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ItinerantNomad

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Everything posted by ItinerantNomad

  1. take some more time, but don't take forever. nothing will ever be perfect. get it in a great state, then ship it. i can't wait forever.
  2. Everyone wants to play a fighter with a different name in this thread. Josh, I'm fine with the way you described the ranger as is. Ranged-oriented and all. If I want a melee fighter with high damage, I'll play a rogue.
  3. What do u do if those five quests just suck n u don't feel like finishing them? What if they r too high level for u?
  4. Not that I care either way, and I like it, but honesty time: did you come up with that solely to address this issue? (I like the attention to detail though) The concept of adra was developed early on as a not-quite magical material that had some interesting properties. I like being able to have "impossible" structures, but I don't like hand-waving their impossibility away. Unfortunately your secret is out, Mr Sawyer. Those friendly folks at the RPGCodex have published the inside story behind your Adra concept: http://www.rpgcodex.net/forums/index.php?threads/pillars-of-eternity-kickstarter-update-70-screenshots-stats-and-stuff.89119/page-5#post-3061980 calling yourself a "monocled gamer" is the furthest thing from being monocled. go back to your regular account and stop using this alt if you have any self-respect.
  5. I don't support foe-only AoE either. Make the risk/benefit of getting increasing INT interesting enough so that you do't have to do this work-around. If it's Aoe, it should be Aoe.
  6. BOOBIES!!! Seriously though, I think Josh should reconsider the light/dark mechanic proposed. Instead of increasing or decreasing the circle sizes, perhaps the light/dark in each area can adjust the rate at which circle sizes increase or decrease (from movement to standing still). It would be nice if it would take longer for the circle to decrease in size (regardless of how little the circle size changes) in light and it would occur faster in dark. That way, the devs don't have to worry about players worrying about too many things at once and it plays as a sort of bonus for those who do. If they are moving in the dark though, their circle would just be as large as if they were moving in the light and at the time they stand still the final circle size is the same in light and dark - it's just a matter of how quickly it gets there.
  7. Movement only matters during combat. Otherwise everyone moves at the same rate. Unless this has been changed...
  8. D&D is a disease that has poluted the minds of everyone who's come across it. It should be treated like a band-aid and all mention of it ripped from any future fantasy RPG. The way you are thinking pretty much defines the problem I see with D&D RPGs and many of the derivatives. In a word, mixing the ideals of abstracted mechanics with a sort of zeal for verisimilitude. In a PnP setting, these things don't really matter, because ultimately the DM gets to decide what's what and hand-waving can occur. However, in a computer RPG once "stats" that are meant to "sort of, kind of" represent adjustable values to combat and story viability have to take on a role that they are ill-prepared for. Who says that "strength, dex, intellect, wisdom, etc" are attributes even worth defining, for your character? Why strength but not education? Both are improvable with practice, in any world. Why not beauty? Why not personality as an attribute? Resourcefulness or cleverness? Wit? Any arbitrary attribute could be used. Outside of some interesting mechanic, they sort of mix and muddy the picture. What if all stats were just colors instead of "attributes"? In the world of PoE, people do have strength and use that physical strength to get their jobs done. But people are probably resourceful too and just because one attribute isn't in the system doesn't mean it doesn't exist in the game. This is why I tend to want abstract ideas reflecting the names of attributes: to give a broader, and more vague description of what each attribute represents. That way, this burden of "explaining itself" is removed from the attribute and players can focus on what it's meant to do: represent mechanical "sliders" to adjust your character's combat prowess and CYOA solutions. http://hiddenway.tripod.com/articles/attrib.html
  9. i'd imagine not being able to dish out any damage, by losing concentration, is just as important as being able to land the hits you do make.
  10. That is a matter of tuning and overall impact. Just saying "Might affects damage" seems pretty compelling, but if I say, "Each point of Might adds 0.5% to Damage" that might be less valuable to players than each point of Constitution adding +10% to your Stamina and Health -- it doesn't/it won't, but that's just to illustrate the point. Everyone wants to do or heal more damage if they can, but everyone also wants to score more hits than misses, wants to be able to take hits, wants to interrupt enemy attacks, wants their effects to be big and have long durations, and wants to be able to resist being interrupted. I'm not under any illusions that this will be perfectly, objectively balanced system, but I believe people will be able to make a lot of different and interesting builds by emphasizing different aspects of their characters. i imagine that this will be perfected as much as possible with enough testing, so good luck.
  11. with abstraction, these things no longer matter. a mighty wizard is a mighty wizard regardless of how he gets the job done. as for your stat check, that's an easier "problem" to solve. every profession uses their tools of the trade to get the job done. a falling door? no wizard would use their strength anyway. they'd use their mighty spells to hold the door. the respective answers should keep the class in mind, if applicable. "Your fighter, with her sinewy muscles, holds up the collapsing door, straining as a bead of sweat drops from her forehead." "Using a powerful spell, your wizard holds the collapsing door with what looks like relative ease."
  12. It doesn't matter whether your wizard is physically mighty, intellectually mighty or whatever. a mighty wizard is a mighty wizard with less points to spend on other important attributes like resolve, etc. per josh, a wizard would rarely go toe-to-toe with a barbarian in terms of physical combat, so your proposal doesn't make much sense. it goes back to the free opt-out challenges that josh has described in the past. most wizards will take the magic attribute in lieu of the physical damage attribute. most fighters would do the opposite. that isn't much of a choice. the only thing i am still concerned about is whether improving might over all other attributes is still a no-brainer. that matters more to me than whether my wizard uses his muscles to be mighty or uses his brain.
  13. a great idea. A sort of mini-inventory. Derived stats like defenses, concentrations, damage output and anything else to help deliver the information quickly without having to switch over multiple screens would be ideal. that way you can make informed decisions quickly without having to hunt for the information you need.
  14. I know it's not finalized, but I like where it's going. I still have a minor qualm about one stat (Might) making, say, a Wizard both produce quite damaging spells/non-physical effects AND swinging a mace way harder. I'm fine with some physical feat being checked against EITHER mental power or physical power (for that aspect to be shared -- power is power, after all), but I just feel like any potent character now is ambiguously powerful; it kinda tosses out the physical/mental distinction, is all. I get it, though. From a stats-and-effects standpoint. It works really well. I just wish there was a better way to do it, to maintain that distinction. I know, I'm a hopeless idealist. i'm actually glad they're moving away from strength. as it stands, a majority of the attributes already describe physical characteristics of the PC (strength, constitution, dex, perception). We need more abstract words like "might" to be used. You can either be a mighty wizard or a mighty barbarian. neither really defines you more than necessary. Josh, any thoughts on whether adding certain party members will affect party reputations just by fact of their joining (for example, eder is a rascal in twin elms and by virtue of him being with you, starts you at a lower reputation) or are the numbers of npcs too small to consider this ideal?
  15. By definition, bosses are highly resolved in what they do, even in real-life, so it's not much of a stretch, Josh. Take that simulationistas!
  16. This topic reminds me of what a food conneisseur would descirbe after living in an area of food insecurity for a decade, and then wondering whether he can ever get back to good, fresh, home cooking since he's addicted to junk food now. ARPGs are the crappy every-day games that you play to interact with your children and socialize and put your mind on hold. I expect PoE to be the 200-something year old bottle of champagne that you crack open and savor slowly.
  17. Beautiful. I think the attributes are finally getting somewhere. Look forward to playing with these mechanics. Keep up the great work. Upping my pledge to collector's edition soon. Speaking of which, would like to hear what you guys decided about the stretch goals.
  18. Concentration is similar to Concentration in 3E/3.5 (somewhat similar to Poise in Dark Souls) but it is for everyone, not just spellcasters. Concentration prevents you from playing hit reactions when you take damage. If you cannot maintain Concentration, you will play a hit reaction and your attack/reload/spell is interrupted. We're still defining the system (in fact, I was messing around with the formulae before I sat down), but that's the general idea. In the new scheme, Might affects damage/healing whether it's a single application or over time. Penetration is something we may or may not use in conjunction with an inherent Penetration value on weapons and other attacks that cause damage. I'm leaning toward "not" right now. I see. So perhaps interrupt and conentration go hand in hand? So far, a great idea.
  19. Josh, please describe the stats if possible. I don't know what concentration is, whether healing is based on spells/abilities that case healing, per-time unit healing for stamina/health or both, etc. is penetration different from the DT piercing? interrupt is what exactly, spell interruption?
  20. Please please please get rid of pallegina as an NPC name. it offends my sensibilities so. ok back to reading the rest of this....so far so good. awesome so far. absolutely stunning artwork. the pantheon is actually sounding quite nice (i liked the when woedica reclaims her throne bit, very well-played). Bean, er I mean Cean Gwla (name change I see) looks slightly conrtorted, but 3d characters usually do when they're mid action. It would be nice if the attributes were treated similarly to the other derived stats (DT, acc, defenses) in that they would get a nice little icon and immediately visible without having to scroll through your huge basic stats window. also have you considered putting the picture and stats in the middle, between the basic stats page on the left and the other records on the right? are the stats/attributes (names and mechanics) finalized at this point, or are they still being worked on? great work so far. happy new year. can't wait for the next update.
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