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Everything posted by redneckdevil
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What is your favorite class at this point?
redneckdevil replied to Marceror's topic in Backer Beta Discussion
Im gonna say my rogue so far is my favorite class. Granted in pnp i enjoy rogues and bards for their roleplaying purposes even though other classes can outmatch them in several areas..i still just love them lol. -
Sensuki's Suggestions #010: Fog of War
redneckdevil replied to Sensuki's topic in Backer Beta Discussion
Tyvm!!! I knew, i KNEW there was something but i couldnt quite put my finger on it. I really hope they fix FOW because it is something that small but very important. I remember in pnp games where i woukd have a map out, the players had a hard time not metagaming because they could see the exit and knew where it was and coukd quickly explore the whole area because they already knew where they wanted and could go. Then when i started putting paper over the map and would uncover each sheet as they went along, their playstyle and rileplay changed from something so simple and little. So ues please bring/fix FOW. -
Ok wait this is a bug???!!!!! DO NOT FIX!!!!! so far i have been playing nothing but pirates. Pirate rogue, pirate fighter, and a pirate chanter. I love this game so much right now because i get to ay a pirate and the sabre and flintlock is fuxkimg awesome!!!! Granted ive ran into the bug that i cant attack because i spend foreber reloading but dammit im loving this! Again DO NOT FIX!
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Discussion: the PoE beta xp system
redneckdevil replied to IndiraLightfoot's topic in Backer Beta Discussion
Sooooo. Either its A. Ahhh theres all the mobs in the wilderness that i want to fight and kill but i dont feel like im gonna be rewarded so i dont want to kill everything i see Or B. Ahhhh theres all these mobs in the wilderness that since i get exp per battle i want to go out and fight any mobs that i find From reading alot of these threads and posts, i understand that people want to feel rewarded for their fights but im also seeing ALOT of people when u look at their posts that because of kill exp, they are inticed or even compelled to get into fights to ne rewarded with progression. the whole feeling "compelled or inticed" to actually seek out battles for the sake of being rewarded with kill exp to feel a sense of progression which is exactly what they are trying to avoid. Now i will agree with wilderness battles it needs work on to acheieve their goal since with battles against humans is actually suceeded with the loot of currency, magical items, and such. right now its not perfect BUT it is heading in a good direction. Like i said they succeeded with the humanoid battles and now they need to work on wilderness battles and once they can figure out a way to do so either by (chance of hidden items, hidden locations, hidden quests, etc) then problem will be solved imho -
I wouldnt be against rolled stats IF u were assigned the one roll and couldnt reroll.
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Nah i have no opionion on the matter. At the moment i can do point buy and if i wanted to which i have, bring out my dice and roll for my stats that way.
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Sensuki's Suggestions #017: Cultural Gear Selection
redneckdevil replied to Sensuki's topic in Backer Beta Discussion
Ill be quite honest, instead of what we have now and instead of chosing, i would like the gear to reflect on the culture we picked. To me it would give us more ties ingame and knowledge wise (sorta) yo the culture we picked. Maybe they already are tied to the culture. If so id rather it not change from a roleplaying perspective. it opens up gameplay options to me that i normally wouldnt chose. Like i usually pick single handed weapons and either a shield or offhand, but starting out as a chanter i was given a 2hander. Im just set in my ways in alot more things that i would admit or even know. Simple things like these enhance the game for me. -
Mmm we got wasteland 2 to scratch out fallout needs and poe to scratch our medievel fantasy needs, shadow run to scratch futuristic cyber and D:OS for turn base. Now they just need to do a kickstarter on a victorian lovecraftian game where u encounter the invisible man, springheeled jack, jack the ripper, etc all to find that they are just experiements of dr jeykle/mr hyde in the name of the cult trying to bring yog-sothoth. Us Call of Cthulhu fans needs some lovins and obsidian can knotch it outta the park!
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And yet FONV was fully voiced and was a fantastic game, writing and story. I do agree with ya that most games that do full voice usuallybhit the mark and/or stiffle and limit dialogue and such. But a very few games....FONV is the only one that comes to mind....okay 1 game was fully voiced and was able to writing and story and roleplaying options very well. But USUALLY a game severally limits roleplaying and options and whatnot by veing fully voiced.
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Mmmmm i dont believe balance and fun are always connected but i will say i have in the past had imbalance ruin my fun. in video games i would say the most recent one was Skyrim. At the beginning u are on par of not a step above moat things u face and then by lvl 12 or so, it becomes a cakewalk because ur character becomes unbalanced with the content to where u overpower most things and it becomes a cakewalk. Oblivion did it in the wrong direction because they tried to make everything balanced with each other by having everything leveled with you and it became immersion breaking seeing bandits wearing high end gear and such. in pnp for the players and for the GM, balance does come into play. Players balanced with each other so that people arent hogging the spotlight and taking away from others enjoyment. Players being balanced around the campaign or settings instead of steamrolling through it and invalidating everything. Or the GM/DM balancing encounters that can be overcame instead of just trying to tpk the group. now the things ive listed are subjective because some or alot of people enjoy and i find unbalancing. Maybe its perspective i dunno
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I hate full voice acting unless done right and usually thats only ingames where u have a set main chatacter like the witcher. I do like partial voice acting because it helps me get the local flavor when im reading. Like in morrowind it was alot of reading but u had that partial voice acting to where u could imagine the voices as u was reading it. Flame me all u want but i loved the dunmer and nord voices in that game. with no voice acting at all i have no problem with either. If i had to pick between partial or none, thats a tough choice. Like in morrowind i loved hearing the dunmers voice because it was a bit different and if its a different voice i would say id want partial, but if theres no different types of voices for races and cultures and whatnot id rather have no voice acting at all. like many have posted, when u go full voice acting u limit urself in what u can accomplish in dialogue becauee of time, space, and motivation...... well ill take it back, FONV was amazing and id dare say the most recent actual rpg that was amazing in story and writing and did full voice acting...
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Eurogamer on Combat XP, Turn-Based Battles
redneckdevil replied to PrimeHydra's topic in Backer Beta Discussion
And also could have only made one character and spent hours ingame with said character and wouldnt have realized their kistake because they didnt create another one. -
The real problem is that might also influences heals.
redneckdevil replied to Mayama's topic in Backer Beta Discussion
I cant wait. -
I will sah this, i dont really have a problem with might. Growing up reading and watching fantasy, "Mighty" has been used to describe alot of classes. The band of mighty warriors-aka powerful warriors, the undead army is lead by a mighty wizard-aka powerful wizard, the woods are offlimits because they are guarded by a group or a single might druid-aka powerful. the MIGHT is governing that ur class is powerful in what they do. Ur wizard wants to weild a mace and throw spells out, well they are mighty in doing that. is might the end all be all stat? Hell no. How many stories have we heard about mighty beings being outdone or defeated by lesser or no where near as powerful things? Take tolkien for example, a lowly bumbling hobbit frees the dwarves from the elves prison, survives the mighty dragon, destroys one of the most powerful artifacts, etc etc. The other skills are important as well. Now im not saying the atributes are perfect, nope they still need some fine tuning. Perception i would like for being able to find hidden caches as well as dialogue or better "sneak damage". Resolve i think will shine once we are exposed to more story aspects as well as being used as the "will saves" and "concentration checks". The atribute list is fine as long as u look at it from a different light and not expect something to be the same as something else when its not trying to be. Imho the list is fine, the ones there just need to be fine tuned.
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Hehe yeah when im playing, im just wow'd and having fun and all is well. Find some bugs and trying to lewrn the system and i come on here to report and its like i see wailing and gnashing of teeth. So far ive been good with my sanity checks but i worry for that natural 1. Of course this said in jest ) but i do find myself when im alone playing the game that im satisfied and having fun.
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The single thing that would make you happier with POE.
redneckdevil replied to Kronos's topic in Backer Beta Discussion
Dangit, misread the title. Thought it was the single thing that makes u the happiest in poe -
Do you want experience from combat?
redneckdevil replied to DnaCowboy's topic in Backer Beta Discussion
Ok lets go with badass drifter who doesnt want to talk to a pig farmer. Now imagine urself sitting down at a table with a GM/DM and u are playing pnp. The GM/DM tell you that in town while walking u overhear guards questioning the locals about a missing girl and u walked past a very loud cursing farmer who is visually and vocally upset about losing some pigs. GM/DM-what do you do? Player-nothing, im a loner and a drifter and dont want to get involved. I head outside of town to start exploring and killing everything that gets in my way. GM/DM-soooo u dont wanna participate in the quests i have prepared for ya? You just want to do ur own thing? Player-Yes, i just want to explore and fight and dont want anything to do with any of the stories u already prepared. GM/DM-ok, well good luck, im gonna head out then. Heres a link to a pdf with monster stats on it, knotch urself out. Now im not trying to be rude, but it seems alot of people are viewing it a sandboxesq rpg when it highly seems like the devs are being the GM/DMs and presenting u with a campaign for u to interact with, not to totally ignore. The devs point of view of trying to get rid of "kill exp" could be just like a GM/DM point of view of keeping the players interacting and not ignoring the quests they give you. Basically not participating in what they are offering. basically i think they see it as not a single player game where only YOU the player is involved, but as a game where you are the only one playing a character but they are the GM/DM presenting you with what they have to offer and keeping the players inline with the challenge they set up. hopefully im makimg sense and in no way trying to be rude to u or anything. It just seems crpg have more in common with D&D premade campaigns than an actual sandbox game. -
Do you want experience from combat?
redneckdevil replied to DnaCowboy's topic in Backer Beta Discussion
What you quoted is accurate except for one "little" detail: in d&d ( 3 and 3.5 edition) an encounter is like a quest, so killing a group of monsters,any group of monsters (or a single one), GIVES XP.Very true but also another thing is that a game is more in tuned with an AP in that APs are designed around having the players certain levels at certain points. In AP u have usually scripted encounters and enemies to keep u inline with the level the AP is designed around with nothing else whereas in a video game u have sooo much more. So to give you an open world but keep the spirit of content being viable, do u give exp for kills for them to bypass the level design u had design for it, give exp numbers that they make no difference at all, or go with the quest exp? Because even with gaining CR exp, with it being scripted there was no way to bypass the level design so the "kill exp" u received wasnt something optional it was already designed into the AP giving the exp the illusion u were advancing on ur own while unaware it was a scripted possibility that was already designed in.also keep in mind just like pnp, a GM/DM has the right to present the game and have the players play how they envision it to be set up just like game designers have the same right. Double edge sword because that also means players have the right just like pnp to not play if they are not having fun. with the quest exp and if im not mistaken the "check points in quests" also have exp where u are given exp not just at the end but as u advance thru a quest does play more like a standard AP which to be honest this game and all the others are just video game versions of APs. Also seems to follow the set up of how alot of GMs/DMs i know use and thats u level when the GM/DM deems neccesary which is also a practice of keeping groups in the same level range as the design they had set up. hopefully this made some sense. -
Do you want experience from combat?
redneckdevil replied to DnaCowboy's topic in Backer Beta Discussion
very true. and i will be completely honest with ya, atm im on the side of no kill exp but that may change when the full game comes out. ATM the bet is alot of fun and very playable "to me" without the kill exp. Now since i do not have "kill exp" i AM expecting that if i go exploring i AM to find some loot, quest trigger, dungeon, etc a good bit of the time and not ALL the time. Also with wilderness creatures, again i expect to see their crafting resourses also used for a quest maybe later on or in that very area along with what i stated above with exploring. With dungeons i feel i am rewarded enough with the magic items, currency, mundane items, and events that i am seeing so dungeon crawling already feels rewarding enough. -
Do you want experience from combat?
redneckdevil replied to DnaCowboy's topic in Backer Beta Discussion
i wanna qoute soemthing i found on the steam message boards about kill xp and dnd While it may have changed since I used to play D&D, "kills" did not give XP. What you had was an encounter rating, which was made up of a modified combination of the challenge rating of the critters, and traps (mundane and magical) in said encounter. The XP payout for a given campaign is based upon the encounter ratings the group came into contact with and overcame. Now, what this actually means if you had a competent GM was that you got your XP for overcoming the challenges placed before you, not slaughtering everything. Sneak through the encounter with the kobold's without killing a single one on your way to accomplishing your goal? Your insanely charismatic party leader talked his way past them? Your warrior charged in screaming like a madman and hacked them all to bits? All of the above is a succesful navigation of the encounter. TL;DR You were never supposed to be paid XP for killing something, you were supposed to be paid XP for completing the campaign, the XP value of which was determined by the encounter ratings of the encounters inside the campaign. Paying out XP for quests and not kills is actually the more faithful representation of "D&D Board Game". i for the life of me cant figure out how to link it from my steam without opening it again but its "no killing for xp" -
Dragon Age: Inquisition vs. The Witcher 3: Wild Hunt
redneckdevil replied to ktchong's topic in Computer and Console
So the twicher is a game about a really old Conan the Barbarian?- 256 replies
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- Dragon Age
- The Witcher
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(and 2 more)
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Pillocks of Eternity
redneckdevil replied to I Roll 20's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Ow god the scene of deliverance is playing in my head now....NOOOOO, thought i got rid of that scene outta my memory -
Questions about PoE
redneckdevil replied to Dark_Ansem's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
well, but is this in the plans? or this would be mostly hacking-like? I dont believe they are releasing tools to mod the game, u would have to mod the game another way by either getting the tools urself and some know how of just rewritting the coding. Dunno. I do know Nexus will have a spot for the mods though. -
About stamina/health and an idea how to fix it
redneckdevil replied to Zwiebelchen's topic in Backer Beta Discussion
I dont think making DT a % would be very good unless ur talking about a number and a % of bleed thru? Reason being is im reminded of a certain game where the high end armor had 1st lvl enemies doing as much dmg as high end enemies and u can get into some wonky situations. ex. Armor has 10% DT. A tiger swipes u for 10 dmg and ur armor blocks 1 point of dmg. Using same armor a dragon swipes u for 100 dmg and the armor blocks 10 dmg. U start getting things like "if the armor blocked 10 points of dmg why didnt it block ALL the dmg from this tiger? Etc etc. When dmg goes higher and lower it starts getting a bit wonky when u start comparing whats more dangerous when u add in different atk speeds and what not. can work but its a very slippery slope if they dont design around that