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Chilloutman

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Everything posted by Chilloutman

  1. Oh yeah? What's that based on? Absinthe? I am thinking we are observing here something more seriouse
  2. Notice I didn't write about a strike TO the head (headshot? location damage was in the Fallout games, right?), but WITH the head, the head of the axe. (the metal cutting bit, as opposed to the wooden haft bit) Sorry missunderstanding, but its still same thats why we have damage treshold, 1-6 if you hit for 1dmg than bad luck you hit him with hilt, if you score 6 than good, you place good and precise strike. What are we talking about now?
  3. Agree about armor, damage types and skills affecting fight. But how you make same fighting style for 2H sword and for rapier? You mean you will swing rapier same as you would do with 2H sword? not going to happend and its going agains your own philosophy. And again you just cant put out different damages on different weapons. A lot of people in cRPGs love to gather more powerfull weapons. If ''power'' of weapong doesnt exist it will be boring to finding still same stat sword only with different skin. You guys would be great at designing something like Demon Soul but this is old skool cRPG (mostly based on P&P) Rapier with 2H style, character probably will get mostly negative bonuses from that as rapiers are not usually designed to be used with two hands, but if character wants to be stupid then why not? And why yes? spend preciouse developer time on something which will noone use. absurd. yeah and enchanted flaming blade will add damage and its lighter so its easier to hit, where is problem with that? no problem with this, just have to have on mind that its still game and it have to have some understandable rules.
  4. I would also dispute that. Like, come on, it's a couple of number checks and random rolls. Hardly impossible for modern computers. Also a critical is clearly something entirely different for axe combat. No arguments, no discussion, what is critical in axe combat than? Seriously you starting to be too nitpicky
  5. Yeah you can. Depending on your skill level with axes, your distance from the enemy and his dodging skill, it may happen that you hit him with the haft of the axe, not the head. In that case you deal a smaller amount of blunt damage. (which may be reduced by his padded armor etc. etc.) If you're better with axes and if you use proper distance, you'll hit with the head and deliver crushing+cutting type of damage instead more often. Not going to happend, too hard to implement, too hard to manage in isometric view in realtime with party of 5-6 character under your control on the screen. Your super hit to head is called critical and is already in from BG1 And yes I dont have anything against combat system in Witcher but you have to manage only one character in atime. Something completly different from IE games. I am for variouse damage types (slashing etc.) as well as about variouse weapon power (1k6, 1d8, 2k6 etc) so we are on same boat here
  6. That is probably true if there is no need to hit on specific area. But in fight you must take account what your opponent does and where you need to hit him, her or it. Because if you wave your weapons like weather vane you will probably die. True, but same apply for one weapon Agree about armor, damage types and skills affecting fight. But how you make same fighting style for 2H sword and for rapier? You mean you will swing rapier same as you would do with 2H sword? not going to happend and its going agains your own philosophy. And again you just cant put out different damages on different weapons. A lot of people in cRPGs love to gather more powerfull weapons. If ''power'' of weapong doesnt exist it will be boring to finding still same stat sword only with different skin. You guys would be great at designing something like Demon Soul but this is old skool cRPG (mostly based on P&P)
  7. What do "hits" mean? Does a number of hits determine who wins the combat? This kind of contest doesn't really give any results you could use to judge the efficiency of weapons in combat. Hey, if there's logic to these spells, if we know HOW they work, we can speculate quite successfuly about what a real life warrior would've done with them. Is the shield spell a literal shield? Then the hoplite doesn't need a shield. Is it a ball of protective energy? Is it the same shape as his body, protecting it whole? etc. etc.. As for how - sure I'd come up with a solution, if you paid me to be a systems designer. I've worked on a commercial RPG before btw, it's not like I'm trying to imagine cars running on water. You still talking about man vs man fight, yeah if you fighting ogre that yes, more hits is always better. I am not now going to argue about how sword+1 is better than simple sword because this would end up that we dont have new games, lets just playe die-by-the-sword and everyone is happy And I worked in game industry as well and i know that some request are just imposible due to time/money/gain factor Jestli chces muzem se o tom pobavit privatne, ale myslim ze to nema moc cenu, kazdy mame svuj nazor evidentne
  8. Ok so how? That is a question. I can argue that I dont like loading screens in games but you then have to point out how differently YOU would do it. Same easy way to tell that I dont like cars running on gas but I dont know how to make better car running on water so I dont argue on car provider forum that car on water would be better
  9. You guys trying to convice me that if there are 2 guys standing next to tree and one have 1 weapon and another one have 2 weapons and booth will be bashing that tree for 1 minut that the guy with 2 weapons will not score more hits? really? are you trying to point that? OK then there is no more point of arguing about it. About that fireball it was just example, what about shield type spells? entangling roots? Because something is set in out real world history doesnt mean that all of it have to apply to Fantasy world and this saying ME who is quite nitpicky about inconsistecy in fantasy games.
  10. *sigh* yeah, dem awesome false stereotypes. And isnt it true? I mean if I put aside man vs man fight and put in man vs eg. minotaur than it makes perfect sense. You will do more damage with 2h, you will attack more times with 2 weapons and you will have better defense with shield. I still see here people lamenting about how was 2H used in history but well, this is not historically accurate world or fencing simulator. Live with it or kill it with fire. No, it really isn't true. 1) 2h swords were only a bit heavier than 1h ones and the power added by the other hand was more for better control than significantly more damage. A rapier stab could inflict a much more serious wound than a longsword slice, so how do you measure damage? 2) 2 weapons weren't a very common thing used in history. And certainly it doesn't mean you attack twice as many times in the same time as with just one weapon, it's much more complex than that. It was something unusual, something not everyone would be prepared to and expect in a fight, that gave you some advantage. (similarly to being left handed) 3) you have different kind of defense with a shield and it protects you from projectiles. This "2h do more damage, rapiers are about finesse (whatever that means mechanically) and shields give you better defense" is just a simplification of reality to fit in a specific ruleset, not a very accurate one at that. It mostly stems from wrong assumptions and ideas people have about medieval combat. But I know, people don't care about learning something about reality, let's just keep doing what everyone's done in the past. You know what? I'd rather kill it with fire then. "This is not a fencing simulator, it's just a game..." - this makes me sick. Yes, it IS a fencing simulator, you're having characters fight with swords and you simulate the result. You're just using it as excuse for familiarity, laziness and ignorance. It's not like anyone is asking to turn PE into a Mount and Blade kind of game, or CLANG. If we have that knowledge and if we have some understanding of those principles, why not apply them? Why not do things slightly differently and possibly better? You are still overlooking that its a game, and it have to have some rules. If all weapons have same damage what will distinguish one from another? And no its not fencing simulator because you can cast fireball in middle of fight (and that fight is isometric and you cant choose which way your character will swing/thrust his sword/rapier). What hoplites would do in this situation in Greek history? No one knows because its fantasy. And yes rapier require more dexterity than two handed sword. And yes you can do devastating attack with it. But if I look it as game vs reality its much easier to hit something hard with sword than with rapier. Scoring killing blow with it should be transfered to scoring critical hit. So this is covered as well.Its not lazyness or ignorance. Its just how it works in games with rules (which have to be consistend or developers would go crazy). You cant expect them to copy all real world rules to isometric game. geez Also for your blog/paintings
  11. For me its always problem of world span. I hate when world have jungles at south/north and snow at north/south just for sake to have different enviroment even that travel from north to south takes you week of traveling. I dont have problem with some magical places which seems out of place if they are explained correctly tho. I liked IWD, Fallout settings etc. I think you can create interesting locations in one geological place without problem. And it feels more natural than traveling from frozen lands of Megaiceland to get to sunny beaches of Tequilasunrise island in 2 days of walking. That for me always breakes immersion of setting. Worst example now is GuildWars. I was so dissapointed about how they make volcano/jungle area next to frozen mountain map.
  12. *sigh* yeah, dem awesome false stereotypes. And isnt it true? I mean if I put aside man vs man fight and put in man vs eg. minotaur than it makes perfect sense. You will do more damage with 2h, you will attack more times with 2 weapons and you will have better defense with shield. I still see here people lamenting about how was 2H used in history but well, this is not historically accurate world or fencing simulator. Live with it or kill it with fire.
  13. I would like to see: Walking/Running toggle when running stamina will go down I would love to see running in combat. Always bothered me when my mage is getting slamed by orc and my warrior is on the walk I can image that game can count how far enemy is and if there is obstacles in way and if player click to attack on enemy which is futher away my character should perform charge attacks. I can see it combined with thief charging for backstab whould be cool as well. Charge attack should take account if its taken from back/side or front. If its from flanking position I could see +dmg and maybe knock down or stun. If its charge from front i can see penalty for hit chance and lowered defence for short time but again +dmg. I think that charging should not be restricted to warrior only, as anybody is able to run.
  14. What I am missing in modern RPGs is that feel that I have time to scout. What was wonderfull thing about old games are that they have ''Bad'' graphic so designer have to write down some informations about your enviroment. I would like to see streetwise/survival/woodlore/etc and act like bonus explanation marks. Do you remember about old Fallout2 where you can click on anything on screen you got explanation about what you see. These was great as it higher atmosphere for me because writers are good at making jokes. When you blow up toilet in Modoc it wa fun but best things where when you click on goo for more info. Same for Golgota for example. I know that there it was not tied to any specific skill but I would like this type of info text return to RPGs.
  15. As I already pointed out earlier, the way AD&D and most systems are structured, there are a lot more lower level spells available than higher levels ones, so there will certainly be enough to shut down the other guy(s) in any important battle, unless the NPCs are cheating. I only used the 1v1 scenario as an example, to keep it simple, but the principles that were illustrated work the same exact way in battles involving many participants on each side. For each caster with quick spells on my side, I can shut down one caster on the other side. Again you cant still dip into 1v1 fights. There is no ulimited number of low level spells and at time you can cast high level spells you should be able to have character prepared for such fight. You can change magic missile for archer shooting at you and you end up same failing checks and get interupted. You want to remove archers because of that? no you just have to play smart to minimalise interuptions by spess, equipment and or traits/feats whatever. I still think that casting times are ok in real time. What would be other aproach? spamming finger of death to kill whole screen in 5 seconds? still dont understand your problem with it
  16. I would not like to end up like simple hunter, I think that ranger should be proficient with mele weapon as well,he is protector of woodland but it doenst mean he fight onlz animals. he also fight with bandits and other armed humanoids and it mostly end up in close combat battles
  17. Well, the time stop argument doesn't really work, as it was (together with Improved Alacrity) an end-game "I win" button basically, There is nothing anyone can do against that, so strategy/tactics do not apply, and it is irrelevant to the argument at hand. But low level spells like Magic Missile would indeed out-perform stuff like horrid wilting and meteor swarm, because once we removed each other's spell shields, i could interrupt your casting of wilting/swarm with a faster MM. I haven't played SCSII or other mods like it, but if they address the problem I brought up about low level spell abuse, no one has mentioned how so far, in terms of actual mechanics. The problem seems to be that many people "feel" like casting time adds a layer of strategy to combat, but ignore the fact that it also leads to very cheesy exploit-type gameplay. Man but there will not be unlimited number of low level spells and no one force you to cast 8th level spells first, i dont see your point and you cant just set it as 1v1 mage fight, most battles are here agains numerous enemies. Jeez this is not PVP balanced e spor
  18. Hello, I would like to know your opinion about rangers in IE games. I totaly love concept of wilderness survival/beastmaster fighter type but in most IE games I just rather choose druid/fighter dual class. Thing is I am not huge fan of bows as primary weapon but its not that main issue. Problem is that ranger in most games was just inferior fighter. In BG1 and IWD1 and IWD2 there was absolutly nothing that fighter cant do and ranger can. He got lower BRB or fewer traits. In BG2 you can create at least subclass (and then only archer got some meaning, other subclasses were again weaker than any other fighter/whatever. Things I would like to see for ranger in terms of combat: More skills attuned to beastmastery - dual hit with pet, pet commands making them enlarged/frenzied etc.Tricky combat techniques using enviroment (probably hard to implement), maybe some stances and combat trick learned from animals. Eg. tiger stance for more crit/faster attacks, eagl stand for longer arrow flights etc. In terms of non combat skills: I remember that only once i really used ranger was in dark wood in IWD2 where i have to use tracking/wilderness survival to get out of it. I would like more of that interactions. Lets face it, fantasy worlds are mostly wilderness with few populated areas but somehow in these games we just dont have any use of such a skills, which is a shame for rangers. I think in Fallout it was great that if you have (cant remember now) survival skill and higher it was. you were traveling faster, can expect encounters. I would go down that road and add bonus encounters if you have ranger in group with high survival skill. Please share your opinions about rangers in your favorit games and how they were implemented or what do you would like to see in PE yeah and please forgive me my English, its not my native language. Feel free to point out typos Chilloutman offtopic: how can I add tags for thread?
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