Sacred_Path
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Degenerate Gameplay
Sacred_Path replied to UpgrayeDD's topic in Pillars of Eternity: Stories (Spoiler Warning!)
"If you put in one bounty hunt, you have to put one in for every monster race". Seems like a false dichotomy, good sir. -
Gregorian chanting all the way. Hell, I hope they do this
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Degenerate Gameplay
Sacred_Path replied to UpgrayeDD's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Thats not how it's gonna work you Mormon. If the objective is defined as getting past those enemies, then that's exactly how it's gonna work. Also I reject being affiliated with any organized religion, TYVM. -
Economy & Difficulty
Sacred_Path replied to Osvir's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Funny, I've lost track of how many features/ CRPG staples people have proposed to be "turned off in Easy mode". Someone should make a list of those. Would make for one hell of a gaming experience- 35 replies
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Degenerate Gameplay
Sacred_Path replied to UpgrayeDD's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Because people will be totally stumped at "wow I just sneaked around enemies and got XP for that! Dafuq?". They'll probably think it's a bug, m i rite? Schizophrenia or just plain retardation? You decide. -
The role of diviniation in a CRPG?
Sacred_Path replied to rjshae's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Speaking of dungeons, TRAPS. -
Suspension of disbelief is your own problem IMO. It's just as immersion breaking if you bring your 2h hammer down on an enemy's armored head with full force and all you hear is a thud and the enemy loses 6 HP. If we're going the most immersive route we should probably stick with 1 attack, 1 death animation. Otherwise, what about lopped off body parts flying around in the middle of a fight (not exactly an uncommon thing in the MA)?
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Degenerate Gameplay
Sacred_Path replied to UpgrayeDD's topic in Pillars of Eternity: Stories (Spoiler Warning!)
"Kill the bandits that kidnapped my daughter" is a different objective than "Save my daughter" because the bandits will kill the merchant's daughter as soon as you attack. Sneaking past the bandits to where she's held, then sneaking out again with her yields a greater or smaller award depending on the difficulty of either approach. The devs can then choose on a whim to close this quest, or give you the opportunity to go back and kill the bandits (which might not be trivial for a party specializing in stealth). Sounds contrived if it happens all the time? Right, but I think it's a given that many quests will only allow 1 approach out of the big 3. You can still pick&choose at this stage. How does objective XP hinder character development? If you only follow objectives to get those XP to level up, fine. It was unclear from PrimeJunta's post if he wanted to say/ include actual XP, but let's say it's about gold. How many additional ressources do you think it would take, assuming those monsters are already properly implemented into the game, to put in 1 NPC who rewards you with X gold per head? Where those quest givers are? In the vicinity of the monsters they want you to exterminate, perchance? Or would that be too obvious for your taste? Trying to establish the nature of relationships between monsters and civilization is hardly "going MMO". It's something that games surprisingly often lack, and omission isn't inherently better in this case than trying. brb no patience -
The role of diviniation in a CRPG?
Sacred_Path replied to rjshae's topic in Pillars of Eternity: Stories (Spoiler Warning!)
- spells that give a vague hint of how many enemies are on a given quadrant - spells that indicate how safe it is to rest in a certain spot - a luck modifier that changes daily/ weekly and can be predicted by divination (boo, hiss?) -
Chris Avellone Plays Arcanum
Sacred_Path replied to Adam Brennecke's topic in Pillars of Eternity: Announcements & News
I'd support any format if he's drunk and playing in real time.- 112 replies
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Chris Avellone Plays Arcanum
Sacred_Path replied to Adam Brennecke's topic in Pillars of Eternity: Announcements & News
10 minute segments would be perfect. That means they're edited in some coherent form, because watching a first timer's every action is p. anti-climactic.- 112 replies
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Chris Avellone Plays Arcanum
Sacred_Path replied to Adam Brennecke's topic in Pillars of Eternity: Announcements & News
I'm looking forward to MCA humping dat sheep.- 112 replies
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If I had to choose, it would be attack animations. I'm really more interested in how my characters perform/ how combat works/ what effect a given weapon has on a given type of armor/ tactical uses of weapons than how many ways someone can shed their intestines. Personally, I'd rather no ressources at all go to working on either, because it's not something I derive much pleasure/ gameplay value from.
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Balancing Stealth vs Combat
Sacred_Path replied to PrimeJunta's topic in Pillars of Eternity: Stories (Spoiler Warning!)
I'd prefer if this was taken care of by giving optional objectives. Retrieve item from fallen stronghold, get reward. Drive out invaders and reclaim stronghold, get bonus. -
Balancing Stealth vs Combat
Sacred_Path replied to PrimeJunta's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Er, no. This is exactly the thing I don't want to see in an RPG. Ever. I want to behave as I choose in my own game, thankyou. I look forward to the first "Let's Play P:E" YouTube series that isn't nerfed by "balance monkeys" interfering with a player's behaviour. isn't that, like, a very broad statement against balance in general? edit: btw, I probably didn't express myself clearly. Let's say there's a little score you get at the end of the game (hello Might&Magic) that factors in time spent. You wouldn't be rushed through the game, you just would be "rewarded" for dealing with obstacles efficiently. No harm done to anyone. -
Balancing Stealth vs Combat
Sacred_Path replied to PrimeJunta's topic in Pillars of Eternity: Stories (Spoiler Warning!)
In that case, I'd like to reference my posts about degenerate gaming. IOW, if the game becomes easier by doing every quest/ killing every foe, give an incentive to avoid this behavior as much as possible; i.e., find ways to keep track of "time spent" in a way that reflects the player's efficiency well. If he didn't take hours (= ingame months) of grinding but headed to the next boss right away, give the player a little pat on the head. Level scaling of the main quest might be another way around rewarding grinding. -
Balancing Stealth vs Combat
Sacred_Path replied to PrimeJunta's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Different peeps have different preferences. What I wish for with P:E is a game that makes good use of combat, stealth, diplomacy, and all the flavour-y entertaining things you can do by using miscellaneous skills. If I often have the option to choose my approach, I'll be happy. I wouldn't be more happy if I could get by by doing the same thing a hundred times. IMO it makes for a very gamey feel if you can navigate a character through a war-torn world filled with monsters because he can become practically invisible or enemies are so stupid you can always talk them out of fighting even if they have the upper hand. Like I said, if the game was advertised as a game where pacifist runs are possible, then the devs had better follow up on this claim. It's not something that would entice me specifically though. -
Balancing Stealth vs Combat
Sacred_Path replied to PrimeJunta's topic in Pillars of Eternity: Stories (Spoiler Warning!)
oh wow, thanks for clearing that up For someone who doesn't have a problem with stealth, you've made a point of ignoring every single attempt someone made at explaining why stealth might not be too easy, or unbalanced in P:E. And by "its implementation" are you specifically referring to P:E (which we know nothing about yet) or just any other game ever that had stealth? As to your points: 1) How do you not need stealth to avoid combat, if i.e. you have to pass under the eyes of enemy scouts through a stretch of land? 3) "Stealth is too easy becuz easy." 4) "Since stealth is easy becuz easy, it should only be rewarded if it's more effective than combat." Which would pretty much force the devs to always make the stealth option more effective than combat. Which is what you rail against. (?!) 5) We actually agree here. It always makes me blink when someone claims "this game is well-designed because you can play through it without ever fighting!". Which is only essential if the game has been advertised with the phrase "this is THE game for pacifists!!!1!". -
Balancing Stealth vs Combat
Sacred_Path replied to PrimeJunta's topic in Pillars of Eternity: Stories (Spoiler Warning!)
V. good. So we can agree that while in a shooter like CoD combat should be the dominant way of conflict resolution, a game with the premise "3 approaches are viable" should indeed offer all 3 approaches. -
Digging
Sacred_Path replied to Osvir's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I have an unreasonable fondness for usable shovels/ pickaxes/ sledge hammers etc. in games. I say 'unreasonable' because gameplay very rarely profits from this. But it's such a neat gimmick -
Balancing Stealth vs Combat
Sacred_Path replied to PrimeJunta's topic in Pillars of Eternity: Stories (Spoiler Warning!)
So you didn't know you're supposed to write the things you mean, and mean the things you write. That's one of the more inventive reasons for backpedaling I've seen! Now, you should probably go back to posting "STELTH IZ TOO EAZY AND ALWAYS WINS" in one form or another.