), and framing it as an affront to the good name of BG2, when that game has a similar mechanic. The only thing of note that this area loot mechanism does in PoE is avoid having to pixel hunt when several bodies overlap. It does not attack the very foundations of the IE games, nor does it compromise gameplay, it just solves a potential issue and makes it slightly easier to loot bodies that are close to each other.
  6. I told them this like 5 months ago, and they didn't fix anything then either. Culture needs to come before Attributes. Portrait needs to come before Appearance Customization. I think it's because they've settled on the character creation interface, and if they changed this stuff the tabs wouldn't go in order(Attributes are in the center, culture is to the right).
  7. You were calling it area loot when it isn't. Although, you may just be here trolling again. No, area loot is precisely what it is. It's just a very small radius. If it wasn't area loot, you'd be clicking on the body that's on top in that area, that loot bag would disappear and reveal the loot bag of the next, that you would then have to click. This is exactly what people in this thread are complaining about, not being able to loot individual bodies. PoE's radius is 3m. BG was about 1m? 1/2m? Something like that. On this forum, that is apparently the difference between genius and literally being Hitler.
  8. I'd say that a pretty big part of the point is the disengagement attacks.
  9. You ever kill a lot of enemies in one spot(Or very close to each other) and find that their drops got combined? Welcome to area loot land. PoE area loot is exactly the same, just with a slightly larger radius. Because having to pixel hunt every time you killed enemies slightly outside the radius in BG is stupid.
  10. The fact that people are actually complaining about this feature... I can't take you people seriously. (BTW, BG2 has area loot)
  11. Maybe it's just the enemy selection in the beta. The human encounters are fine, but I feel like all the beast enemies are universally fast. Compared to BG, the LOS is pretty small in PoEt.
  12. I still feel like movement speed is too fast and view distance is too short. Enemies are still rushing past the frontline without penalty, and any fast movement bonuses or abilities are devalued by the high movement speed, for the party and enemies alike. Offensive AOE spells are hard to use because it turns into a mosh pit so quickly. View distance further reinforces this by having engagements start so close. Also, what's up with the Beetle engagements at Dyrford Crossing? There's like 8 beetles in each encounter on Normal.
  13. Completely pointless. Remove all of this.
  14. You don't see the difference between getting paid when you show up at the job instead of getting paid when the job is done? The loot you find won't just be given to you when you walk to a certain spot. You don't get Quest XP just for activating a quest. The issue isn't simply player finding optimal paths, but the nature of Exploration XP in conjunction with it. I assure you, the devs have been thinking about the replayability of the game since the start. It's not some additional burden on their plate. Adding new XP sources would be an additional burden, though.
  15. Not a fan of Exploration XP simply because once people know the game they will simply go places for the Exploration XP, creating "optimal XP routes". Exploration by itself should not be rewarded, but what you find as a consequence of your exploration should be.
  16. The game encourages you by having XP improve your character through leveling. Players having to police themselves is bad design. It is worse design if devs think they know how I want to play and railroad my choices. How exactly are your choices being railroaded in this instance? Also, aren't you being "railroaded" by the amount of attribute points you're given to distribute? Aren't you being "railroaded" by what Obsidian determines to be quests in the game? Aren't you being "railroaded" by the class design? This is just a nonsense argument. You might just as well claim that your life is being railroaded by gravity. It doesn't matter what you, specificially, do or for what reasons you do it. What matters is what the majority would most likely do and why. And how do you know what the majority will do? You can also speak only for yourself. Also this majority wants Skyrim level mechanics and Diablo 3 level action combat. Should PoE have those? Where do you draw the line? Not a valid comparison. We're talking about player behavior. You're talking about game mechanical alterations.
  17. The game encourages you by having XP improve your character through leveling. Players having to police themselves is bad design.
  18. Version 301 has been released. Share your thoughts on the new changes.
  19. I saw this trailer when Baldur's Gate originally came out in 1998, but have been unable to find it again since. I remember only two parts with any real clarity, but they are pretty identifiable: Two men are talking on a raft or boat in the rain. One of them is wearing plate armor, and they're talking about him risking being hit by lightning. As he rejects the notion, he is hit by lightning. The party walks through a corridor into a large room. At the opposite side of the room, at the top of some stairs, stands Volo, who says: "Welcome to Baldur's Gate". No amount of Google-fu has gotten me any closer to digging up this old trailer, so I'm wondering if anyone else has seen it, and if anyone knows if it's available anywhere online.
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