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Everything posted by Sedrefilos
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I'll take the beta testers word for it and assume the change is for the better. Also Sawyer's direct answer to me here: https://twitter.com/jesawyer/status/935582874450804736
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I liked the might governs all damage and healing idea... eh, this is more generic and pretty much renders might a dump stat for casters (like every other generic rpg system out there)? Couldn't they just make resolve something more useful for everyone? It still will be a dump stat for non-casters now.
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C'mon man... you're exaggerating :D Difficulty and reward must go hand-in-hand in an rpg in my book. In any game that has progress in general. That's all This isn't a side-scroller platform were you trying to overcome the obstacles in order to get to the end of the level If I'm in an side area that has nothing to do with the sotry, spend 10 hours to make it through and at the end I get a used boot for reward... well that's 10 hours wasted of my life there.
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Since the loot is not scaling with the difficulty I don't see why I should bother myself with difficult fights if there's no worthy reward. If it did, then yeah, scale 'em up all the way. Now the critical path, because it's mostly about the story and not the loot, I want it to be tough. As one friend said, combat is also story. In tabletop scaling goes along with reward unless the DM is a jerk
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Walking Part 2
Sedrefilos replied to Osvir's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Some moonwalking maybe? Especially when shooting? -
Walking Part 2
Sedrefilos replied to Osvir's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
I hereby demand a crawling animation toggle! -
Come on, not everyone is a HEMA enthusiast. I know pushing your shield at the side while attacking is bad tactics but this is a game and most people want style over realism. I don't care much, although I'd love to see more realistic animations too. If this was an action game where opponent blows would actually be blocked by my shield I would have been annoyed if attacking pushed it away, but here is mostly for the looks since blocking is happening wether the animation is shown or not. It would have been cool to actually see the shield blocking the attack but I don't know if all this would blend well with the simulationistic mechanics of the game.
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I wouldn't want multiplayer either (imagine to have to play a rtwp game multiplayer - I don't know I wouldn't have tried it - sounds chaotic and leans towards those who can cope fast realtime combat without pausing or slowing down). I'd love a single player arena mode as Wormerine suggests. Just fights of my custom party against opponents of chosen level (or custom build opponent party). EDIT: It could also be a side game. With its own progress in addition to free fighting. Like you start with a level 1 party and you fight 3 pre-made fights at different level 1 opponents then you advance one level and so on until you beat the last 20th level group. Man, the more I think about it the more I like the idea! :D No one is talking about Multi. Single Player arena mode is what I requested. I know, I was replying to Nail
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I wouldn't want multiplayer either (imagine to have to play a rtwp game multiplayer - I don't know I wouldn't have tried it - sounds chaotic and leans towards those who can cope fast realtime combat without pausing or slowing down). I'd love a single player arena mode as Wormerine suggests. Just fights of my custom party against opponents of chosen level (or custom build opponent party). EDIT: It could also be a side game. With its own progress in addition to free fighting. Like you start with a level 1 party and you fight 3 pre-made fights at different level 1 opponents then you advance one level and so on until you beat the last 20th level group. Man, the more I think about it the more I like the idea! :D
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Pillars was the only rpg that made me want to replay it badly because of its mechanics and character builds. I started several new games but I dropped it after getting Caed Nua because, at that point, the pacing becomes boring until you get to the 2nd part of White March or get to things past Defiance Bay or deeper in the Endless Paths, if you already done them once. That's why I want an endless dungeon mode or the arena mode so I can build and just have fun against opponents. If they can't do it in core game, there's a nice idea for an expansion. I can wait
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Designers have their own experiences, ideas and bias about designing. If was designing a game I wouldn't implement pre-buffing either, because I think it's freaking boring and adds nothing, when, if I move it to when actual combat occurs, it makes things more interesting because it is a crucial risk/tradeoff (do I want to push with damage or should I buff the party now? etc). Obviously Josh is against it, beta testers don't seem to bother about it - this is the only thread about this subject - so I guess we all have to accept this is a no pre-buffing game, for better or worse.
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DOS 2 already has an arena mode, so if they want to touch the bar... just sayin'
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If helmets are to be made for Godlikes, I suggest opponents get +accuracy against them because of their stuff protruding from their head. To balance things up
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Well, being an animator doesen't mean you know anything about HEMA and working on an iso-style game without motion capture and limited budget... Maybe we'll see some more love to them before release, though. Pommel strike is nice - I don't believe there is a universal "realistic" way to pommel strike someone
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About the companions multiclassing, things have changes since their initial announcements. Now companions come with 3 fixed choices and you pick one. They've only talked about Eder at this point; he's gonna be either Fighter, Rogue or Fighter/Rogue.
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Backer Beta First Impressions
Sedrefilos replied to Adam Brennecke's topic in Backer Beta Discussion
I'm with you even if I don't like toggling if that makes any sense -
Backer Beta First Impressions
Sedrefilos replied to Adam Brennecke's topic in Backer Beta Discussion
Obs said they're targeting for a global speed not to need (at least the slow) speed level, which is good imo - I don't like toggling speeds. I guess they're gonna gradually reduce (mostly combat) speed each time they introduce a new beta build until everyone (or most, at least) are happy with the current speed.