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Emperor Pen

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About Emperor Pen

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  1. Anyone who has worked manual labor understands that we divide the day into thirds, not halves or quarters. Really, even a traditional job works roughly on a third system with traditional hours taking the middle third. (8 to 4/5 depending on lunch.) Moving that to 9 hour shifts seems reasonable to me.
  2. I for one am happy an amulet precludes a cloak and visa versa. I don't like the look of the cloaks for every character and I'd feel compelled to use one for stat boosts if a separate slott were available.
  3. I will say, I totally agree otherwise. The stats are a bit disappointing, though I still like stats for builds better than stats for classes. (If there is an optimal stat choice for each class, why even pick stats? At least with the two builds, you can make some choices here and there. E.g., dps warrior vs tanky warrior.) I do love the weapon talents. Very cool idea to group them the way they did. Especially with the three melee damage types working like they do.
  4. See, I don't totally agree with the armor points. I'm running a barb as my main (admittedly on Hard and no PotD) and I find a light to medium armor to work best for me. Basically, I need the least amount of armor necessary to prevent getting wiped too fast for healing to save me. Example: when I fought Readric, I had my barb dancing on the line of death (okay, knockout) the whole time all the while dishing out fast damage/carnage. If I'm naked, I can't intervene in time to stop his knockout. If I'm in full plate, I'm 33 percent slower, and we all die. So while I agree the answer is o
  5. Good, because that's how it should be (and how it was in the Infinity Engine games). Since I will be attempting to do a full re-balance of the game for no engagement, I will likely re-tune all of the encounters for it. When encounters are designed well (eg. The Guarded Compound in the Temple District in BG2), there is a decision to be made about whether you beeline your Fighter for the backline enemies or stay to defend the frontline from the enemy melee opponents. In that encounter I find all of the melee enemies to be larger threats than the Wizard at the back. Koshi with his katanas, Ke
  6. What you showed in your video earlier was stupid AI. I don't want that. That said, I don't see how smart AI solves the problem either. If we have smart AI without engagement, per your suggestion, the PC will just rush past the front line to hit the wizard/chanter/ranger/whoever in the backlines. No amount of "just step in front of them/move your other guy away so that the AI forgets" will help in the case of smart AI.
  7. That doesn't address the issue though. I want a system that lets me manage the front lines that is consistent with very smart AI. In other words, I want the PC to make the same sorts of decisions that I make. Otherwise, I feel like some kind of meta-god playing the game, which a) breaks immersion and b) makes it boring as all hell. Engagement might not be that solution, but stupid AI targeting sure isn't it.
  8. I don't want to play a game that basically asks me to abuse stupid AI in order to play strategically. If it is advantageous for the AI to pass my front line to kill my mage, I want the AI to try that, and I want a method of preventing it that is also available to the AI. Stupid AI targeting doesn't fix the problem at all. That may be one reason people are ignoring it.
  9. Why do you think a hulking barbarian can launch fireballs? Might determines soul strength, not physical strength. They are just uncorrelated in PoE, so you can be a physically tough Mage (high Athletics) or a wise, yet weak Mage (high lore) or whatever.
  10. So, what is the alternative to engagement? All I see are "stupid AI that attacks whatever is closest/most recent to attack it/etc" or "fighters have no special way to protect the backline." I understand if the answer is just "there aren't resources to fix it", but it looks like many of you don't even support the general concept of melee stickiness at all.
  11. Personally, I like the idea of the engagement system. I am not sure how I like the implementation, as I haven't played enough lately to really assess it. My objection to the suggestion Sensuki has is that it goes against what I prefer to see in a combat system: parity. I want the AI and player to have access to the same exact abilities and skills as possible. This should include intelligence as well/ As much as the combat can be Chess, the better. I don't approve of a system that teaches the AI to do stupid things, unless that can be done to my players as well. So, for example, if I wouldn
  12. The problem I see with "just drop the cool stuff or stuff for crafting" is that your system will degenerate into mindless loot clicking. Everything will be cool or for crafting, so pretty much everything will be worth picking up. It takes away the excitement of finding cool stuff, because everything is cool. In different genres of games, I'm actually in favor of the style you're suggesting. For example, Dark Souls or Bound by Flame pretty much only use the "drop cool stuff" mechanic, and something like Monster Hunter uses the "only drop crafting stuff" mechanic. I enjoy the aforementioned game
  13. I am against WYSIWYG for crap loot. I like the idea of the crap stuff breaking and dropping scraps and unique/fine items surviving. I find it tedious to gather the 73 sets of random junk I would in no conceivable way ever use just to sell, and I find it frustrating to leave it there. If we are going for realism without compromise, then every human enemy should drop all of his/her clothing, weapons, armor, trinkets, personal items, organs, skin, meat, etc. The loot list should be thirty things long. After all, maybe you want to roll a character who is a serial killer who likes to cut his en
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