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gentlemanorcus

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Everything posted by gentlemanorcus

  1. - With every ability being shifted to per-encounter, will base class per-encounter abilities from PoE 1 ala Arcane Assault or Holy Radiance be changed? They feel superfluous now since in PoE 1 they had the distinction of being per-encounter abilities for classes who had mostly per-rest abilities. - Will soulbound weapons return, and how will they be re-balanced in comparison to PoE1 where they mostly paled in comparison to good unique weapons that could be enchanted, reinforced with Durgan steel, etc? - How does the new armor and armor penetration system work? From what I could tell from gameplay videos, armors have a certain value compared to the penetration value of a weapon. Does that mean that the PoE system where damage reduction subtracted directly from associated damage is gone, replaced with a system where every weapon class has a certain Penetration value? By extension, is Damage Reduction for certain weapon types (ala Shock Reduction, Slashing Reduction) gone? - Have you guys thought of any ways to enhance the resource conservation aspect such as not letting you leave dungeons once you enter or putting in a mechanic similar to soul eating in Mask of the Betrayer that punishes you for resting? I feel like the camping supplies limitation in the original PoE was an attempt at something like this but didn't really work since you could always just run back to town to buy supplies with no repercussions. - Why were there so many trash mobs in the original PoE (that were somewhat mitigated by patches)? Did you guys feel the need to artificially pad out of the game or did you not have enough time to flesh out most encounters? - Are you guys improving on the evil gameplay? General question but compared to Planescape, The Sith Lords or Mask of the Betrayer the evil options in PoE felt mostly neutered though definitely better than the IE games (except Torment). - Will you be keeping the options from PoE to turn off qualifiers in conversation, not show how dialogue options shift your reputation, etc.? I liked having those off.
  2. I want an update on whether Chris Avellone will finally respond to the obsessive emails I've been sending him ever since I played Planescape: Torment in high school. Why won't he love me
  3. When I say that IE games have bad combat, I don't mean the coding, more the 2e rules that obviously they couldn't control. Seriously **** THAC0. But that's my point, the games used a horrible (or horribly outdated, whatever you prefer) ruleset and saying that PE should be more like the IE games is really backwards thinking.
  4. I don't know about Obsidian games since I don't play them (too many words) but when it comes to Bioware games I just ignore what everyone's saying and try to get to the coolest button awesome moments. That's what role-playing's about.
  5. The Infinity Engine games played terribly and anyone who says otherwise can't see past their nostalgia. Their strengths were in their scripts and characters, not in their gameplay. Being an homage to the IE games doesn't mean replicating their terrible gameplay. It means getting down the things they did right.
  6. Merchants should be characters in themselves. The kind country merchant will reduce prices if you help the village but refuse to sell to you if you have a poor reputation with them. The hard-bitten, back-alley city merchant won't reduce prices for anything, but will sell to anybody. That adds depth to the world and makes them more than walking shop screens.
  7. OP, I think you should write down the epic video game romance you want in Project Eternity so the world can see. I'm sure it will be anime and beautiful.
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