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GreyFox

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Everything posted by GreyFox

  1. Why do we talk like we are a third year elementary student writing shakespeare. HA! Not So Fun Understanding What You're Saying! Role playing an orc? not orc. that were the inside joke forced on us by biowarians. they thought it were amusing that everybody at the old Co'6 interplay message boards assumed orc, so they made the ToB Gromnir an orc. now, thanks to dave, we is stuck with orc label regardless o' whatever we might say or do. yes, dave were very funny. haha. to be fair, we were expecting to be depicted as an inconsequential flatulent xvart, so call the ToB inclusion as an orc a win for Gromnir? HA! Good Fun! HA! Then what is it then? I assumed orc even before that game came out(yes I'm old BIS/Bioware)
  2. Maybe you power walk everywhere you go so whatever floats yer boat...some people work that way. That isn't the case for most people though *shrug* not sure what to tell ya hipsters gonna hipster I guess (I'm kidding!)
  3. Why do we talk like we are a third year elementary student writing shakespeare. HA! Not So Fun Understanding What You're Saying! Role playing an orc?
  4. Or maybe you pressed slo mo without realizing it as you are literally the only person who has said the characters move too slow.
  5. Oh and I'd rather this game come out next year if it means the Fighter will be able to actually fight and they have time to implement most of Sensuki's ideas/requests.
  6. Well Torment had a beastiary and it was pretty cool honestly so I think most people will enjoy a beastiary here in PE. Most people agree and miss not having Item sketches but Kaz said they are short on artists/time so the scope of the game wasn't big enough to include everything down to those details I guess. If PE had greater funding or more bodies on the project something like this would likely have happened. They could have tried outsourcing the sketches and just kept the ones that are good and/or not even used them if in the end it didn't pan out. As for rewarding the artists most of them would have been fine with being officially credited in the game?(not sure on that) In attempting this they would have had to put some parameters in place to make sure each artist who did a sketch would have similar looking artwork to fit the game. (Like reference material, examples, documentation) Even more important than sketches is the classes...they need to have those down and spend more time making sure Fighters can actually do more than take it on the chin.
  7. Right, because clicking the diplomacy dialogue option is tough business. Boy howdie fellers if you thought dem dere lock pickins was easy just wait till they gotsta click option #3 for their EXP that'll learn em. Mahaha, that made me giggle. To me, using an ability or learning a spell isn't the kind of thing you should get experience for - it's not a means to an end of anything. But - the ogre conversation I found had maybe two options that ended in peaceful resolution, the rest in combat. It's not about mechanics, it's about choice and balance. I think in IWD2 at some point if you use a monk or paladin to finish a conversation you get a literal mountain of bonus experience. Avoiding combat netted you far more experience. I think, and I may be wrong on this, that making sure you get the same experience at the end of a quest whether you killed everyone or talked it out is the way to go. When push comes to shove, I don't really care either way as long as I can level up my dudes and not get murdered by the rats in the cellar 20 minutes in. Well yea I was hoping to get a few laughs I honestly don't care too much as long as it's done correctly but I've found that a lot of the "pro quest" people to be snobby and hypocritical(not saying you fall into that category) and that's the main reason I'm replying in these threads about it.
  8. Hey now Gromnir has a nice writing style!
  9. Shouldn't it be a yes or no question anyway? What does quest xp have to do with combat xp....when you can have both? Having quest xp doesn't exclude combat xp......nor does wanting combat xp mean that's the ONLY way of attaining xp.... I actually haven't seen anyone say they ONLY want to get XP from combat and nothing else... Everyone's a cricket. LOL damn those crickets
  10. Right, because clicking the diplomacy dialogue option is tough business. Boy howdie fellers if you thought dem dere lock pickins was easy just wait till they gotsta click option #3 for their EXP that'll learn em.
  11. It's more about the majority and the majority of the game is combat and is featured as such. https://eternity.obsidian.net/game So yes, the play-style that is encouraged is combat, clearly over other play-styles...actually it's "intense combat and IWD like dungeon diving." https://eternity.obsidian.net/game There seems to be a severe lack of "charismatically navigate your way through trees upon trees of dialogue to outwit your foes and complete your quests" there on the about the game page. Not all quests are solved equally and who the hell says they should be rewarded equally? As is you'll be missing out on stuff if you don't do combat or play a pacifist....soooo....not equal....say it with me.... And it's not a small group as you say...you are actually in the minority here as are the people on this site in general.... "you may wish to believe that xp systems that provide superior xp rewards for particular actions will have negligible impact on the choices players make in character development and in game, but the developers who actually gets to witness qa results and feedback from many gameplay experiences disagree with you. " And Obsidian will have other (often bigger/more successful) developers disagree with them....your point?
  12. It actually doesn't negate any issues because if that quest giver has a sword or chest in his room and you didn't combat him for the XP that type of player would just murder him for his sword or his chest even if they resolved it peacefully. There are numerous ways that the same exact type of behavior that this is supposed to "fix" will arise in PE. Not to mention the fact that you keep calling it an issue...its not really a problem at all and certainly not one that's been "fixed". *Complete objective for not killing Xmonster and receive XP* *Go back and kill Xmonster because it has crafting materials or is guarding or roaming near herbs* DERP The only issue addressed here is Obsidian not wanting to do nor having the time(i guess) to add a better/more in-depth XP system. BG(assume kill only XP items as rewards) Resolve Quest Peacefully get sword as reward then kill quest giver for XP. PE(assume quest XP items as kill rewards) Resolve Quest Peacefully get XP as reward then kill quest giver for sword. Issue totally solved!
  13. I don't mind not having arrows as it is probably more tedious than it's worth. I also think that this means there will be no special type of arrows like fire arrows, acid arrows, etc? In our PnP sessions we long stopped carrying quivers upon quivers of arrows as it is one of those things that fits into the whole convenience trumps realism and it's not overly important and doesn't really break anything. As far as how that works for the game? I'm not sure it could hinder you unless there ARE special arrows you can get that override the default arrows? Seems like it'd be cool to just have the bows shoot regular arrows then if you needed to kill a troll with a fire arrow you just put that into your ammo slot and it shoots those instead.
  14. indeed. unfortunately, obisidan is making a game for everybody who will play PoE. we can luck into a mess and find that the experience were exhilarating. we got a story about halloween in isla vista back in 1992... but that is another story for another time... and a whole different kinda unexpected mess. a PoE player with messed up character development choices is a whole different issue. poor schmuck thought that playing stealthy would be fun too... seeing as how obsidian has said many times that there won't be bad builds 'n all. and heck, maybe it were fun, right up until he realized he were getting 1/2 the xp o' the slaughterhouse player. that is the kinda mess quest xp avoids. we like Jackson Pollock, but as a game designer, am thinking that mess is not a viable mechanical or aesthetic choice. HA! Good Fun! First of all there will be bad builds and if they say there won't be then they are stretching what objectively bad means razor thin. I'm not even sure that's a good goal to have anyway if a player just herp-a-derpaly put points into sh*t without thinking about it or paying attention maybe it SHOULD be bad. And whose to say he won't think it's bad even if it's "good" but not what he intended? Also how would something all of the sudden stop being fun because you realized someone else had more experience points than your digital character did in a SP game when you were previously having a blast? I can't say I've ever ceased having fun when I learned that someone somewhere else in his own SP game was doing something in a different way than I was...once again seems like a personal problem to me. Now the 'pro quest XP' crowd is getting ludicrous and I don't even really care which way we get experience. Basically it's only Quest XP because time/budget/manning issues and if they weren't limited by those it'd be XP for most actions that involve combat/skills/problem solving.
  15. I definitely respect Justin for coming in here and telling us what he thinks and taking some lumps from the fans
  16. Agreed, not sure why they removed defense from stats and put it on something like this...tis very silly. Leave interrupts for talent/skills used in combat rather than per hit...this isn't dark souls and we see nothing like a poise system in place. Also makes no sense that armor isn't taken into account for determining interrupts but weapons have interrupt values? Well that's not strictly true - RES is our Poise. But of course in the current build armor doesn't contribute to "Poise" (which is probably part of the problem). I'd be happy with interrupt resistance being tied to armor instead, tbh. Interrupt being from armor is the ONLY thing that makes sense here and there needs to be a stat to AVOID getting hit...maybe have a tiny bit of interrupt reduction from RES....a TINY bit. EDIT: I personally don't' think it should be in the game at all but my idea is a worst case if it has to be in the game type of scenario.
  17. Which Infinity Engine game are you talking about? We were promised a spiritual successor to Baldur's Gate and this game doesn't resemble it at all. Here is what Chris Avellone had to say about this game at MIGS 2013: http://youtu.be/DJwti0mHgE0?t=25m19s The game is so full of Sawyerisms that it has nothing to do with any of the Infinity Engine games anymore. Looks like they failed to meet their design goal if you ask me. And the fact that it takes a lot from 4E makes it 10X worse than it would be otherwise...possibly the worst part of Sawyerism.
  18. That is also meaningless because it is too late to redesign the core combat mechanics of the game. Except that making the fighter be an actual fighter isn't redesigning the core combat mechanics of the game. Nor is adding tank viability to the other melee classes for that matter. I understand that they went for a 4E feel which is why I didn't back this game for very much(because I wasn't clear exactly what I was backing). If they had came out and said 'we're doing a 4E lite IE inspired game' I highly doubt they'd have made as much and several posters in this very thread wouldn't have even backed the game. It's not meaningless I promise you that...the way combat and classes end up playing are going to go a long way toward determining the success of this game as it is primarily a combat game.
  19. BG1 is my favorite all time, especially the main theme...could rock that all day every day till death.
  20. Agreed, not sure why they removed defense from stats and put it on something like this...tis very silly. Leave interrupts for talent/skills used in combat rather than per hit...this isn't dark souls and we see nothing like a poise system in place. Also makes no sense that armor isn't taken into account for determining interrupts but weapons have interrupt values?
  21. I never understood why the combat log was on the right side when most people read left to right anyway. Do we know if the UI is locked in terms of the way it looks now is the way it will look in the final release? Or is there some room for updates on its position or the ability to move it around?
  22. Did you really just say movement and position is more important in IE games than in MMO's? I was going to belabor that point, but I will pass and not dignify it other than to say you have no clue how wrong you are. Also I find it hard to believe giving a fighter a crossbow instead of a sword will make him more fun. Just think about it for a minute. Now not only is he still just auto attacking with the once in awhile knockdown, but now his position doesn't even matter he just has to be standing somewhere reasonably spread out so you can't aoe bomb your whole party at once. The fighter becomes even lower maintenance and even less interesting at range, so no thank you. Very true. As it currently stands though if you asked me "What does Eternity have more in common with on the combat level?" I would say 4th Edition D&D. 4th Edition D&D which also borrowed heavily from and copied many MMO mechanics. So would I say Eternity is closer in Mechanics to an MMO than the Infinity Engine games? At the core level, yes, I would. And I'm saying that it's a bad thing....probably will go over well too since 4E is so poplar eh?
  23. That'd be a sick pitch for some WoW2, not so much for an IE inspired game.
  24. While I like your post, there is a problem. Classes in this game regardless of build stuff are broken into some main categories. Support, Damage, and Tanking. It is called "The Trinity" it is used in almost every MMO that exists. Problem: You can't tank from ranged. In Eternity speak, you can not "engage" an enemy from range. The entire class concept of the Fighter is stamina regen, high deflection, can engage multiple enemies. Every single one of these core class concepts is meaningless if you play them at range. When Obsidian says "we want to support all builds" they don't mean "we want to support playing a character in a way that is blatantly against that characters role". No one is asking to play a melee mage who never casts spells, or a priest who has no buffs or stamina heals. So why does everyone want to play a fighter that doesn't tank? The problem is again, this isn't D&D, and it it were D&D it would be 4th edition not second or third where you could become a ranged fighter if you wanted to. Being a ranged fighter in eternity simply wont work unless they massively overhaul the fighter class and how engagement works. Too much effort to support one very weird and very unpopular build of a single class. I do agree that all the ranger needs is to have his abilities switched slightly so they aren't "range" specific and they will be fine. But again, that's a very simple fix. This isn't an MMO either.... A lot of people, by default, have an issue with this nonsense MMO style of "tank" "deeps" "support" system. Why is he called a fighter and not a tank? Also the wizards "role" is mobruler so casting your buffs and wading into melee combat is going against that. The idea that a "fighter" can't fight with ranged in this is pretty lame and always was. The whole class seems to play as boring as it looks on paper and there is no reason that any of the potential melee characters can't be a "front liner" so having that moniker on only 2 of the potential melee classes is weak. Maybe there will be added talents and such that covers duel-wield/2h weapon attacks since I definitely don't associate FIGHTER with one who sits there and gets beat on all day without much retort.
  25. You could farm your characters to level cap in couple hours in BG by killing respawning high xp monsters like sirens for example. So? That only affects you and its your game so who the f*** cares. If you are the type of person who does that then the issue is yourself and not the game. If some fool spends his time derping on sirens for a few hours to reach max level then he's in the wrong game anyway. Plus that's easily solved by removing respawning sirens.
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