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RaketenRichard

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About RaketenRichard

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  1. This game is about a 300ft tall magic statue walking around. Historical accuracy my ass.
  2. Since only the pledges are comparable to Kickstarter and they contribute only half of the funding, I'd say hardly so.
  3. I think I've read in some interview, that they 're going to strictly separate the way combat and non-combat skill-points are spent. So you don't have to choose between fireball and herbalism.
  4. To me "respec" is the alternation of character customization. I'm sorry if we don't have the same definition. But just arguing about talents will keep this discussion a little flat. Please tell me, what exactly is the difference between the skill system of D3 and the memorizing spells system of BG2?
  5. Changing gear does not count as respeccing and never has, and actually it shows how respeccing can ruin the impact of gear has upon an encounter: if you can respec yourself to fit an encounter then picking the right equipment for the task at hand is no longer as important. Why take along that mace that kills undead when you can respec yourself to have that anti-undead power that lets you take along that more powerful sword and then imbue it with anti-undead with your respecced powers that you wouldn't normally take because they are so situational? Please read my post carefully. And yes
  6. I like making choices. I like the finality of choice because it is (for me) what creates some kind of identiy and therefore is a very important feature in rpgs. But also having some interchangeable features can be quite fun. Nobody of the death-to-respec people seems to be concerned about the fact that you could respec your gear in BG2 anytime you want (exactly like skills in D3) and this was a really cool thing, because it added some tactics and freedom to the game. Gear is a big part of character customization and its usually completely interchangeable. Think of the anti-undead mace you
  7. In most rpg's characters controlled be the player can be customized. For me the finality of choices concerning character customization induces some kind of identity, which contributes a lot to what I humbly call "feeling". Yet it seems to sometimes restrain the gameplay. In Baldur's Gate 2 we had both. Talents, skills, race etc. were final, but gear was completely interchangeable. Do you think it should stay like this in PE? Which parts of character customization should be final?
  8. Anybody who's complaining about medically inaccuracy should seriously meditate a moment about the ridiculousness of the approach to represent the physical condition of a human by a single (or two or three) scale(s). This will never be realistic. So when it comes to the choice of a system of defensive resources we should focus (as this is going to be a crpg) on tactical complexity. And in this terms the system of two scales, health and stamina, seems to be a much better one than the classic approach.
  9. I think there should be some base xp for completing a quest and then some (optional) revard in forms of loot, reputation, story and/or xp for the chosen method.
  10. When it comes to the option of solving a quest violent or nonviolent, for me the choice is not only affected by the promised revard, but the compexitiy of the used method. More general, let Q be an instance in the game and A and B different methods to solve it. If you want to give the player a fair choice between A and B, you have to make sure that both A and B have an equal powerfull impulse on the game (that are revards or story based stuff) AND both A and B are equal in the complexity of game mechanics. I'm sorry, I didn't read the whole thread, so I hope this has not been said already.
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