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Pendali

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About Pendali

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  1. I totally agree that queued spells need to be visible somehow. There need to be icons for this.
  2. also.. No combat xp.. So that way you should be well of, reading and solving the quests.
  3. This game, same as wasteland 2 , lacks a lot of polish. It feels like it's almost there, but then they forgot about that last 10% that would have made it final and great. My biggest issue however is that they STILL have not fixed the dual monitor issue where my cursor goes off to the wrong screen on the right. Either they didn't beta test enough, or they don't give a rats.. Personally I believe that they simply just ran out of money. (This is inherently the problem with kickstarter projects like this) Developing properly takes more money..
  4. naa... He also quoted mr. Cantousent, who had some interesting arguments against combat xp. Just not quoting every single smug remark. Feel free to add the topics that IndraLightfoot overlooked ;-)
  5. One compromise that could have helped to bridge the gap between the combat xp proponents and the quest only xp proponents: What if after killing a certain number of ...lets say 10 kobolts, you got xp for all of those, but after that you would start to get diminishing returns.. and at last reach 0% xp, or a very low percent so that degenerate grinding would not be encouraged. (There is just so much you can learn from fighting the same type of opponent over and over) This way you would solve some of the so called "degenerate" game play, and still advance. The system would encourage
  6. I see Cantousent making some good points, and I see IndiraLightfoot making some good points. There is a lot of pros and cons to this. The thing is I'm willing to forgive them if they don't add combat xp, (even tho I think it´s a bad idea), but they better implement some system that still makes the game as enjoyable as it would have been with the old system. I´m afraid that they will just slap this new thing on without compensating or inventing something new. I hope they have thought this through, are able to see the new issues, and have time to playtest it thoroughly.
  7. Well, yes.. but: Now you have to spam click every single npc in each town.. to make sure that you picked up the most amount of objectives before going out. (cos otherwise you won't get the quest xp) And there is no point of exploring this new fantastic cave you found, because you haven't found all the quest givers yet. There´s no reward for doing anything independent. What if this was a regular RPG? The game master says: "oh btw. there are some epic ruins to the south" Would the players then go: "oh no lets stay away from there, cos we haven't talked to any quest givers yet" Or
  8. When I tried the beta, everything outside of town was hostile, except the ogre.. And the relevance to my example occurs when you want to go exploring in an area that is above your current level.. cos you now have no way of advancing. (I'm not saying that I won't ever do quests, It just that sometimes its fun to do other things in between and make your own "adventures") Removing combat xp is just them trying to railroad the gameplay.
  9. There is one point about this experience issue and this so called "degenerate game play" issue, where I can draw parallels to other games. There is a scenario in diablo 3 where you can end up fighting a so called "elite pack of monsters" where you actually get punished for trying to get good at the game. For instance: If you set the difficulty up to the maximum of what you and your character can handle, (it´s not the most effective way of playing, but hey! It´s great fun!) and you grind your way to the end of a level and there you encounter this elite pack of doom. So instead of runnin
  10. Ok lets go with badass drifter who doesnt want to talk to a pig farmer.Now imagine urself sitting down at a table with a GM/DM and u are playing pnp. The GM/DM tell you that in town while walking u overhear guards questioning the locals about a missing girl and u walked past a very loud cursing farmer who is visually and vocally upset about losing some pigs. GM/DM-what do you do? Player-nothing, im a loner and a drifter and dont want to get involved. I head outside of town to start exploring and killing everything that gets in my way. GM/DM-soooo u dont wanna participate in the quests i hav
  11. What if I want to role play a badass drifer , that really do not give a rats ass about farmers piglets or missing girls? Why would my character even bother talking to some lame farmer? or some upstart mayor from broken down mill town. What if it's beneath him to do so? The character will still kill off the aggressive ogre that thinks he can stand in my way tho. And do quests that the character think will benefit him.. But what happens to my level progression (xp) If I just want to go exploring for a day or two, and not bother with the boring ppl in the boring towns? what then? wit
  12. I'm pretty sure that Pillars of eternity uses the Unity engine. ...and I'm wishing that next one will be a unreal engine 4 game ^^,
  13. Btw. It´s the same way with no combat experience as it is with campfire supplies, they are both trying to force the player into playing the way that the designers want you to play. For instance: What if you get to the fabled mega dungeon at say level 12, and the designers think you should be level 20 to go there. At lvl 12 you might just manage to beat the first group of enemies. but now you have exhausted all your campfire supplies.. so now you have to walk all the way back home to get new ones.. and repeat this action walking back and forth 100 times to get through the first 3 dungeon
  14. I'd rather have combat xp over a bunch of crappy loot.. Id rather find one good item that I can actually use on my character than 1 million crappy items and one good one. Even if it took a week of exploring the map to find this legendary item, Id prefer that to traveling back and forth to "the village" just to vendor gear so that I can afford to buy a tent so that I can go and do what I really like which is defeating really hard enemies at impossible odds. (Enemies with harder and harder difficulty) Without having to ask some peasant at the village for an excuse to do so. You are supposed t
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