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Everything posted by Fluffle
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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.
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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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Should someone create general exp thread?
Fluffle replied to BrokenMask's topic in Backer Beta Discussion
I have noticed that threads usually get closed when they reach around 25 pages or so. Or around 500 posts. I don't know the exact number or why the mods do it. But it always happens^^ -
Should someone create general exp thread?
Fluffle replied to BrokenMask's topic in Backer Beta Discussion
Hey and now we've got a thread about those three threads. We've gone full meta Anyway I think some of those threads will be full anyway soon and then they get closed anyway. Then would be a good time to open one general XP thread. -
Hmm well I think that everybody decides for themselves what's most fun for them. And while football is a game where several people play one game, this game is single player. So if I liked to grind in my game how does that effect you in your game? I do not see yet how leaving the possiblity of grinding open hurts anyone as I would say that it is still up to the player if he does grind or if he does not, and that does not effect other players and their way of playing the game (or does it?) (As long as grinding is not required to beat the game)
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Radical idea - change attributes to more D&D like
Fluffle replied to Ondb's topic in Backer Beta Discussion
We don't even have feedback yet in the combat log when interrupts take place. And if they succed or if they don't. -
Which concludes that we beta testers need access to the full game ASAP before release!
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"No Bad Builds" a failure in practice?
Fluffle replied to SergioCQH's topic in Backer Beta Discussion
I dunno. Roleplaying purpose maybe? That's at least my reason for taking high perception. Of course if they tweaked it and made it more useful I would not complain. -
Combat readability analysis - graphics
Fluffle replied to Justinian's topic in Backer Beta Discussion
At the moment I'd prefer it to be like in that screenshot compared to what it's now like in the game. Some parts of the characters are almost not distinguishable from the background. My wolf animal companion is sometimes not to tell apart from the background. -
Main will be Death Godlike Ranger. Party composition purely depends on roleplaying for me.
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Combat XP Poll - Let's See What We Think Now
Fluffle replied to SergioCQH's topic in Backer Beta Discussion
Don't underestimate what a juicy fluffy marshmallow could drop as loot -
Hey everyone, in this thread I'd like to discuss in how far it is the developers' responsibility to take care that players play in a certain way. And in how far developers can and should define what a "correct" way of playing a game is. First let me say that I usually do not care about combat mechanics much in a game as long as the game provides a good, fascinating story. However I think I have noticed some mechanisms so far that try to enforce a certain way of playing the game when I wonder why it is the developers' responsibility to do that. Two Examples for that. 1) Kiting. IMO The engagement system is used to prevent kiting. If a player likes to kite however why stop him? Should a player not have the freedom to kite if he likes doing so? If you leave the possibility to kiting open, then people who like to kite can do so and people who dislike to kite can still decide not to do it. As long as kiting is not necessary to win a fight. 2) KILL XP - Grinding If people like to grind to get stronger so that it is easier later on why stop them? As long as this grinding is not a requirement to beat the game. If I remember correctly Planescape:Torment had two grinding dungeons. It was the players' responsibility to use them or not. At the moment I just feel like the game, that is the developers, try to encourage a very certain way of playing the game because they deem other ways as not being "good" (However they define and justify that). So it's your turn now: In how far should developers encourage certain ways of playing the game? In how far should and can they be responsible for how players play their game in contrast to the players being responsible for their own actions?
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Combat XP Poll - Let's See What We Think Now
Fluffle replied to SergioCQH's topic in Backer Beta Discussion
Damn, PrimeHydra proves you right ^^ -
Combat XP Poll - Let's See What We Think Now
Fluffle replied to SergioCQH's topic in Backer Beta Discussion
Am I to understand that you played the beta and enjoyed the combat just fine until reading on the forum that you weren't receiving XP for each kill? Because, if so, that's absurd. Please tell me that you didn't get retroactively upset about not having received an instant gratification reward that you didn't even miss at the time. I'll just hope that you haven't played the beta and you just meant that you thought per-kill XP was hidden from view in gameplay videos you watched. "Let's all be rogues and go around them! puh-leez." = "completing objectives in any way besides my favorite way is wrong and shouldn't be rewarded equally to my favorite way." Okay, if you say so. It was a placebo effect. He thought he was getting xp; so he felt the xp high. Interesting. So we actually don't need kill XP. We just have to let people think they get it when in fact they don't. -
Interruption/Concentration: Why?
Fluffle replied to limaxophobiacq's topic in Backer Beta Discussion
I made character with perception 20 and tried make him to interrupt BB Wizard's (as he has only resolve 9) and it seemed not to be any great effect on amount attacks that BB Wizard was able to do. Then I tested it with his spells and noticed that my character was only able to interrupt his casting only once per spell, so it is possible that his attacks were interrupted, but I didn't notice it because interrupt causes only small delay in attack speed. Combat log seems to not have any markings about interrupts, so it is hard to tell how they actually work. Those are the things that I'd change first. Make the delay by interrupt a little bit longer and give clear feedback when someone attempts an interrupt and if it is successful or not. -
Interruption/Concentration: Why?
Fluffle replied to limaxophobiacq's topic in Backer Beta Discussion
Does anyone know if regular attacks can be interrupted as the PoE wiki claims? -
"No Bad Builds" a failure in practice?
Fluffle replied to SergioCQH's topic in Backer Beta Discussion
According to what the PoE wiki says I would actually expect that you can interrupt just regular normal attacks. "If a character is hit while preforming an action such as casting a spell, attacking an enemy or reloading a weapon his action is interrupted, if he can't maintain his Concentration. If an action is interrupted, it stops." "If it's a repeated action like reloading/firing or performing standard attacks, it will restart from the beginning as soon as the interrupt animation finishes." I have made a char with high perception but I have not yet encountered this "interrupt animation". To me the PoE wiki sounds like you should be able to reduce the enemy's attacking rate by interrupting them more often. Has anyone succeeded on doing that on normal attacks? -
One of my first impressions is that many people seem to compare their very first fights in the PoE Beta to the fights of games that they have played and mastered for years. I remember my very first attempts in Baldur's Gate 1. Even if I did pass Shanks and Carbos and my first wolf, Tarnesh would surely kill me. After playing the beta a few times now, the beetles get easier and easier with each new playthrough. I won't argue that the combat does need improvements. However comparing the first fights of the beta here to the fights of a game you have known for years seems a little bit unfair to me.
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So Interrupts only apply to special actions and spells? On the PoE wiki it says "If a character is hit while preforming an action such as casting a spell, attacking an enemy or reloading a weapon his action is interrupted, if he can't maintain his Concentration." This would include interrupting normal attacks, would it not? Somehow that led me to believe that I could interrupt an enemy from attacking me (if I succeeded the interrupt attempt). Furthermore the wiki says: "If an action is interrupted, it stops. If it's a repeated action like reloading/firing or performing standard attacks, it will restart from the beginning as soon as the interrupt animation finishes." I have yet to see this "interrupt animation". Has anyone tried it out? :/ Is the information on the wiki even up to date?
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Hey everyone, I am trying to figure out what Interrupt and Perception are supposed to do. I think many of you do consider Perception a dump stat. I do not want to discuss that here. I rather would like to know what's the idea/concept behind Interrupt. If I succeed in interrupting my enemy a lot does that mean they should be less able to hit me because they are busy "being interrupted" ? Do I efficiently reduce their attack rate if I interrupt them a lot? Or what is the idea?
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Hey guys, in what cases does an enemy count as being flanked? I'm interested in that for using my rogue with sneak attack on flanked enemies. Is an enemy being flanked when he is attacked by one character from front and one additional character from the side and/or behind? Is the Rogue the one doing the flanking, or can someone else do it? How exactly does flanking work with a Ranger + animal companion?
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A "How to" on Revamping the 6 Attribute System!
Fluffle replied to TrueMenace's topic in Backer Beta Discussion
Ah, I was wondering this anyway. Is there any connection at the moment between skills and attributes. For example would a character with very low Dexterity but high Athletics make sense? Shouldn't Athletics be influenced (positive or negative bonus) by Dexterity? Maybe Survival should be influenced by Constitution? And so on ? -
Concerning Crashes - System out of memory!
Fluffle replied to Fluffle's question in Backer Beta Bugs and Support
Very rarely I still crash. So I have to keep the task manager open to watch the usage of the memory. When it gets over 3,10 GB it usually crashes. Theres something wrong with memory allocation I would guess. It's not optimized. In Windows Idle Mode (with browser open obviously) my RAM usage is ~550 MB. Now I start the game: In the main menu of the game the memory usage is around 830MB Now if I load a savegame the RAM usage goes up to 2,5 GB which is quite a lot Sometimes after a playing a while it's around 3GB. A bit more and it will crash. -
I have posted a temporary workaround for this here.