Jump to content


  • Content Count

  • Joined

  • Last visited

Community Reputation

65 Excellent

About eschaton

  • Rank
    (2) Evoker
  1. Not really. Moving away from HP, or at least gaining them upon levels, doesn't mean you couldn't have room for other stats. As I said, as one levels up, you could take ranks in dodge, parry, or combat conditioning, which would make you harder to hit and perform better in combat if you sustain a non-mortal injury. I have to admit, I do not like how stat systems have been utilized in general. Most game models either have stats be essentially static (minus a few in-game boosts) across your entire play experience, or add a few points each level. Neither one is fully accurate, because a p
  2. There are ways around this though - realistic ways - much more so than the concept of hit points anyway. The first is of course armor. There's a reason why full plate, despite the weight and mobility limitations, was so commonly used by fighters who could afford it in the late middle ages and renaissance. It made you basically invulnerable to swords, and was pretty good protection against other weapons as well until the flintlock musket was perfected. If anything, the effects of armor in a lot of RPG settings are underemphasized. Then there is dodging and parrying. Honestly this
  3. My bad experience in Fallout: New Vegas was in part an inspiration for writing this. I remember I had a mission to take out a group of enemies. Several of them were asleep in their tents. I figured I'd finish them off with headshots before they could even wake up. I snuck into their tent, crouched down, aimed straight for their heads, and let loose. Even trying a dozen times, I was unable to kill. I could not kill a sleeping target with a sub-machine gun! Obviously the reason was because the combat mechanics in no way reflected how reality actually works. But it pretty much
  4. Yeah, basically I'd like to see "action"-style mechanics, without it being an "action" game. I suppose it would be a bit excessive to expect developers spend a lot of time developing a sensible combat system, only to use combat rather minimally (allowing for most encounters to be solved through diplomacy, stealth, or assassination instead of in the open field of battle, if that wasn't the player's thing. I wonder if some integration of mechanics from stealth games and survival horror would be helpful? I've had limited experience with both genres, but it seems they both have elements of
  5. For the last few years, I've been thinking about how much I dislike some of the bog-standard rules of cRPG combat - rules which mostly spring from D&D originally. These include: 1. You can get hit dozens of times by something pointy (or even shot by a gun) without any real effect. Your "hit points" may go down whatever that means. In real life, if you stabbed someone they would almost invariably either be dead, dying, or so maimed as to be nearly useless in combat. Perhaps if they were hopped up on adrenaline, and highly trained, they'd maintain focus even with a major wound. But
  6. I am certainly a reader, but I think one issue the game has is it drops you right into the world's lore without much introduction, meaning some of the discussions about gods, nations, and factions can seem arcane until you get the hang of them. I honestly liked the DA:O system more, where your codex updated with lore as it was revealed in the game. I tend to read closely things which I know may be plot or tactics relevant, but skip flavor, because I work full time and have two kids, giving me only a few hours per night to play. For example, it doesn't take long to realize you're not go
  7. We all know PoE does not give XP (mostly) for defeating foes in combat. Instead, XP is mostly given for: 1. Completing quests 2. Exploring new areas 3. Opening chests/doors, disarming traps, and "other interactions" Of course, there is a small amount of XP which you gain on the first few encounters with enemies, until you have completely filled out the bestiary entry for an enemy type. You of course miss out on this entirely for human and demihuman enemies. Given the relatively low XP cap in the game, there's also the question of if you need to maximize this area of XP. Of
  8. Hey all, To start with, I should say that I am a veteran of old IE games. Cut my teeth on BG and BG2 back in college, love Planescape:Torment, etc. I'm not a noob to cRPGs of this style at all. That said, while I'm loving the game, I'm finding the combat pretty challenging, and I'm playing on easy. I'm pretty sure I'm doing something wrong here. I'm just trying to figure out what it is. It's not like I'm dying all the time, but in the tougher combats one or two characters routinely drop to zero stamina, and I can tell I'm not utilizing my casters properly. Combat feels like an aw
  9. I think part of the issue is there's a wide gap between sexual/emotional contact between the PC and some of the NPCs and "romance" as it has been come to be known in later Bioware games. To use the example I gave upthread, I think it would be refreshing to have a romance which is destined to fail. Maybe there's a male NPC who seems (if you play a man or a woman who he isn't romancing) to be a fine, upstanding person. But if you get involved, he turns out to be possessive, controlling, and ultimately hits the PC. Or maybe your "love interest" is merely flightly, or a cheater, or somethin
  10. This isn't true. There were friendship mini-games in, off the top of my head, KOTOR2, DA:O and DA2, at least insofar as if your companions had high approval of you, you got big bonuses. The same was true to a limited extent in Planescape: Torment with some characters.
  11. As I said, fundamentally, the only difference between a quest which is only undertaken after dialogue, and a quest option put into the log after another event (reading a tome, combat encounter, etc) is the former usually give you a dialogue option to accept the quest. So you can say no, and it doesn't go into your quest log. In contrast, unless the game actually had a pop-up after self-initiated questing events, the event would just spam your log, which would, indeed, encourage completionist play. Keep in mind though that a well-written self-initiated quest is every bit as real. Indee
  12. I do sort of agree that since quest XP is the only kind of XP, the game should actually be more loose with what a "quest" is than RPG convention has called a quest. Think of a quest at its broadest. Often, an adventurer can be set on his (or her) task without talking to anyone. Maybe they read about an ancient treasure in a book they find. Or they decide to hunt someone down who picked their pocket. Don't these deserve recognition as well? The only problem I see with allowing for self-given quests is it has the illusion of taking agency away from the player. In truth, it will stil
  13. Speaking historically, if you're an unarmed peasant (as if there's another sort) being alone outside of town (or hell, alone in town after dark) was very dangerous, between highwaymen and the chance of running into a bear or a wild boar. But there's little in a peacetime environment which should challenge a lawful armed party. After all, any threat big enough to attempt to take on a half-dozen armed, well-trained adventurers would pretty quickly run afoul with the local lord, and have some expedition sent out to wipe it clean. Only in areas which are nearly impassible (swamps, mountains), o
  14. In general, I think role-playing games overplay the wilderness aspect given the period in question. True wilds became rare as the middle ages progressed, and as this is an Early Modern game, there should be even rarer. By the 16th century in Britain, use of coal instead of wood for home heating and cooking became common in large part because virtually all forests had been chopped down. That is not to say there might not be dangers in the fields, particularly in times during or after wars and famines. But virtually all good land should be covered with farms under normal periods. One w
  15. I think the problem is twofold. On the one hand, a mature, story-driven RPG should have some sexual content. After all, a world full of sexless eunuchs isn't very realistic. And it should generally be more content than the stereotypical prostitutes. On the other hand, a long-term romantic involvement between the player and a party member should not be a given. Compatibility is a finicky thing, and it's highly likely that not one of your companions would find you interesting. Later Bioware games not only failed on this, they got ridiculous, with every single character bi and imm
  • Create New...