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Mayama

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Posts posted by Mayama

  1.  

     

    Is the combat dog-piling fixed?

    The bugginess looks fixed, but Rose played her party as Fighter tanks while every other party member spams from range, which tends to be the most effective way to play atm (which is pretty banal) - something needs to be done about that.

     

     

     

    The stream really demonstrates exactly the issue with the Health system for me (I know I focus way too much on that!).

    • At no point she had to use any resource really, the fights were cakewalks. She did, but really, no point and not needed.
    • The fights were normally executed: Fighter grabs aggro, others stay at range and kill everything.
    • No real "mistake" was made, just random fights against random creatures. Select all > auto attack, move on.

    She fights 2 groups on easy difficulty and while EVERYONE is still maxed out, the dwarf is at 40% Health, forcing her to rest.

     

    Then she moves in, fighting TWO easy random spiders. EVERYONE is maxed out and yet the dwarf, again, is at 50% health, forcing her to rest, AGAIN.

    She fights another group, everyone is still maxed out and yet rests AGAIN because the dwarf took a beating!

     

     

    As for stability, nothing shown had any issue in the beta version you guys have from what I've seen and nothing that has issues currently was shown to be fixed (again, from what I've seen).

     

    On hard difficulty, one rest per area. Just because she played bad doesnt mean you need to play bad too.

  2.  

    Developers tend to do the later not because they believe that missing a lot is boring they do it because the majority hates systems that go like this: Miss, miss, miss, miss, miss, crit dead, reload...

    I wonder: did they actually ask the majority or just went with a groundless assumption?

     

    In my eyes occasional "crit dead" (read: not prepared or not careful enough) certainly beats getting hit all the time and having to rest after every fight.

     

    Resting after every fight made the whole limitation of mages in BG useless. 

    Ask yourself do you like getting hit often for small amounts which gives you time to act or do you like getting no damage for a long time and all of a sudden getting crited for huge amounts which propably kills a squishy instantly?

     

    Mutonizer doesn't seem to have access to the beta, only observing youtubers. Just because someone streams does not mean that he knows what he is doing. In general almost anyone with beta access here on the forum thinks that we have no real clue about how combat will be because it has bugs that cause cluster****s, no readability implemented and zero balance.

  3.  

     

    So Playthrough #2 ruined! (total playtime round #2 maybe 30minutes)

    OMG the horror, btw do you know what a beta is?
    A state of development in which the underlying mechanics should be functional for the majority.

    This feels more like an alpha state.

     

    "Functional for the majority" Like I said somewhere else, you are lucky if betas dont crash every minute for some dubious reason, welcome to the real world baby. Your definition is closer to a release candidate than a real beta.

  4.  

    I think being able to run downstairs (and have enemy follow you) is a good thing.

    Being able to flee the area if you get far enough from the enemy is also good - get out of the cave, there are too many spiders, etc.

     

    It's not cheese - it's roleplaying.

    In most cases, I'll end up dying and reloading - but sometimes a tactical retreat is worthwhile.

    that's true. I remember how in BG2 i would send one party member into rooms that had tough opponents (most prominently a lich in the city gates of Athkatla) then summoned creatures and waited for the opponent to waste the tough spells on them then went outside and waited for them to follow me and face my party.

     

    I would reall like it if such tactics would not work, having a AI that is clever enough to make stuff like this impossible would be great.

    • Like 1
  5. And you will get hit by the way, by anything and everything, based almost entirely on d100 roll. It seems that they went for "lots of hits, less overall damage" path, instead of the "lots of misses, but when you hit it's really hurting". That's common in games nowadays because designers believe that missing is "boring" or "unflattering" for some reason. Add to that huge variations on DT based on armor vs damage type (seems to range from 25% to 100% so far) means that even a character focuses VERY heavily on physical defenses and heavy armor will get hurt all the time, even by very basic mobs (as in, level 1 or 2 even if you're level 5 or 10).

    • highly random (d100 system exacerbates this), making your choices and preparation irrelevant
    • focused on getting hit constantly for low amounts, rather than getting hit rarely for high amounts

     

    Your whole answer is so loaded that I just focus on the most irritating thing.

    The difference between d20 and d100 is marginal in almost any situation. Second are you really trying to say that "lots of misses, big hits in between" is in any way more controled than "alot of hits, low damage per hit"?! Developers tend to do the later not because they believe that missing a lot is boring they do it because the majority hates systems that go like this: Miss, miss, miss, miss, miss, crit dead, reload...

     

    ...also what does a clever man do if he finds out that a tactic doesnt work? He adapts, he tries to find a way to beat it instead of trying to rush head-on through a wall. Their are also spells that reduce health damage, use them.

  6. GW2 isn't the best example because its main selling point was "prepare for a revolutionary MMO that will shake the foundations of the genre". It was never promised to be like GW1 in any way.

     

    Consequently the problem with GW2 was that the "revolution" was phony and all we got was just another generic themepark almost as buggy (at launch) as Warhammer Online. At least WAR had great RvR. GW2 - not so much.

    Well yes but they had a reputation for having really good PvP so people kinda expected them to not do dump decisions.

  7. On the Guild Wars 2 forums, people complain that it's not enough like Guild Wars 1. The reaction: "So go play Guild Wars 1"

     

    Read between the lines, kthx. Despite the bugs in beta, I continue to think it's ridiculous the way some are dug into the ground expecting a copy of Baldur's Gate. As someone above said, we're getting a brand new IE-style game. Not another IE game.

    Tbh thats not the best example because gw2 could really learn some stuff from gw1. Seperating PvP and PvE for example.

  8. Well they could put the pistol on a cooldown as well after it's fired which disables it from being used....

     

    It could also double as a club after the first hit :biggrin: bash someone with the other end!

    Theirs a good chance that it would be useless at anything else beside clubing someone to death. Lets call it it in-combat crafting. :p

  9.  

    @Immortalis There's a big range between "borderline unplayable" (Arcanum) and "perfect" when it comes to systems that reward degenerate tactics.

    If you don't reward "degenerate" tactics you need to make sure that you appropriately reward "legitimate" tactics. E.g. I saw a thread here somewhere stating that spellcasting is currently weak and not competitive. If true, guess what it can do to how (if at all) people will play wizards.

     

    In other words insisting that players play the game the way it's "meant" to be played will do you no good if your perfect design vision is crippled by a buggy or incomplete implementation.

     

    The game is more or less zero balanced right now, which is common knowledge.

  10. I believe, though, that for a larger group of players the mechanic will work as intended. I rest-spammed shamelessly in all the games that allowed it. I don't rest-spam in the P:E beta, and quite like that part about it (although some stuff could be tweaked; I get fatigued earlier than I think I ought to, and the stam/health ratio is currently too punishing).

     

    I don't know BTW if Josh would consider packratting degenerate; rest-spamming certainly is. So in this case at least IMO the resting mechanic is a clear net gain, whereas the inventory is currently about as annoying as it was in the IE games, without the 'simulationist' benefit of (absurdly permissive) encumbrance mechanics.

     

    Tbh you didnt need to rest much because you can steamrole through the beta. Balancing will show if it is really makes the game more tactical.

  11. I also want to point out the reviews you posted were basically shilling by one author anyways.. except the CODEX reivew in which planescape won over Fallout by how many votes? and how many votes over BG 2?

     

    Exactly. The votes of a handful of people just decided that planescape is universally the best IE game ever... seriously? Then you complain about my poll. :lol:

     

    Well sarex said that gameplay > story always in rank of importance and I just pointed out that this is not always the case because people really love games like planescape torment, you could also add games like the old silent hill ones which had also horrible ****ty mechanics. After that people started to ****talk torment using the miserable sales as the argument to proof how bad it is. At which point I said that I find it rather ridiculous to assume that amount of copy saled equals quality and posted some links that show that a lot of people really like torment. After that people started to question my sources because they ran out of arguments.

     

    EDIT:

    The reason why I couldnt resist doing it was that the same people that complained that no kill-xp is a result of the general direction of the gaming industry in which shallow games are bought by the "stupid" majority now basicaly use the same argument in that gameplay > story debate in favor of kill-xp. Its almost impossible to not play the devil's advocate here. :p

    • Like 1
  12.  

    While praised almost universally, it failed to capture the mass-market imagination in the same way that its predecessor Baldur's Gate did - selling around 400,000 copies. The original Diablo game, released three years earlier, (albeit a rather different sort of game) reputedly sold approximately 2.5 million copies.

     

    Look I really dont get why you all say amount of selled copies equals quality in those xp threads. On the one hand, people here express their hate against those "soulless" trible A games and on the other hand you say that sold copies is a indicator for quality. You basicaly say that assassins creed and cod are the best games ever made, also they should make PoE closer to diablo, guild wars 2 or the witcher because those games sold more copies than baldurs gate2. Following your argument thats exactly what you want.

  13. Can't wait! Hopefully combat issues, lost quest xp, disappearing items, and a few UI things have been addressed in this next patch.

    If I was a leading dev I would release a patch that only fixes some minor stuff like adding the intended music for character creation and wait a day bevor I release the real patch. Just to see what happens.

    • Like 2
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