Jump to content


  • Content Count

  • Joined

  • Last visited

  • Days Won


Everything posted by Ffordesoon

  1. @Malekith: I agree, although high difficulty (as defined here: " ") is something I value quite a bit as a player. But I do wish more games would focus on being fun to play first and foremost. @Infinitron: I would agree that guys who hit really hard are a crucial component of difficulty, but if all your game has is guys who hit really hard, you've created what the video above defines as a punishing game, not a difficult one. If the player can both grasp and trust the rules and tools laid out before them, then your game is difficult.
  2. There is also the concept of "failing forward," which I find intriguing. As Jonathan Tweet and Rob Heinsoo write in the 13th Age Core Book: I'm not advocating for this argument, necessarily, but it is interesting.
  3. @Stun: They weren't "littered with bad gameplay." They were littered with design decisions that didn't work as intended, just like every game. PoE will be no exception, I'm sure. And some of those design decisions will work out better than expected, and some will work out worse than expected. The IE games worked, and continue to work, in spite of their puzzling and/or frustrating quirks, because they were wonderful games overall. And I would say most of the changes are honestly closer to Pathfinder, which has been largely embraced by the old-school fans of D&D, and currently re
  4. I think The Witcher is a good game to draw from in this aspect. The preparation should be in learning which enemies are weak against which types of damage/spells/etc. The BG series already did this in the manuals to some extent, so it would hardly be blasphemous if PoE were to let you learn in-game that, to use a D&D exampIe, trolls regenerate health and are most likely to be killed using fire and acid attacks. I would like to see it not be as linear as The Witcher in terms of alternate approaches to encounters, though. One of the things that is nice about the way BG did things is t
  5. @Fatback: Actually, if you hadn't flown off the handle, I would have mentioned that I play just about everything released, Dota 2 included, and that it is worth looking at in terms of copping tactical mechanics. The Infinity Engine did start out as an RTS engine, after all. Furthermore, had you stayed your tongue but a moment, you might have learned that some people who frequent these boards have a more liberal definition of the term "RPG," myself included. While I wouldn't call Dota 2 an RPG, I would call a lot of things - including things I don't like, such as MMOs - RPGs. I would
  6. I agree. If it's the RPS article I *think* we're talking about, his only real complaint (aside from the stuff you mentioned) was that the quests that he got to see were "standard fare". He cited a nobleman at a bar who was looking for his daughter, and a cemetery that had a ghoul like creature who was lamenting about its plight and asking for help.I'm not sure what he was expecting. He was given a pre-alpha demo of the first couple of hours of the game. Did he expect to be instantly tossed into an earth-shaking, super dynamic, faction-changing, branching quest line that early on? The *good* ga
  7. Who are you talking about, besides Nathan Grayson of Rock Paper Shotgun? I don't think he was unimpressed, or even "not very impressed." He just said that, for him, it wasn't as immediately impressive as Wasteland 2, and that the combat he was shown looked basic. That's not "unimpressed," that's "I was impressed, but I have some reservations." Which is fair enough. And yes, I'll gladly cop to being an RPS fanboy, but I would think it's lame to take three or four sentences in a very long article out of context even if we were talking about an IGN article. @Infinitron: I enjoyed
  8. To the surprise of nobody who's ever read one of my posts anywhere on the entire internet, I agree completely. Also, as someone who reads/listens to as much of the dialogue in a game as possible, no matter how stupid, I greatly appreciate Josh's stance on that issue. Writing dialogue for people who hate dialogue leads to bad dialogue, period, end of story. It's like making all movies for the guy who won't sit still unless EXPLOSIONS SHOUTING EXPLOSIONS AMERICA is happening constantly. And that's how we get Michael Bay movies.
  9. @Lephys: Infinitron is right, I believe. I think the approach PoE's taking is more similar to the original Deus Ex's approach than anything dice-based. Which is fine by me, since failing a lockpick check is only fun/interesting in PnP, and Deus Ex's system is my absolute favorite lockpicking system ever in anything. @Infinitron: Ah. Well, now you know my opinion on a thing you weren't talking about, you lucky fella!
  10. My feeling is that it should depend on the context of the check, and that, for dialogue checks, NPCs should remember failure. Which doesn't necessarily change the fact that you can succeed, but changes the nature of that success, in terms of flavor if nothing else. Simple example: the old "trying to pass a guard and get into a city" chestnut. You walk up to the guard, he says nobody's allowed into the city. You try to pull the old "These are not the droids you 're looking for" bit, but your Charisma isn't high enough to bring it off successfully. So the dude's like, "Yeah-huh, whatever
  11. Whenever I read one of those posts, I always think of the horse from Ren & Stimpy that would get a sour expression on his face and go, "No sir, I don't like it!"
  12. Taking the rest of your post into consideration, doesn't all that planning make the fact that it's decided by die roll worse? If I'd formulated a plan of action like that, I'd want it to pay off in some capacity. Maybe not in instant death, but at least in a lot of damage. The problem Josh is talking about is the fact that it's both all-or-nothing and random. You might disagree that it's a problem, but a lot of players would disagree with you, myself included.
  13. Fair warning: these games can be very overwhelming at first, they're damned unforgiving, and they take their time to get going. Presentation-wise, more recent games like Dragon Age are absolutely more impressive and welcoming to new players. Treat them like you would a classic novel. Don't be afraid to look up strategies or optimal party builds for your first time through, and look for lists of recommended mods. Also, for the love of God, mod the walking speeds in BG1 if you start with that one (which I recommend, since you can bring over characters from BG1 to BG2 (though you're really
  14. @Qistina: While I see what you're saying (and feel rather sad that I know at least one person is going to post the equivalent of "NO IT DOESN'T SHUT UP" screeched in a reedy voice, but that seems to be the price of doing business where geeks are concerned), a lot of us find party positioning and management much more enjoyable from a fixed top-down perspective, myself included. The games which PoE is primarily a successor to do admittedly have some tremendously irritating issues on that score, but those are problems with the games rather than inherent problems with top-down play. If the g
  15. I absolutely understood what you meant. The only problem with your example is as Kjaamor said: it's damage-based, which makes it sound to those who skim as if you're saying that Thieves aren't "useful" unless they can do as much damage as Fighters. Which is not your point, obviously, but Timothy Grognardskimmer has already been possessed by the spirit of Gygax at that point, you know? Then again, ol' Tim doesn't seem to have shown up yet, so maybe your example did work as well as it could've. I was just trying to protect you against folks who would deliberately misunderstand your point.
  16. Still no better summary than that one. If you're wondering what Baldur's Gate, Icewind Dale, and Planescape: Torment are, well, I envy you. You're in for about six hundred hours of some of the greatest video games ever made.
  17. Considering that one of the design goals is to let the player kill everyone in the game, I don't see that restriction being likely. What I suspect is closer to the truth is that buffs will be designed to only be necessary in combat. That is to say, the longest a buff will last is probably to the end of an encounter instead of multiple in-game hours.
  18. @Jarrakul: No, I failed to make it clear that I was not arguing with you. My bad. My point was that while I agreed with your argument, your example wasn't ideal for the point you were trying to convey. The "I don't see what's so heretical about that..." line was meant as an aside directed at people who do find Sawyer's proposed changes heretical, not as a direct challenge to you.
  19. Am I the only one who starts humming the Aqua Teen Hunger Force theme every time he reads "the mob rulers?"
  20. @Jarrakul: I would say that you're using the wrong example, because most people, myself (and yourself, seemingly) included, would argue that Thieves should be weaker than Fighters as straight-ahead combatants. Yes, they may not be as useful as a Fighter in that specific situation, but that doesn't mean they can't rise above the threshold of usefulness (I am so stealing that, BTW) in enough common combat and non-combat situations so as not to be considered useless. The problem in 2E specifically, one that is worsened in computer games, is that Thieves are either unnecessary dead weight fo
  21. What about NWN2? I haven't played it extensively, but it seems to have a pretty complex spell system.
  • Create New...