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Fluffle

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Posts posted by Fluffle

  1. Yes that's how I understand the attribute system as well.

     

    It does very much matter how you choose to distribute your attribute points, that is how you build up your character,

    because that defines how you play him (tactics, etc)

     

    In the IE games building "wrong" meant that you could not make much use of your character in any way.

     

    In PoE it's rather to find a useful way of playing a given build.

    No build is supposed to be useless (as it could happen in the IE games) as long as you find a correct, good way to play this build.

     

    And as that you can decide to play a char with high damage output, but maybe he doesn't hit that often.

    Or you make a char that almost always hits (high DEX) but makes less damage.

    Or you play an interrupter, and so on.

     

    It's not fool-proof because you have to find a useful way to play a given build.

    • Like 1
  2. ^well that's... a pretty darn well-written argument, Junta. You have earned another 'Like" from me. :p

     

    Also, I'm suddenly conflicted on whether I should start a new PS:T playthough or throw the CDs in the trash. Of course, PS:T, whether it's a good example of anything or not, is almost always the bizzaro exception to every rule. On paper, it's the worst RPG ever made.

     

    1) No Gender or race choices. A fixed protagonist, with only 3 class options (like Dragon age! But worse)

    2) you can't wear armor

    3) you can't use missile weapons of any type (in fact, no one can, save for 2 NPCs)

    4) the weapons and spell choices you do have are ridiculously limited

    5) Combat is horrendously, hideously, unthinkably, terrible

    6) It's an exceedingly ugly game

    7) It's filled to capacity with fetch quests

    8.) the Modron cube <ugh>

    9) The goal is to die.

    10) The loot is silly

    11) It's party based, yet aside from a couple of exceptions, you cannot equip your companions with anything, or choose their weapons, or customize them in any way

    12) Nothing is tactical, nothing is strategic,

    13) you can't die, and you can resurrect your party members 3 times a day if they die, but they never will because:

    14) Healing charms are stackable to 99, and you can pause the game and consume as many as you wish. The effects are instant. Thus insuring immortality of your party members.

    15) The Pacing is the worst of any game I've ever played.

    16) It rewards unpredictablilty, as you just mentioned + the grinding (although that's purely optional, since even leveling is not of significant importance in the game)

     

     

    Yet, somehow, PS:T manages to be the greatest RPG ever made. Art is intangible, I suppose.

     

    Why don't you make such a list of all the things you dislike in the beta of PoE so far (bugs aside)

    and admit that somehow it still may be able to manage to be one of the greatest RPG ever made too? ;)

    • Like 4
  3.  

    P.S.: In German we have a name for a mage in full plate, +500HP and resistances up, while throwing fireballs (out of his arse): Eierlegende Wollmilchsau. In English it translate rather unimpressively into jack-of-all-trades(and master-of-all). My 2cents: Exactly the kind of character that would make this game boring and easy-mode.

     

    Just to illustrate what a "Eierlegende Wollmilchsau" (literally "egg-laying wooly milk-pig") may look like.

     

    Wollmilchsau.png

  4. Geez; I said I'd stop dwelling on this, but my nerd rage won't let me!

     

    HELP!!! I can't stop complaining!!!

     

    Aww Namutree cmon *huggle*

     

    Who knows what the final release will be like. And even after the release they may tweak things.

    Yes there will be elements you will not enjoy, but some you will.

     

    I just hope you do not soley focus on the things you dislike.

    Try seeing the things you like so far as well as the ones you dislike.

     

    I think there should be some balance there :)

     

    It just seems to me you should focus a little bit on the things you like as well to

    counter that amount of rage.

     

    So complaining is fine as long as you see the things you like as well once in a while.

    My opinion :)

    • Like 1
  5.  

    Nope. The complainers (both here and in the Codex) want the attributes to have a big effect with the way of distribution changing the character in a big way.

     

     

    For an example, 3 might would incure severe penalties on damage, not just a smaller bonus. And 18 might would double your damage, not 30% increace. 3 int would mean that your fireball would be an almost  single target spell. It's not about good or bad builds, it's about diferent builds. The "min-maxed" builds would be terrific in some departments, but completely attrocious in others, so you would need to adjust your playstyle. The safer all around good option would be to distribute all your points evenly.

     If you wanted to tweak your character to a spesific built, you would be forced to play on that builds strenghts, or you would be obliterated. 

    Dumping any attribute would have severe penalties, and maxing any attribute would have massive benefits. And if all attributes are useful, the number of viable builds (that play completely differently) will be huge, as will be the replayability

     

    The way it is now, the diference is so minimal that Helm's trolling has a core of truth

     

     

    So basicaly:

     

    They rage like hatefull angsty teenagers

     

    Insult the developers in really nasty ways

     

    call PoE broken beyond repair and a complete failure

     

    ...because the game needs number tweaking? What a pathetic and awfull community.

     

     

    But... but... as you know this is all well justified :o

     

    Because the developers insulted us first in such a horrible and gruesome way that

    we might never recover from it (calling us grognards)

     

    But that is not the worst of their crimes against us innocent and sweet loving people.

    No! They used and abused our fond memory of the IE Games to steal our money!

     

    That gives us legitimation to insult them back and demand that they change

    the game as we wish! :o

  6. Making my ranger an interrupter was my goal too.

     

    But I didn't succeed.

    I tried with all attributes min except for DEX and PER max

     

    and then I tried another ranger

    with all attributes min except for DEX max

     

    and I couldn't see any difference :/

    He was using Hunter Bow and was fighting the lions, one at a time

     

    The wolf was attacking the lions while ranger shot them.

     

    I would really really like to know how I make this interrupt thing work.

     

    But the beta has still so many bugs and lacks in combat feedback that at this point

    I think I prefer to wait until they fix and improve it.

  7.  

     

    The more I play this demo the more I'm realizing 2 things:

     

    1) It's not a difficult as it initially felt

    2) The classes are a smoke screen and the game would have been better off without them.

     

     

    The classes are not a smoke screen. Classes are about how you approach something, which toolset you use. Roles are defiines by builds.

     

     

    Yeah I think that's the difference. Roles are not defined by classes anymore but by builds.

    • Like 1
  8. I myself tried making a high dex/perception fighter who duel wields fast weapons.  It doesn't do huge damage but is also really effective tanking, scores lots of interrupts and is very good at tying up enemies.  Once people get more used to this system I think they will find it is okay to gravitate away from the cookie cutter builds.

     

    I agree. Similar to what I said in another thread, I think many people joined the beta and expected to play it like they were used to play the games they have known for years without

    caring too much to really look at how things work in PoE specifically and especially differently.

     

    I see slowly people getting the knack of the PoE mechanisms and having actually fun.

    • Like 2
  9. Corpses should stay where they fell for the entire game. I want to be reminded of past triumphs and vanquished foes. 

     

    Yeah. Corpses are kind of a trophy.

    I disagree that they should stay the entire game, but they should not vanish immediately.

    • Like 1
  10. Please add feedback in the combat log for the interrupt & concentration mechanism.

     

    It's really hard to tell how and if this feature works with no feedback at all.

     

    A lot of people seem to think that it does nothing at all, while someone

    recently compared a very high PER character with a low one and claimed to have seen

    noticeable differences.

     

    On the other hand, I did not see much when I tried a ranger with high PER.

     

    At the moment it's like a black box.

    You don't know when, why and how interrupts work.

    • Like 4
  11. I like the possibility of inefficacy in my characters. The industry trend towards Mary Sue protagonists is disheartening.

     

    Sometimes you're gonna screw up... Spilling the milk isn't a bad thing, it's a learning experience. Especially, if it opens up alternate quest paths.

     

    Actually I thought it was funny to break the dragon egg.

    But sadly there was no conclusion to the quest then.

     

    I couldn't tell anyone I broke it nor did that open any new path.

    (Or did I miss something?)

    • Like 1
  12.  

    I haven't yet made up my mind on the issue. Playing within the Beta, I found myself constantly weighing my curiosity against my desire not to waste resources or risk injury. In the past I would have unquestionably generated as many corpses as possible in an environment, because there was no incentive to do otherwise. I now found myself fighting things when a chest or path was obstructed--and then only if my characters couldn't resolve it with stealth first.

     

    I will admit that the lack of combat experience in a game which focuses so heavily on combat does feel contradictory and irksome. Ultimately, I didn't feel it that detrimental though. I realized that I was now exploring purely out of curiosity than an experience-driven-blood-haze. The part which might make it irrelevant, is that the need for XP may just be replaced by the desire for loot. Many chests have been inaccessible without killing something, and then enemies themselves hold items I would not have had otherwise. I suppose the blood for gold is its own reward.

     

    Being that I am a completionist, I very much doubt my experience will be impacted one way or the other.

    ^ Because the game is still fresh and new for all of us, curiosity is going to be a significantly weighted incentive. Absolutely.

     

    What happens 14 years from now though, when we've all played the game dozens of times and we've memorized it? Will we still enjoy exploration (like many of us still do in the IE games)? My guess is: probably not.

     

     

    Well, I'd say let's meet in 14 years here :D

  13. Well I did notice that too. As beautiful as the backgrounds are at the moment I think trees and grass that moved slightly in the wind would add a lot more atmosphere for me.

    However I'd say that this is rather low priority right now.

     

    Still it'd be awesome to see this in final version.

  14.  

    I don't like the attribute system. Intellect is a dump stat, there is no reason to not max out might for every class, two attributes are used in combat solely for interrupts (this mechanic makes more sense as a class talent anyway), attributes don't affect your defense stats in any way, you can easily max out 4 (!) attributes.... and so on.

     

    This has to be one of the most transparent and senseless attribute systems I have ever seen. To be honest, PoE might as well just only have three attributes (might, constitution and dexterity) the rest are pretty superfluous.

    <_< Eh, doesn't seem to be too difficult with dumbing might, con and dex if you ask me

     

     

    Only someone who'd pump Per, Res and Int would say that :o

    • Like 1
  15. Alright, thanks PrimeJunta and Zansatsu for taking me seriously. Even though this topic may have appeared a bit strange^^

    I will take some time to rethink my conception of developers' and players' roles.

     

    There were two reasons for opening this discussion.

     

    1.) I felt that someone else wanted to tell me what is fun for me and what is not

    2.) I always assumed that one main principle of game design was to offer as many options and as much freedom as possible.

     

    I see that 1.) was not the case and that 2.) has to happen in a specific set/frame of rules, which needs to be set up in the first place.

  16. Hmm, okay it's their game, they set up the rule. I understand that.

     

    I just would have expected that they would leave more choice to the player.

     

    For example the kiting. The developers decide to exclude it.

    Why not leave this decision to the player if they want to kite (as long as kiting isn't the only way of beating a fight)?

     

    Right now I feel like it is excluded because someone else would tell me that it is not fun for me if I kite.

     

    If kiting is included then people can enjoy it who like it, and people who don't just don't use it.

    Where's the harm in that?

     

    I don't see why an exclusion based on what other people think what is fun for me and other players

    is an enrichment for a game.

  17.  

    It's worth noting that the experience system was not designed to prevent players who enjoy killing lots of stuff not to kill stuff but rather to ensure that multiple styles of play were catered to. Leaving in kill exp would have meant that the most rewarding way to play the game would be to kill everything thus encouraging players to avoid negotiation and stealth.

    I think he was using that as an example of his larger point about developers micromanaging a players experience. im sure we could all use a break from the kill xp discussion pro or con

     

     

    Yes, sorry. I don't want to encourage a discussion of the XP System in yet another thread.

    It's like you said.

     

    For me this is rather about that players should be given freedom and responsibility to decide what the most rewarding way to play a game is for themselves.

    And the players should decide what most fun is for themselves.

     

    I would feel a bit uncomfortable if developers wanted to decide that.

  18. It's worth noting that the experience system was not designed to prevent players who enjoy killing lots of stuff not to kill stuff but rather to ensure that multiple styles of play were catered to. Leaving in kill exp would have meant that the most rewarding way to play the game would be to kill everything thus encouraging players to avoid negotiation and stealth.

     

    I'd argue that if you leave in kill XP it would be the players' choice if they want to kill everything or not. Especially if that kill XP is not necessary to beat the game, then it's up to every player to decide for themselves what is the most rewarding way to play for them.

     

    And that's what this is about. When the developer takes out some options it feels like they make that decision for the players.

     

    Who should decide what is the most rewarding way to play the game?

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