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Cultist

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Posts posted by Cultist

  1. You're contradicting yourself. If you used the repair kits then clearly it did help, didn't it? Now consider the case where you only used repair kits rather than seeking individual replacement parts as you did in FNV. Wouldn't that be an easier mechanic? In a game like this where you are managing a party rather than an individual character, as a gamer you probably want that level of simplicity for maintenance tasks.

     

    repair kits never helped anything in FNV. With abdurance of repair mateerials they were only used when you get some unique weapon like fatman. And it was always not worth it when it came to creatuing repair kits via crafting.

  2. I think there's a solution. Party of 4 monks + 1 rogue and 1 wizard to toss some spells.

    This way you don't have to deal with item repair at all - I doubt grimoire will lose durability for casting spells, rogue can stay away from combat and kept in party only to deal with locks and traps. Monks do all the damage and due to fighting unarmed and without armor do not have to deal with repair.

    Problem solved!

  3. Or maybe actually playing it they'll love it? Everything said in this thread is pure theorycraft, if people gave it a chance they might love it. Over 32 years of experience has taught me that I and most other people don't really understand what we actually like.

    You are not going to eat food you hate only because it is in a different plate. I, for example, hated every example of durability system in single-player games, with the exception of JA2, and I know that I will not like any form of its implementation in PE.

    My experience taught me that if people hate some principle, they will hate it regardless of form. It's like time limits - you can introduce them in different ways but in the end it is the same time limit.

    • Like 1
  4. I'm telling you it's not mandatory, bro. It's all in your head. It doesn't matter whether it's a skill or a buff. You don't need to do those things all the time.

     

    Besides, you don't even know what other skills the game will have yet, so how do you know it's the most useful one?

    You also don't need to cast buffs before engaging in a serious fight and try to beat enemies with common knife and magic missiles. and the difference between buff and skill is tremendous - one could be cast mostly by support character on any member of your party. You can't do that with skill, unless they affect entire party, which is not the case for Crafting.

     

    Yes, I don't know about other skills but I already know that to be effective, your warriors HAVE to take Crafting.

  5. In the end, should this mechanic stay, I think it'll be solved in a traditional manner - mods will fix it.

    Oblivion had horrible level scaling, and mods fixed it.

    Skyrim had terrible UI, and mods fixed it.

    Fallout NV had no inventory sorting and mods fixed it.

    Baldur's Gate Trilogy transformed entire experience with BG1 and allowed smooth character progression from one game to the next.

    Arcanum unofficial patch enchanced the gameplay acrocc the board.

    Vampire: the masquerade- Bloodlines unofficial patch completely overhauled the game and balance.

     

    I suppose "No Durability" will be the first mod to pop up shortly upon PE release.

  6. Here's a notion I had for a simple repair mechanic:

     

    Repair kits

    The durability mechanic could be abstracted to some degree through the use of 'repair kits'. While not in combat the player can view a summary report showing the equipment damage. For example, it could read: 3 items lightly damaged (>50% dmg) and 1 item heavily damaged (>75% dmg).

    We already saw it in FNV. Never helped anything. You just hoarded a lot of repair kits but mostly used them on unique weapons\armor that you could not find spare parts to repair them.

  7.  

    So, regarding money sinks, I tend to agree with what Gumbercules wrote: although you are experienced developers, maybe you need to wait a bit more and see how exactly the money will flow (from fallen enemies, shop prices, both buying and selling ones, crafting prices etc.) in relattion to game lenght, story and party formation.

     

    It's true that we will have to tune whatever values we wind up using for money you get and money you spend, but my higher-level concern is systemic.  If there aren't core systemic drains, many players will simply wind up with a lot of money toward the end of the game.  Many of you don't seem to care about this, but as I said earlier, I've heard complaints about it on every game I've shipped.

    The thing is - prices could be fixed easily just by adjusting numbers.

    Durability significantly changes gameplay. It is much easier to balance prices and income, than balance entirely new system.

    Thing with durability, is that it acts like time limit's little brother.It constantly hangs upon your characters.

    I, for example, never experienced money overflow in BG2 after adding new shops from mods. They allowed a lot of versalite builds for my characters and high level equipment for high price.

    Not to say durability penalizes players fro long voyages and delves into dungeons. Especially filled with combat encounters.

  8. I like crafting.

    It is well established feature of RPGs and tend to enchance overall quality of the game.

    I like consumables.

    Frankly, I can';t even imagine an RPG without consumables. Just have to avoid situations when consumables become spammable.

    I hate durability.

    It adds nothing, except for constant annoyance. Remember Hardcore mode from FNV, after a whiule it just become boring and routine feature, ahrdly adding to survival athmosphere. Players could only make them matter after modding them A LOT into being unforgiving. I don't want to see this in PE. Infinity games fared well without this controversal mechanic, and i bet PE will do as well.

     

    Now, why such bipolar approach? Unique items in shops OR unique items in dungeons. Why not both. have SOME unique items in shops, and SOME in dungeons\quests\etc. That way all problems would be eliminated and both parties would be happy:

    - Those who want to buy items in shops could do it and sink their money.

    - Those who want to earn them in figth could do it as well.

    To be honest, I can't understand why not combine Arcanum and BG2 crafting system. Noone complained about them and PE will only benefit from best of two worlds. Cromwell took fees for crafting powerful items, and that was a significant fees. Arcanum allowed you to craft unique and versalite items from low-level materials, and this items were almost impossible to obtain in game shops, so crafting was always useful.

     

    As for money sink:

    - Consumables.

    - Upgrading.

    - Quests - to get some alternative solution for significant money, BG2 act1 for example.

    - Stronghold.

    - Resting.

    - Services, like instant magic shop\stash access.

    - Travelling fees.

    - Investments.

    • Like 1
  9.  

    All item durability can add to the game is either minor or major discomfort.

    It WAS fitting in Fallout 3 and FNV because Survivalism was a major theme of Fallout Universe, and the athmosphere of people trying to stay alive on among the ruins of the world and using every trash and scrap to maintain their old and rag-tag equipment. But in a fantasy wold it will bring only discomfort and annoyance, as it was proven by Oblivion.

    I highly doubt BG2 would be more interesting if similar mechanics would be implemented there and you have to constantly check your stuff before every venture.

    I'm all against it.

    One man's "discomfort" or "annoyance" is another's challenge. You shouldn't presume that other people dislike survival simulation mechanics simply because you don't.

     

    I could presume it because it is my opinion.

    P.S. Also, Hardcore mode in FNV sounded good initially but in the end turned into a boring routine and ultimately failed to simulate hard and unforgiwing world of Wasteland.

  10. All item durability can add to the game is either minor or major discomfort.

    It WAS fitting in Fallout 3 and FNV because Survivalism was a major theme of Fallout Universe, and the athmosphere of people trying to stay alive among the ruins of the world and using every trash and scrap to maintain their old and rag-tag equipment. But in a fantasy world it will bring only discomfort and annoyance, as it was proven by Oblivion.

    I highly doubt BG2 would be more interesting if similar mechanics would be implemented there and you have to constantly check your stuff before every venture.

    I'm all against it.

    • Like 3
  11. Here we go

     

    It's both for the economy and to make Crafting a skill that has value on more than one party member. Typically, crafting-related skills can/should only be taken on one party member because the rules don't reward taking it on more than one. If you do, those points are essentially wasted. A durability system allows us to use individual Crafting skills to scale individual degradation rates. And yes, repair does become an economy sink because "static" items have a consumable aspect to them. A lot of players have a preference for finding, rather than buying, rare/unique items in the world (e.g. many people responded negatively to unique items in IWD2's stores), which can result in a lot of money accumulation in the late game. The stronghold will be a good money sink, but a lot of people may choose to not do much with the stronghold, so there's no guarantee it will be a sink.

    • Like 1
  12. That worries me. Mostly because this could spawn another Bao-Dur mule NPC. Who is useless and constantly stays at base\stronghold and only used when you have to craft something.

    Also, I hate durability with passion. I makes me constantly check my stuff and go on regular routes to repair. And in Fallout 3 and NV it only made me stashing a lot of repair materials just in case.

    This durability mechanic does not really add anything to the game, except for annoyance and it is better to get rid of it. Or at least have ability to turn it off\mod it out.

    In Fallout, durability could fit into setting due to survival being the central part of Faloout universe, but PE would definetely suffer because of it.

  13. In the press release, CCP CEO Hilmar Veigar Pétursson stated, “The next few years will be the most important in the company’s history, as we build on the launch of DUST 514, expand EVE Online, continue development of World of Darkness, and kick start our efforts in mobile gaming.”

  14.  

    BioWare taught me the value of patience. I don't want to see another Dragon Age 2, Mass Effect 3 or Duke Nukem. I can wait a year longer if the game needs so.

    Dragon Age. Devleopment 2003-2009. Quality = Garbage.

    Diablo 3. Development 200?-2012. Quality = Garbage.

     

    Not necessarily :p

    No, but shorter developement always means worse game, while longer developement could give us a better game.

  15. D&D - Races Of Renown - Bastards And Bloodlines - A Guidebook To Halfbreeds

    That book covers most bizarre things you may find in RPGs about weird races and species. At second part of the book they go full retard with half-beholders and stuff but first part is quite reasonable...to some point...if you learn to ignore zoophilia remarks.

  16. Okay, but how is that relevant to the current Kickstarter? The description does not appear to mention such strategic elements.

    "Bribe scientists to advance your technologies, and kidnap doctors to augment your agents. Try siphoning cash out of the corporate account, bribing a bank manager to “misplace” his security pass"

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