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Quetzalcoatl

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About Quetzalcoatl

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    (4) Theurgist
  1. You would rather have radial menu's obscuring the combat? And repeated clicking to perform basic tasks? And when you issue orders, you usually have the game paused, so it's not a problem that you're looking at another part of the screen.
  2. The Temple of Elemental Evil had a very bad UI. You had to repeatedly keep clicking just to know what you options were. If this is the sort of thing you're criticizing Obsidian for, I'm glad they're not listening to you.
  3. Which is just another one of those really odd, counter-intuitive things in PoE. Monk with a (non-fist) weapon? Monk with a shield? Monk with... heavy armour? The developers are obviously to blame for your lack of imagination.
  4. I love how people always assume devs are ****ing idiots when something they don't want is brought up, but treat them like unfailable Gods when they something they want is brought up. Unfair. I think they're idiots all the time. I'm terribly disturbed if I've ever conveyed the idea that Sawyer and Company are unfallible gods. Especially since I've outright stated my disappointment in most Obsidian games, and feel big chunks of this game are terrible design fails that even a starting game designer wouldn't have botched with a little research into the basics of game design, especially when cribbing from established franchises. Why are you even here...? By all accounts, it sounds like you hate the game.
  5. By many accounts, the armor system isn't 'mostly useless'. If you'll notice, in this thread it's mostly the same person parroting the same arguments.
  6. In AD&D, maybe, but I didn't say AD&D specifically. The point was that there's different armours, and all of it will get used, based on what choice of class you are and so on. The Min/Maxing will be different based on what you play. There is no such distinction here, which was my whole point. In AD&D, Wizards will use robes, thieves will use leather, and fighters will use full plate. If a class is locked into a single type of armor, this is binary. The other people in this thread say otherwise.
  7. Two points here. The complaint isn't really that things are "are being" min/maxed. The complaint in general is that the game promotes and rewards min/maxing, so to the point that it's hard to even make an argument as to why not do it. All games reward min/maxing without exception. Min/maxing is the idea of exploiting the game mechanics as much as you can to trivialize the content. Except.. they don't. There are a lot of games where the choices aren't nearly as black and white as in this situation. It is entirely true that many games have a potential element of min/maxing (which I thought I acknowledged in my post, but I now realize that I was a bit vague). There is a difference between there being min/maxing and the game actively promoting and rewarding it, and a lot of games where it is possible to min/max, the way you min/max is different based on what you want to do or what you are. DnD is a perfect example of this, where min/maxing is alive and well. But two characters will likely never be min/maxed in the same way, because the game is structured differently. Not specifically to avoid min/maxing, mind you, but it simply is. Armor in AD&D is pure benefit. That's an example of a binary choice. You can wear no armor to maximize your DPS, but it also means you might get dropped with just a hit or two. That's a risk you take.
  8. That is beside the point, but what is on the point of your point, is that the IE games also didn't feature an infinite teleport-a-stash that could be accessed from everywhere at any time. How is it suddenly beside the point when you brought it up yourself just now? Acknowledge that you were wrong, at the very least.
  9. Robes offer a small amount of protection, regular clothing doesn't. That's an obvious difference.
  10. https://www.youtube.com/watch?v=YuCOF-g7W9s https://www.youtube.com/watch?v=Y8hZP9OwWMg#t=9m55
  11. If the animations are literally preventing you from liking the entire game, you're probably not the target audience. I don't understand the disappointment with the animations. They look like an improved version of the Infinity Engine animations which is all anyone could ask for and all the budget could allow for.
  12. How so? In the Infinity Engine games you couldn't really stealth reliably in dungeons because you would just trigger traps all over the place. Combining both stealth and trap-detection solves that problem. In IE. Gairnulf may not have thought of it, but when I want to separate Stealth and Trap-Detection, I never imagined that they would be exclusive to eachother. Then you'd have to click two icons instead of one. What would be the difference, besides more needless clicking?
  13. How so? In the Infinity Engine games you couldn't really stealth reliably in dungeons because you would just trigger traps all over the place. Combining both stealth and trap-detection solves that problem. I hadn't thought of that either. But I've never had such a problem in the IE games. There it only took a few seconds of trap-searching to discover any traps if you had a chance to discover them. Then I would turn off the "detect traps" mode. How did you know when to break off stealth and start detecting traps? You can't unless you start detecting the traps...which you can't do while in stealth mode.
  14. How so? In the Infinity Engine games you couldn't really stealth reliably in dungeons because you would just trigger traps all over the place. Combining both stealth and trap-detection solves that problem.
  15. There is a difference between calling out a specific kind of behavior and dismissing someone's opinion by insulting their person ('barbie').
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