Jump to content

GreyFox

Members
  • Posts

    432
  • Joined

  • Last visited

Everything posted by GreyFox

  1. I think its more a psychological thing. For example: In some random rpg the most powerfull weapon is a hammer, most players would feel gimped if they did not choose hat weapon category for their fighter. The feel forced to always use hammers because else their character would be inferior. This game is going to shoot itself in the foot trying to 'fix' all these 'issues' that don't even matter in a single player RPG..... Lots of things looking bland atm.
  2. Let's not get pedantic here. I'm merely using it as an alternative catch-all. You're still not being rewarded for exploring no matter what you kill, be it a squirrel or a Gnoll. This is about the dumbest thing I've ever read. Well we have something in common as this is the dumbest thing I've read.
  3. I takes offense to that. Dumb xaurips needed a lessen! Sure, they can't apply nuttin' because they dead, but dang-nabbit if somthin' weren't learned 'for they bit the dust. Gotta love those farmers/little girls with their missing dolls that have righteous authority over the land.
  4. Hey guys you can only explore this map if ye ole farmer boy told you...otherwise you're a murdering trespassing bastard even if those xaurips attacked you first!!!
  5. How cute, you only advocate the slaughtering of "wildlife" if you have a "quest" to get from point A to point B. Well that's just TOTALLY justified now
  6. If I'm making my way through a forest and some beetles or lions attack me and I defend myself there is no reason in the world I should get some sort of recklessness or cruel reputation. Furthermore about that in general...who the hell is telling everyone I'm cruel to animals? Are there city and state spies in the trees watching me? I never understand that nonsense...how things that happen deep away from society affect my standing with a civilization that would have no way of knowing about these events. In a way I like how PE is handling some of the rep...in that your standing is different with each faction or city.
  7. What I'm saying is that Constitution and Might interact very similarly to Perception and Resolve: while Resolve allows you to shrug off interrupts entirely, Constitution raises your health pool so that the damage you take matters less. I get what you are saying but its still in the "not really known" category since Might is a small percentage of the damage you take. One of the PE weapons does 11-19 damage...say you have +30% damage on a max damage hit that's 5.7 out of 24.7. Weapon damage/attacks used against you are more important than might since that's where most of the damage you take is coming from. But what's more important with the interrupt mechanic? This is from the Wiki: Interrupts/Concentration 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. For one-off/special use actions, the action isn't "lost" (meaning you can try using it again) but it will not auto-re-attempt.[2] Concentration: Concentration prevents you from playing hit reactions when you take damage. If you cannot maintain Concentration, you will play a hit reaction and your attack/reload/spell is interrupted.[3] Concentration is influenced by Resolve. Interrupt: If your Interrupt is high you will stop the enemies actions if you hit them more often. Each weapon/attack have a base interrupt value and attacks that have high rates of fire (like wands and spell missiles) or area of effect abilities have low base Interrupt values. But there are exceptions, Firearms have relatively low base Interrupt (and high damage) and Thrust of Tattered Veils has a high base Interrupt (but does very little damage).[4][5][6] Interrupt is influenced by Perception. So really we don't know exactly how Perception and Resolve work since apparently weapons have an interrupt value....how does this factor in when one stat benefits(or suffers) from an item as well? For example how does it go when you max Perception but use a crappy "interrupt value" weapon....you've trained or specialized in interrupts but yet your weapon can't/won't get the job done? Just doesn't seem like a well fleshed out stat/mechanic to me. Like shouldn't the stat fully determine interrupts if we're going that route? or Should the weapon/armor system determine interrupts(ie Poise from Dark Souls). Or another system altogether...
  8. I kinda agree in theory. In practice I don't think it'd be the same if, say, Strength or Dexterity had no mechanical effects at all. Twiddling attributes for combat effectiveness is very near the core of the D&D character building experience; moreso for AD&D because class + attributes were pretty much it for most of 'em. So I think stats ought to have mechanical effects, if only for the feelz. The hard part is making all or most of the compelling for all or most classes. Perhaps "no dump stats" is too ambitious; relaxing it to "at most one dump stat per class, and different dump stats for different classes" might make it possible to get more role-play-ey stats without forcing everybody into cookie-cutter builds. (I'm still taken by the muscle wizard idea though. I'd really like to see that work!) Yea as much as designers always try to make stats always matter for any build it never pans out that way. Hell I wouldn't mind having only 4 stats (clearly for combat) and then choose which skills you want for dialogue/interactions. Or have 5 stats and combine Perception/Resolve somehow and give the resist stun to Con. (or just make the interrupts target Fortitude instead of some sort of who knows what Resolve modifier)(and that's if they insist on keeping interrupts)
  9. Just my opinion not an argument and its a legit question really. Once again no one is really using Perception and Resolve and Obsidian has personally commented on this so yea....it doesn't add much to game play right now and they are being used as dump stats. So questioning the validity of a mechanic that is more aRPG in nature and not in the vein of IE other than spell interruption has plenty of legs. Interrupts/ConcentrationIf 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. For one-off/special use actions, the action isn't "lost" (meaning you can try using it again) but it will not auto-re-attempt.[2] Concentration: Concentration prevents you from playing hit reactions when you take damage. If you cannot maintain Concentration, you will play a hit reaction and your attack/reload/spell is interrupted.[3] Concentration is influenced by Resolve. Interrupt: If your Interrupt is high you will stop the enemies actions if you hit them more often. Each weapon/attack have a base interrupt value and attacks that have high rates of fire (like wands and spell missiles) or area of effect abilities have low base Interrupt values. But there are exceptions, Firearms have relatively low base Interrupt (and high damage) and Thrust of Tattered Veils has a high base Interrupt (but does very little damage).[4][5][6] Interrupt is influenced by Perception. Maybe it would help if this was explained in more detail? When I read that I still don't get it because weapons have interrupt values but does armor have any defense against interrupts? How exactly is the check made? a % roll? This has the potential to be completely op or completely trivial. So far things look trivial as far as this goes and I see a complete lack of discussion about interrupts specifically...IE no one really cares about it. Just doesn't seem like a well fleshed out or important mechanic.
  10. Why should it be in the game at all? What does the game gain by having it? I have questions for days before we get to yours mate. If we're talking other games that have them...there is a system in place for that mechanic alone such as built into armor or having a value that needs to be taken down then you are interrupted after (say you take 10 damage then you are interrupted next hit). In BG mages were automatically interrupted so that was merely hit the caster mode and was stupid then too.
  11. I am pretty sure you are incorrect here or maybe I'm missing what you are trying to say but: http://pillarsofeternity.gamepedia.com/Attribute Everyone takes the same % of damage except the Barbarian who goes 1:6 whereas everyone else is taking life damage at 1:4 in relation to stamina.
  12. I'm sure you've seen me say this already but I'm not sure I like interrupts being based on attributes if they should even be in the game at all. Not to mention like in the Souls games...heavy armor makes you resistant to being interrupted...nothing of the sort in PE so far. Makes no sense to me that the 'big heavy' would be constantly interrupted by a small dagger wielding guy who probably isn't getting too much through his DT yet is interrupting his already slow attack? no ty
  13. Yeah, I kind of guessed that's what you meant. It's just that by that logic, there are two attributes that have to do with damage too. If you don't think interruption should be a thing that's one thing, but it's not like the "this attribute is offensive, this attribute is defensive" paradigm is unique. Might is the only attribute that directly affects damage. If you want to say Int increases dot duration therefore more damage but that's only for dots. Dex is for accuracy atm so that doesn't increase damage done per hit although it may increase dps. Either way as far as Resolve/Perception go they only exist atm for that interrupt mechanic and some minor dialogue stuff(could just as easily be a skill instead). So I very much am asking the question does this game need an interrupt mechanic? and if so does it need to be based on Attributes? The fact that most people use those two as dump stats and Obsidian has commented on those....probably has that question answered already.
  14. ... Which two stats? I thought only Perception made you more likely to stun lock someone. Resolve resists stun-lock So there are 2 stats that involve something that shouldn't even be a thing IMO.
  15. Not having a go but it's not strength. Its might. As in magical Might, mental might, physical might, strength of your healing....basically being mighty.... which doesn't always mean how well you swing a sword. The others are then based around ... I also like how raising your character's might attribute makes bullets and arrows more mighty by defying the laws of physics. They should call it super mysterious magical damage multiplier. It is strange. Didn't crossbows(I don't think there were any other self-propelled weapons in those games) in the IE games NOT use strength as a damage modifier, in exchange for a higher base damage range? Seems like that's something that's likely to change before the game ships. Leaving aside might vs strength, D&D had no stat give damage modifiers to bows or crossbows (probably did for thown weapons and slings, though), unless you had a bow specifically built to require more STR to use (higher draw strength --> more force imparted to arrow). Whether that was implemented in the IE games, is a different question... Composite bows in BG had a flat bonus to damage. Also Composite bows allow you to add your Str modifier to damage in 3E/Pathfinder. I am pretty sure this was the case in 2E as well.
  16. Actually you sound like me...I did/do that in the other games as well. As a matter of fact take like Dead Space for example. You can use a button to show you the way to go....I always press it then go in the opposite direction and look around. It is a valid concern about breaking the quest lines and such. Like killing this before you get the "quest" to do it. Hopefully you get credit for it when you do it rather than having to have a farmer tell you to...
  17. PE has 2 stats for stun locking...that can't be a good thing. Resolve and Perception appear to need more than a minor tweak.
  18. Just have to pretend there is a DM handing out your exp when you do a certain amount of thing(s). I also much prefer the "objective" label over "quest". For the people struggling with the idea...just pretend that when you receive experience in PE its like a checkpoint or save-point...in that you get experience at that time based on the stuff you did since the last time you received any experience. And now you have a new starting point for your exp
  19. You've never played D&D, right? You talk like you have absolutely NO IDEA of how that system work, right? You've never seen moderate STR, but high DEX fighters. Never seen Fighters that have decent INT, cause there were a lot of abilities tied to Combat Expertise feat chain? Why I'm talking to you at all, if you like to talk about things, that you even don't have remote understanding? No there could be no balance between stats. Never. Some stats are more usefull for certain class, some stats are less usefull, but there is never a situation that every 10 fighters in order to be optimized will have same stats. Absolutely not, cause beyond main role (fighter) there are 10s of subroles that require different stats. Two-handed damage dealer fighter is one type, dual-wealding fighter is another type, archer-fighter is third type, spellcater-bane fighter is 4th type, tank fighter is 5th type, battlefield controller is 6th type... Oh, hell. I'll leave forums for a while and just wait for PoE release. If devs have some brains, they will make changes. If not - ok, I've already paid for that game, and I will probably play it, but I will definitely not support 'addon' or 'expansion' kickstarter. Bottom line, right now, this confusing, non-intuitive system will not add more buyers to this game, thats for sure. Don't get too frustrated and leave it's too early for that. It'll be alright man just have to let them know what you think and that's all you can do. I agree that atm there isn't a good trade off and that playing a "dex" fighter currently probably wouldn't work. Yes he'd hit "more"(most are hits anyway) but the damage would be lower and since Dex doesn't have the added bonus of defense in this he'd play differently than D&D style Dex fighter. Hitting more often may not mean too much against high DT with low might? Hard to say. Like I'm not seeing the capabilities of this system to have more of a "dodge" type of "tank" where he causes more attacks to miss rather than just soak up the damage. I guess I'm not a fan of this 'armor/to hit' system.
  20. It's more to spot more subtle openings and weak spots while fighting your enemies, I'd think. Certainly kicking the Ogre in the junk would cause an interrupt, but you have to find a good enough opening to kick him without him blocking you first. Sounds more like DT penetration to me.
  21. I can't be the only one who thinks its silly to have 2 stats based on stun locking. Perception and Resolve go more like skills than attributes. Perhaps I'm one of those people who don't "get it" but I don't see anyway that perception is the ability to interrupt something. http://dictionary.reference.com/browse/perception I perceive that if I kick the Ogre in the junk he will drop his club and not attack me! Call me crazy but I just don't see this. I know I know "Lawl you posted a link to a definition"
  22. Quite frankly I don't even understand why there is an interrupt mechanic so core to the stats. Or why have interrupts like this at all?
  23. As a neutral person to this topic I see some cherry picking in regards to D&D/PnP. We'll we are doing thing A because ya know real life role playing and **** but not doing thing B because well this isn't ****ing real life role playing and ****.... Also not sure how wanting kill xp = wanting to play a CE murderer who runs around **** slapping everything in the game. Having not actually played the game I can't say that objective based exp doesn't work but it sure sounds/looks lame to me. I can certainly see would be new comers to the game/genre be like "**** this" when they see their efforts not intuitively rewarded.... Probably better to give exp for most things including quests/kills/skills but I've admitted to not knowing yet so... I can say it works well in PnP but am often reminded that this isn't D&D sooooo....
  24. I want this game to do well and be epic I just wonder if it isn't suffering from the classic "trying to fix what was never broken" syndrome.
  25. Can a mod sticky the IWD/BG portrait threads? I'm sure that once the game is released people will want to use them.
×
×
  • Create New...