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JFSOCC

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Everything posted by JFSOCC

  1. I concur with this but I still don't think Class Specific quests would hurt. Obviously we all get a stronghold though so that won't be involved in this case. I enjoyed the class stronghold quests of BG2 as much as anyone, but it does make more sense to merely create quests that all classes can satisfy. I think the room for compromise lies within awarding players/characters with how they have completed a quest. A wizard using magic to solve a problem, versus a rogue's wit, or a fighter's might should yield different rewards having these choices cause a quest to branch different. This is a very simplistic example, but think of Dungeon Siege 2. There were many "secret" mini-dungeons that would contain a treasure room with locked doors. Only specific classes could unlock certain doors which held an item suitable to said class. Having a quest were a players path would diverge slightly to stumble upon a class appropriate treasure/reward would be an acceptable way to have the best of both in my mind. I disagree. I remember an interview where (I believe) Chris Avellone said you have to be OK with people not seeing all the content you created. People are going to miss things, but that's what makes it interesting to replay a game. I think it's a terrible idea that I could experience every.single.quest.in one playthrough.
  2. let's give Josh a chance to go through the thread first before we start replying to his replies.
  3. thanks, this does paint a picture for me that the only difference in classes can be found in combat. I hope that's not the case.
  4. My German is very dodgy and I haven't used it in six years but it is just good enough to understand your post There will be a beta but it won't be a conventional "early access" build (they intend to have little or no story content in it). As for your actual question the devs haven't said anything about when it'll be available but the game is set for a release sometime in December this year so... sometime between now and then. Unfortunately my english is pretty bad! Aber danke für die Antwort After all, one who understands me :D würde mich freuen wenn jemand auf deutsch Antworten würde! Ich glaube das Josh Sawyer eine bisschen Deutch spricht, vielleicht kann er sie beantworten. Ok that's the best I can do, my German is very rusty.
  5. I hope so. I hope so because I hope to see many ways in which classes have different experiences in play, outside of combat.
  6. Depends. If the first 3 damage of every hit is absorbed by armour, for instance, it's definitely better to have the heavy axe. This is also assuming that you win the damage race via direct damage only. There will be, buffs and debuffs, conditions, abilties and spells.
  7. So far, every class update we've had focuses on the combat abilities of the classes. This is understandable, it's a design decision to build the game around the combat systems, P:E is going to be a combat heavy game (or at least that's suggested by the statement that 100% pacifist runs will not be possible) I've seen some upset more than once when classes were announced (and again some today with both the rogue and the ranger) because the classes don't seem to completely fit known CRPG standards. I've seen complaints that the classes are very similar to MMO versions or DnD 4e. Again, understandable when class balance is designed around combat. But there remains, at least with me, the desire to know more about how classes differentiate themselves outside of combat, we know what attributes do combat wise, but know little to nothing about how or even IF they affect skills. Whether every class will be able to invest in every skill (sounds like it) or if there are going to be features and abilities which are interesting for classes, outside of combat. So this is an open question asking if there is any information available about class distinction outside of combat. Any information would be appreciated, really.
  8. I'm surprised that there aren't more conditions, like bleeding, diseased, poisoned, deep wound, cursed, or dazed. Or maybe there are but they don't qualify for sneak attacks.
  9. Midichlorians. It was as if a million moviegoers cried out in agony, and were suddenly silenced.
  10. "you can hear the ribs breaking" There are no ribs in that carcass...
  11. Chanters sound like guild wars paragons, from what I've taken from the limited information we have,
  12. I think a lot of the fears people have could be taken away if we could discuss class strengths outside of combat.
  13. Looking good. Love the dirty fighting... Ranger is looking good as well. Few Questions about coordinated positioning: If my rogue is engaged by a few enemies, and switches positions with a friendly fighter, will that fighter be engaged with the enemies attacking the rogue? Will any active stances/abilites carry over or will they have to be recast? If the ally the rogue switches with was already engaged with another enemy, will that engagement break or carry over? Are sneak attacks crits, or can they crit for even more damage? Will the rogue be able to benefit from conditions caused by other party members? Will different animal companions feature different strengths and weaknesses? how different would we be talking about? I'd like to know more about the leaders of the band.
  14. might be an interesting way to introduce us to the sequel baddies/organisations as well.
  15. That's a tired old argument. Let's name it "The Willpower" argument. And call it for what it is: a fallacy. The Willpower fallacy states that a design shouldn't be better, options shouldn't be available, because the issue at hand can be solved by having a superior mindset. All you need a strong backbone, and you won't succumb to degenerate behaviour of any kind. Let's ignore the large body of evidence suggesting that people aren't as in control of their behaviour as they like to think. The large body of evidence showing people will pick less enjoyable strategies if they know these lead to better or easier results. We don't need a feature where players can opt-out the subconscious incentives, because really what they need is more willpower. What bull****. The less meta-gaming information I have, the better I can roleplay. That has nothing to do with willpower or a strong backbone. Better yet, including the feature makes the argument moot; If you believe that willpower is all you need, you don't have to turn off anything. If you don't mind the meta-gaming information, you don't have to turn off anything. But if you, like me, want to play out a story as you imagine you would without knowing you just passed an intimidation check, you can.
  16. If I don't know that I'm 20xp away from getting a level which allows me to do something I intend to do more easily, I might choose to solve my problems differently, rather than use game knowledge and wait for a small bit till I get the level. In this way, knowledge of experience affects my in-game behaviour. I think it would be interesting (though I'd have to try it first) because I will have to do more roleplaying and less rollplaying.
  17. I'd like to do a small PSA: Not every fallacy is a straw-man, I don't think everyone here quite knows what a straw-man argument is.

  18. I watched Dirty Wars, which I recommend. It's terrible that this doesn't surprise me in the slightest. What a cynical world. It's a stark reminder how much of our lives are filled with propaganda and spindoctoring.
  19. because north and south is an arbitrary designation. it literally makes no difference (except whether or not the sun sets in the west or the east)
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