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Bloody Hypocrite

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Posts posted by Bloody Hypocrite

  1. Not sure if this is the appropriate subsection of the forums, but as I a BB player I've noticed a conspicuous absence of seated NPCs. Every NPC seems to be standing around, even at the inn when there are multiple stools available. The only seated NPC  I think I've seen is the screenshot of Raedric's hold. While it's obviously not an essential part of the game, it does feel a bit odd. I wonder if we'll have prone NPCs laying in beds either.

  2. Lorewise, it seemed to be a per encounter ability to necessitate firearms as a response. Arcane Veil should be a per encounter ability at the least, or  (time allowing) drastic tool that gives wizards a unique gameplay mechanic. I've never been a huge wizard/mage fan, but they seem pretty lackluster when compared to the other casters in PoE.

  3. Aumaua got a pretty nice make over. I barely got a chance to touch the last build, but it seems like per battle/encounter XP is in, as well as the codex XP. It's definitely feeling better overall.
    Is it just my imagination or have they made the enemy AI disengage now and again?

  4. -slight necro-
      Well, the pickpocket mechanic in those games was pretty underwhelming. I would be more than happy with a Fallout style system where you actually opened up their inventory and could take/plant items with an appropriate chance of detection.
      The lack of specific skills/specialization is still my greatest disappointment with PoE as it stands. I would really like to have the ability to create a non-combat focused character even if it is a sub build of a particular class. I know that one of their primary design goals was to separate combat and non-comabt skills but it feels like the non-combat skills are sorely lacking.

      Perhaps under each skill there could be a subset of dependent skills that one could choose at a greater point cost, or an actual skill-tree where the points that you pour into a skill are actually allocated into different aspects of that skill.
      This could also be addressed by having skill related talents or the equivalent of talents for skills.

       I know they want to get the combat right. It will take a lot of feedback to balance. I'm just hoping they take the same care with the skills.

  5. I'm certainly not the best to talk seeing as after a dozen playthroughs on the first beta I never got a single xp point and was a bit burnt out for a while.
    I've played through smaller sections on the second patch in an attempt to try all of the race/class combos involving at least one of the main Dyrwood quests in individual playthroughs. While I regularly received quest updates, I'm almost positive that they didn't come with xp grants until quest completion. If there has been a more recent patch, or these playtests were just bugged, then I definitely believe Obsidian are headed in the right direction.
    Again, I think that the limited/bugged (understandably so) beta has been the cause of a good deal of consternation which I think will prove unwarranted.
    EDIT: A whole mess' o 'grammar and whatnot...

  6. I just feel like the beta doesn't really give me enough information to have a decent opinion on almost all of game mechanics.
    -I'm still not convinced about the attributes in general. (and might still doesn't quite jive with me)
    - I like the idea of objective based xp but we haven't really seen it. Quest based is far too sparse as it is.
    - not enough gear to have a good idea of balance. Not sure why they didn't start the party off with an 'average' load out of items, but it's damned hard to estimate how the game will play without appropriate level 5 equipment.   Seems like they are adding in additional items already, so it's not a great concern.
    - the very limited amount of skills. This concerns me more than most issues. I know one of their primary goals was to have separate pools for combat and noncombat skills, but the way it looks now really concerns me to be honest. I'll be the first one to admit that I have a certain play-style that I always seem to prefer; the smooth talking thief/rogue.  I really like the idea of the "no-win-button" with attributes/skills/(possibly factions?) dialog, but the way the skills are set up as of now doesn't feel to me like it let's you be "SKILLED" in any particular thing. You pour a lot of points into a very broad skill category, but you never specialize anything. Even if skills let you go one level deeper, it would seem more satisfying to me.
    BUT...
    ...as I said in the beginning, I don't feel that the beta really provides a broad enough view of the game in which I can really judge what's going on. I'm still very excited about PoE. I get the '"no bad builds" and "equally viable combat-noncombat options" but it seems to me that in a party based rpg, a big part of that dynamic is to play off each party member's strengths and weaknesses.

    • Like 2
  7. Again, it's difficult to really get a proper feel from the beta, but so far the skill system is the most disappointing aspect of the game in my perspective. Perhaps I'm just not understanding it correctly, but I don't see why anyone other than the PC would find it worthwhile to invest in most of them. As someone that loves to play skill monkey/utility classes, the current system comes off as very anemic to me.

  8. I've been fairly reserved on my judgement of the XP system, primarily because this is still the beta and I haven't had the chance to really see how it will play out in the full game. That being said, I am a bit baffled by some of OE's design decisions.
    My favorite role is the smooth talking thief/rogue. It's one of the reasons that I have never been a fan of MMORPGs; they are primarily combat focused, with little non-combat or social skills. I understand that OE want to make all character builds viable both in and out of combat, but I feel that the system they have put in place diminishes the concept of a class system, especially in a party based RPG.
    Every class in PoE is combat focused. There is no option to build a non-combat character. To me, this implies that the game will be heavily focused on combat, yet the way XP is currently set up doesn't really encourage players to engage in combat. It just seems like a strange choice to me.

    • Like 4
  9. That's a bummer, to be sure. But if this approach actually allows me to get through even a combat or two without losing gear that will be an improvement over what I've been able to do thus far in the game.

    I know this is probably poor bug-fighting edict, but before I started my new (ill-fated) play-through, I was using this ( http://forums.obsidian.net/topic/67612-exploitable-inventory-item-duplication/) bug to pack up my items, especially the BB Wizard grimoire. It's even more simple than described. Just open the inventory screen, double click something equipped, then close out the screen. Now you have a back up.

  10. I feel like the put too much work into the combat aspects of the game, with skills, abilities and what not. Would've been much more interesting if the skills/attributes had a huge impact on conversation.

    I'm not sure that I'm following you. While I agree that Obsidian seems to have put more focus on combat when it comes to balancing attributes, the dialogues are almost overflowing with attribute and skill prompts.

    I'm all for low Int dialogue, but I am more interested in seeing race/gender/class reactivity. Despite the lore, nobody seems to bat an eyelid at the Godlike...

    • Like 1
  11. Here's another problem I have with the quest-based XP setup. The game is supposed to be fairly expansive and encourage exploration, right? There will most likely be a whole lot of quests and quest-givers. Even if quest-givers reward you for already 'completed' quests if you talk to them after the fact, what happens if you never run across them? I feel like there's far too much riding on the quest turn in. I'm fine with a smaller "micro-objective" system rather than kill-XP, but even with finished games, questlines can break.

    • Like 4
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