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Pray

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Posts posted by Pray

  1. So I've been a lurker and occasional poster on these boards and I've read a few threads lately about how buffing abilities need to either be castable pre battle or they feel bad.

     

    Well here's just a quick suggestion that may sway some others to like to keep it the way it is, balance pending, of course.

     

    Give every buffing ability a more immediate and tangible effect, for example, if you cast a "haste" spell, it cancels the receiving targets next rest period, as well as it's usable effect. 

     

    I think this is a great middle ground that prevents players from wanting to be able to pre-buff (yuck), while also not feeling like they've casted a spell without visceral, tangible, immediate benefit. In a high-paced game like PE, it's important that players feel immediate benfit from their spells.

     

    Just food for thought. 

  2.  

    Unless a game is specifically written for an individual I think it impossible for a game to be perfect.

     

    Eh... I disagree.

     

    Chrono Trigger

    A Link to the Past

    Nethack

    Diablo

    Warcraft 3

    Baldur's Gate

    Baldur's Gate 2

    Planescape Torment

    World of Warcraft in late Vanilla and early BC

    Civilization 4: BTS

     

    I could name more.

     

    All of the above were amazing games, and widely acclaimed. Not for everyone of course, but nothing is, and out of the people who loved those games you won't find many stating that they'd want much changed in them. ie: I doubt too many who backed PoE who did so because the spirit of Baldur's Gate was primarily channeled would want to change much about that game.

     

    Yes, there are a couple minor things I'd change with all but the first three (those really are perfect), but they are mostly UI changes. ie: The one thing I'd change in the original BG is the tedium of the inventory system, or remove the XP cap (but a mod can do that), and that's really about it. BG2 I'd remove the 'romances' and revert to the more open world of BG1. Anon.

     

    We're talking about a major design decision that is not ignorable, not a minor UI issue or things that are ignorable.

     

    Obviously, I'm still going to play the game, and hope it's good. But the decision in regards to Combat XP and a few other biggies give me reservations in regards to the direction the game design was taken in.

     

    'If it's not broken don't fix it' comes to mind. I just hope all the fixing of things that weren't broken doesn't diminish the quality of the game experience. Unfortunately I don't know of a single game out there that had a lot of things fixed that weren't broken come out for the better. I most certainly am hoping that PoE is the exception.

     

     

    But PoE is not those games.... And those three games you mentioned at the top (all of which I loved) are Japanese RPG's, and not western. These are vastly different games, which vastly diferent goals, often speaking to vastly different audiences.

     

    It took me a bit to get used to the idea of no Xp without combat, but when you relax for a second, think about the possibilities, and take a step back, you might see a lot of merit to the idea.

     

    Stop being so dogmatic, and give it a chance.

  3. I don't really care too much about the odd style of level ups (the Druid is the same) as I'm more interested in how they actually play. I do agree that the Deity-specific Talents could use a bit of tweaking.

     

    For The Pallid Hand - Concelhaut's Corrosive Siphon isn't a very good spell to begin with.

    Inspired Flame is fine

    Hope Eternal is good

    Prey on the Weak is really good, but light weapons in general are pretty weak, and Clubs are *only* useful when dual wielded against enemies in Chainmail.

    Incomprehensible Revelation is okay, but Rods are just bad on anyone but a Wizard with the Blast talent.

     

    It does feel strange that none of them have bonus accuracy with a War Hammer.

    A lot of players really enjoy having the feel of creating their party and controlling the strengths/weaknesses of their party - IE, forming how that party member plays in an example of this.

     

    I think the OP's point is excellent, personally.

  4.  

    I very much like the feeling of being able to inch my characters in the directions I want. Not knowing exactly what feats etc my team will be taking, it would be nice to adjust the attributes as i learn more about the game.

     

    I think it's a minor thing.

     

    Many of you have pointed out that it's the strength/weakness inherent to your character - but even those things can change over time and with effort. It's a very shallow answer, when the only real answer that is acceptable is "i prefer it that way," just as I prefer to be able to continue to manipulate attributes as my champs level up.

    Being able to boost your primary attributes at every new level has always been bad design. You'd be able to break the game way too easily.

     

    Or it could just be balanced to allow some odd amount of stat increases throughout the game?

  5. AlekzanderZ: Something like that would do the trick, indeed! :)

     

    The good thing is that Josh is now on the prowl for a neat extended and improved talent/feat system, so chances are good that these posts will be read and considered by the devs.

    Thing I dont like about this level is you're wondering "well what abilties will I get later and will this choice cripple me later?

  6.  

     

     

    -Make each and every class so fun and viable in combat and all that we get a hard time choosing one whenever we start a new game. Balance them, yes, but not at the cost of making them hum-drum and similar

    -Take the time and add more talents and possibly feats for each class. Have stuff happening at every level-up

    -In general, let us shape various versions of each class, at least combat-wise, which are clearly different from one another, through the char creation and char development

    -Make attributes matter more, please

     

     

     

  7. The idea of stats specifically as measures of your character's unique potential are already abstract. In D&D, how does your Gnome come to have 20 Strength, just because you put the points in, while a probably-4-times-the-size Half Orc could have a strength of only 14?

     

    It's not about perfectly simulating. Or, rather, it's about simulating the inherent differences in people. Some small people can do some amazing stuff that you wouldn't think them capable of doing. Just like Constitution. Some people can simply withstand more punishment than other people.

     

    So, yes, working out a lot would improve your immediate strength, but the general strength of your character is always going to be at whatever it is, mainly. Doesn't mean it can't change on a rare occasion, but, really, it wouldn't just be because you're working out. Because... your character isn't created at birth, then develops their strength over the course of their growth cycle and as a consequence of their activities. So, if you have a Level 1 Warrior with 15 Strength, that's a measure of his strength even after he's done all the stuff he needed to to become at least a young adult (typically) and to warrant the class title "Warrior." If he JUST picked up a sword and got off a couch for the first time, then yeah, regular muscle-requiring activities would condition him much better. However, shy of eating 73 grams of protein a day and specifically working out for 5 hours a day, for a couple months, you're not really going to measurable increase Strength, even.

     

    Again, doesn't mean "You can NEVER alter stat scores, or the universe explodes!" But, I think it's best left to the abstract idea of them as inherent potential. And, again, IF you aren't using them in that manner, in your specific game design, then you can increase them all day long. But, frequently increasing attributes that are meant to measure (as designated by your particular game's design) the inherent potential of a given character in a given category... that's just a self-defeating design. "My Wizard had a Constitution of only 5 when we started the game, but, after a few weeks of adventuring, he had a Constitution of 17, because he killed lots of enemies and completed lots of quests! 8D!"

     

    Neither method is better than the other, in isolation. However, they are better or worse in specific contexts. It all depends on the goal of the attribute system. You don't design attributes that conflict with the very goal of your attribute system.

     

    But your thought process here is terribly flawed. You're doing 18 odd strength or whatever damage bonus u get from the beginning, second 1. Potential is potential, not a realized thing. Either stats are realized now or stats need to be set for you, because potential is just a stupid term that doesn't exist in a video game where you control everything.

     

    And it doesn't even accurately represent the thing you are talking about. 

     

    I'm not saying my way is better or worse, but calling the current system potential is just flat out silly. 

  8. I'm having a real hard time enjoying Wasteland. It feels like they were so close to a masterpiece of a game, but so many little things nag at you that the process becomes more tedious than enjoyable.

     

    If my sniper with min/maxed skills shoots his friend in the back one more time, or his 3% chance to jam weapon jams MULTIPLE times in the same fight, and my team for some reason cannot make a formation in which to not shoot each other in the back, this game could be so much better.

     

    The Camera is so awful, literally your window into the game, that it makes doing everything hard.

     

    There are so many skills in the game that seem useless, (toaster repair... I know it has it's uses in the game but I just find it annoying). It also feels like the diplomacy skills are mostly useless. I almost rarely get a chance to use them, and even though I level them up fairly consistantly, I never seem to have the specific one I need at the time I need them.

     

    The game is not polished. It needed another month or two to become the great game it could be.

    • Like 1
  9. I very much like the feeling of being able to inch my characters in the directions I want. Not knowing exactly what feats etc my team will be taking, it would be nice to adjust the attributes as i learn more about the game.

     

    I think it's a minor thing.

     

    Many of you have pointed out that it's the strength/weakness inherent to your character - but even those things can change over time and with effort. It's a very shallow answer, when the only real answer that is acceptable is "i prefer it that way," just as I prefer to be able to continue to manipulate attributes as my champs level up.

    • Like 1
  10. If you got one every 2 levels, it would only be 10 by the end of the game, and it sure as hell would make me feel like i was customizing my characters a great deal more.

     

    I feel like without gaining attributes, leveling your character will feel a little more bland than it already does.

     

    I mean why wouldn't you character get a little faster/smarter/stronger/courageous as he experienced all these combats and experiences.

     

    Also this means your companion champions will be a little more set in stone when you get them.

  11. This is incredibly confusing to me - how is speed NOT a tactical spell?

     

    1) Engage enemies sooner

    2) Avoiding being engaged

    -- (and remember, POE has an engagement/dissengagement mechanic.

    3) Potential to avoid some spells.

    4) Kiting (yes, it is exists in some capacity in POE, though not to the extremes).

    5) Positioning your team as best you can in ambush scenarios.

    6) Getting to your ideal position faster, therefore taking action faster into more damage.

     

    Speed LITERALLY translates into damage and defense if you consider that it helps you spend less time moving, and more time doing.

     

    I think this list could be doubled or even trippled in size, but thats what i thought of instantly.

     

    Lastly, i'm pretty sure that the auras can be swapped mid fight.

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