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Quetzalcoatl

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Everything posted by Quetzalcoatl

  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').
  16. What's wrong with my English? Though I suppose I shouldn't be surprised you'd insult me, since that's what you seem to do whenever anyone disagrees with you. Anyway, did you not read Brandon Adler's post where he said that this is the box for Poland rather than the box for everyone?
  17. Barbie's seal of approval on you train of thought and design choice Classy. Calling someone else Barbie is rather ironic considering you're the one throwing a diva-like tantrum about something superficial stuff like how a box looks.
  18. You're not murdering people when you enter their houses, you're just being rude.
  19. Nevermind what? What is your point exactly? Are you advocating for removing the dynamic detection? You realize an invisibility spell is not the same as a stealth system? And you still don't seem to understand how stealth worked in the IE games. Of course you can enter stealth when no enemies are visible, I never said otherwise. But if you go into combat while in stealth, the stealth system doesn't take into account those enemies, or how close you are to them. Your success at stealth depends on a random dice roll. Think about that: it's a stealth system where remaining in stealth doesn't depend on the presence of enemies.
  20. No, this is how stealth in the IE games worked - you press y to stealth and a dice roll determined whether you were invisible or not, it didn't matter how close you were to the enemy or how much you moved or how many people were hidden - it either played itself or took control away from the player with its random dice rolls. Stealth in Pillars of Eternity requires judging enemy placement and carefully moving around the enemy and takes into account your party size. You're attributing waaaay too much to the PoE stealth system. First of all, entering Stealth requires absolutely nothing; the only thing that is later taken into account is proximity, and while yes, that is more "advanced" than in the IE games, the actual functional parts of the system in PoE mean extremely little. Stealth is incredibly simplistic in PoE, whereas in IE, entering Stealth was both easier (if no enemies were present) and harder (if enemies were present; but still at least possible if you ran out of their FoV), you were offered a laundry list of potential tactical utility relating to Stealth. I don't think you understand how stealth worked in the IE games. It does a dice roll independent of whether monsters are present - you can fail to hide in shadows even when there are no hostile enemies around, which is obvious bad design. When you're in stealth, you can walk up right to an enemy and stand next to it and it has no effect. Stealth in Pillars of Eternity takes the enemies distance to you in account - the closer you are to the enemy, the faster you will get detected. Don't enemies spot you if they appear from the fog of war? If you're in stealth, you can prevent this and you can open combat on your own terms. This sounds like an advantage. According to the wiki, if characters are moving close to each other, it takes their average stealth skill into account. So a character weak at stealth will weaken the party's effort to stealth. And if there are narrow passages and corridors in this game with monsters near them, it will take some effort to get through without being detected.
  21. No, this is how stealth in the IE games worked - you press y to stealth and a dice roll determined whether you were invisible or not, it didn't matter how close you were to the enemy or how much you moved or how many people were hidden - it either played itself or took control away from the player with its random dice rolls. Stealth in Pillars of Eternity requires judging enemy placement and carefully moving around the enemy and takes into account your party size.
  22. What consolization? From what I have seen, this game's stealth system is far more complex than that of the IE games. They could have simply had a dice roll determine whether you were invisible like in the old games, but instead they made a stealth system that takes into account how close you are to the enemy, how much you move and how many people are sneaking. And that breaks for the entire party as soon as you enter combat, no ifs, buts or whys. Aside from scouting (which I've praised PoE for actually making relevant for the first time since forever) stealth is tactically useless, and to even make use of it, you practically have to fight the system to do things that should be completely reasonable. This particular issue has been recognized by the devs in this very thread. You claimed the stealth system in this game was a case of dumbing down when the system itself is a vast improvement over stealth in the IE games in terms of complexity. It's fine to criticize aspects of the game, it's another thing entirely to completely misrepresent those aspects.
  23. This is a real-time game. Time doesn't stand still when you start casting a spell. Plan accordingly.
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