Sacred_Path
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Eh, more of a dilemma for Torment. If they keep the banalities of daily life out, "what does one life matter" won't be answered in a mature way. If they put them in... well.
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I will go with default difficulty and default setting, which may or may not be the most streamlined experience. I am very tempted to go Trial of Iron rather than save scumming for multiple approaches.
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It was a very good point. I can't count the times I've heard an argument like "this element doesn't belong in this game because it's also in MMO's!" and general skepticism against innovation/ features that were standard coming back (like games w/o omnipresent teleportation fields and quick travel). A number of people are actively contributing to the creative decline of the genre.
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Durability would have meant a money sink that actually works because you have to repair items (on the higher difficulties). Now they contemplate letting you pour money into your stronghold etc. which may not be necessary at all (players may end up not doing it) which is just beautification bullcrap. No one needs that.
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In all probability, it is a minority. I am completely confident that the vast majority of backers an potential buyers simply wouldn't have cared either way. I'm sure most backers receive emails about updates, but very few chose to voice an opinion on the matter. Realistically speaking, those most likely to say something on this topic are hardcore RPG fans with articulated opinions on RPG design, and I doubt that these are in the majority anywhere in any group. So yes, while the decision to take out durability and crafting skill may have saved P:E some customers at the cost of causing minor butthurt to others (me), I highly doubt it would have made a noticeable difference, economically speaking, to keep durability and crafting as is.
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What I'm concerned about is that there is a very loud minority of backers who I think originate mostly from a few hubs on the net and who will continue to try and take influence on the design. While my own preferences and theirs may align in some points, this is certainly not true for everything. <snip> You have a forum account and typing skills. I'm going to assume you know how to state your arguments. So, you have a voice. I'm sure that if you disagree with others, you are perfectly capable of arguing against their points. -- We should have more controversy sometimes, it brings some activity and inspiration to the forums You're assuming that it was the critics' arguments, not their number, that made Obs reconsider. I don't think so.
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Maybe it wasn't so much about the number of people, or the whining and bitching, but rather that there were good reasons for getting rid of the mechanic. Note that I added it's the third point that worries me. Josh hasn't said at all that the critics brought something to his attention that he'd missed, some flaw in the mechanics he had not considered; he has only said that he thought people would like this mechanic, and then he asked what people would consider an acceptable alternative. This gives the impression that it wasn't any perceived strength in the critics' arguments that made him (them) remove this feature, but simply the wish to satisfy the greatest number of players.
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There is one thing that makes me nervous, and that's the sequence of events here: - devs give a short snippet of information about a mechanic in the game - a relatively small number of people (relatively small compared to number of backers, forum members and active posters) start to whine and bitch - Josh says "I thought you would like this feature/ what would you like instead (to spend your money on)?" - feature is removed The specifics behind this decision are everyone's guess. edit: note that #3 is what really worries me
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in b4 Josh accidentally the whole game
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The vast majority of backers has been completely silent about the whole affair. Then it is one vocal minority against another vocal minority. Regardless, those who choose to voice their concerns feel heard. Both those who liked the item durability and crafting system and those who didn't. At the end of the day, if one thing is taken out of the game, something better will likely replace it. The point is that Obsidian listens and considers the feedback. If Obs wanted to show that they didn't just try to appease the crowd, they should follow the suggestion to keep at least the durability mechanics, possibly with minor adjustments, for Expert mode. It would fit their goals for that mode very well ("weighted gold") and it's obviously something they spent a good amount of time planning.
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What I'm concerned about is that there is a very loud minority of backers who I think originate mostly from a few hubs on the net and who will continue to try and take influence on the design. While my own preferences and theirs may align in some points, this is certainly not true for everything (I liked the durability mechanic, for one thing). Where's the problem? If customers raise valid complaints/ concerns about certain elements of the game that the devs simply hadn't thought of before, fine. I'm not asking for the devs to be uncritical of their own decisions. But if the design is changed simply to appease what is in all probability a minority among the customers, this is obviously not in the best interest of most of us. I'm not thrilled about a game whose specifications are tailored to the tastes of the Something Awful crowd and the RPG Codex. That's also not what I paid for, btw.
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nop. The impact of repairs rises in parallel to player's power growth/ equipment. Repairing may well not be worth it in the beginning, but once you get more effective, non-replaceable gear, it'll take a toll on your surplus gold.
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No, I've just seen it being brought up in other threads as an argument and seeing it again just irked me. this borders on another topic, but I'll just say there's also the Trial of Iron mode (no reloads). I think the game must be balanced with this as a real option in mind.
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tl;dr That wizards are traditionally crafters and might not be so in P:E is a v. weak point and should just have been left out. It should also be noted that character death will probably be permanent in P:E (insert dev quote here), so having any skill on multiple members may not be as useless as it seems. I'm sympathetic towards characters "assisting" each other in skill checks.
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The only valid complaint about skills not being non-combat skills is when large portions of the game are spent outside of combat. If you want to skip combat or solve problems diplomatically, you'll still want your skills to do something. This is the case with crafting; when you're outside of combat, you can use it to craft things (surprisingly!). Right now people are throwing random **** together to create walls of text to express their general dislike.
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fix'd I hope that, at least on the higher difficulties, doing more repetitive fetch quests isn't going to net you a fortune compared what you would have if you were more selective of what you do. An ongoing demand for consumables and repairs would ensure just that, which is why I want to see those in the game.
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Item Durability
Sacred_Path replied to Sensuki's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I presume you people are not familiar with the internet male (nor will I count you among them, of course).- 176 replies
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