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archangel979

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Posts posted by archangel979

  1.  

    am glad eric is more patient than Gromnir.  typical questions from the interview is loaded or skewed or misleading, and how many questions ask eric to comment on josh, adam or chrisA comments?  after the third such question, we would sent the list o' interrogatories back to the "interviewer."

     

    Did you expect a gaming magazine-level civilized interview here? This is the Codex, and therefore the interview was designed to attempt to answer the most common questions on that forum without appearing biased. And believe me when I say that the interviewer (Infinitron) is one of the most outspoken Obsidian supporters over there.

     

    Gaming magazine interviews are all boring lifeless crap. Nobody really wants answers to questions that were asked by 10 other magazines/news people.
  2. I think the only way to truly limit rest-spamming would be to have consequences for resting too much. Like once you have a quest and you enter the area dedicated to it, you can only rest so many times before the quest automatically fails.

    That would be a wrong approach and would only annoy people that don't want such challenge. Best way would be to let everyone finish the quest but with different results based on how long it took. For example if your quest was to save someone, and you do it with no resting you also fight a higher ranking guy that has a cool weapon you can loot of his body. If rest even once he left the area by that time. Then preserving resources and risking going further without resting let you get something for it. And if you rest 1-2 times you can save the girl and get a full reward (that includes a magic item from a quest giver). And if you rest 3+ times the girl dies, you get a lesser reward (same XP but only some gold or a lesser magic item) for returning the body and a guilty party to face punishment.

    yeah.... ahh sounds like you're describing a game that'll sell 100 copies if u buy 3 of em. maybe I read it wrong.

    Probably not the game he was talking about but for a example of super successful game that challenges players... Dark Souls series.
  3. Here's a topic for all of us to declare our vote for Pillars of Eternity game of the year 2015 

     

    Fallout 4... sorry I'm a RPG nut and that game took no risks whatsoever. Almost none of the features in that game are based in good RPG story telling or mechanics. good game maybe great not so much

     

    I've played practically every RPG made in 2015 and Pillars has my vote for game of the year. 

     

    good work guys.

    Did you play Age of Decadence, Serpent in the Staglands and Underrail?

    Because if you didn't, you didn't play the best RPGs in 2015.

  4.  

     

    Considering the option to change supply limits is already in the game, I think there is no downside to making this it's own setting rather than tied to difficulty. Customizable difficulty is always good, so you could select to play with the more and stronger mobs from hard/PoTD without also lowering your supply limit. Stash access and knockout injuries are already their own toogle so I don't see how this would be different, would you folks preffer these get tied to the main difficulty setting as well?

    As I said earlier, there are achievement for finishing the game on PotD. LImited supply is part of that difficulty. Someone finishing PotD with access to 10 supply will have way easier time than someone doing it with 2 supply.

     

     

    But it's not difficult. There's literally no element of difficult associated with this mechanic. This is because the game must be designed in such a way that you ALWAYS have the option of going back the way you came to buy more supplies. There simply cannot be any difficulty associated with this mechanic because of this. The game is never allowed to put you in a "now what?" situation, because once you're reduced to 1 health, you can no longer continue and are forced to go get more supplies. People keep talking about supplies being a difficulty feature, but it's not, it's an anti-difficulty feature. Its existence has necessitated that the game be less difficult in order to accomodate it. Even in places where they seem to have tried to impose that "trapped in a dungeon" feeling, like going through the pool to the drake level and having to fight your way out, you can tell that they've erred severely on the side of caution and give you just a few rooms of trash mobs to clear in order to get to the master stairs.

     

    There's no difficulty associated with supplies, just a bit of meaningless OOC punishment when you take too much damage and have to waste time leaving the area to buy more supplies. They're infinite at the source, it's not like you can deplete it. There's quite a lot of content in this game that can't realistically be completed without those pointless, tedious return-for-supplies trips, so anyone saying that you just need to get better at the game is simply full of **** and trying to feel superior. No player never gets in that situation where you need to rest and have no more supplies. And when you do, there's no challenge, there's no obstacle to overcome, it's just a waste of five minutes as you effortlessly backtrack and sit through a few loading screens before you're allowed to continue again.

     

    Nobody has presented any argument against this that holds any water. It's all just "I don't mind the tedium" or "I'm so good that I don't have that problem, lern 2 play scrubtard."

     

    Going back takes real life time. I never do that unless I have no other option.

     

    Character on 1 HP don't force the group to rest or go back. Give them a ranged weapon and keep them in the back. Once a few of them are on 1 HP and you cannot defeat anymore enemies, than it is time to go back or rest.

  5. Considering the option to change supply limits is already in the game, I think there is no downside to making this it's own setting rather than tied to difficulty. Customizable difficulty is always good, so you could select to play with the more and stronger mobs from hard/PoTD without also lowering your supply limit. Stash access and knockout injuries are already their own toogle so I don't see how this would be different, would you folks preffer these get tied to the main difficulty setting as well?

    As I said earlier, there are achievement for finishing the game on PotD. LImited supply is part of that difficulty. Someone finishing PotD with access to 10 supply will have way easier time than someone doing it with 2 supply.
  6. None of those are good solutions. Best solution I seen so far was in D&D Online, each dungeon had a specific number of spots to rest and you could rest there once. Outside of those dungeons you could only rest in Inns or Taverns. If both players and game makers know in advance how many rests they get they can accommodate their play style. Then on easier difficulty you put in less enemies between rests and more for higher difficulty.

    Players have to play better on higher difficulty to reach the rest spots.

    It is also much easier to balance dungeons this way as you can control the number of encounters in dungeons (or any other area where it is not super easy to go back to Inn). Dungeons could have time sensitive quests to prevent players just going out all the time or have enemies repopulate the dungeons if players leave.

    • Like 1
  7. Just because some people can't play with engagement it doesn't mean it has to be turned off. You just have to know when you can afford to take that Disengagement Attack.

     

    Honestly I've built my chars in such a way that I usually don't care for DA at all.

     

    Pathfinding thus far in 3.0 is a lot better it seems. Playable without major problems.

    Did you read anything here? It is not about liking it, it is about bad pathfinding forcing you to micro manage your troops and get extra disengagement attacks on them as a result. One solution is to have flawless pathfinding, another is to not have engagement system as it is now.

     

    IE games had bad pathfinding but not a mechanic like engagement to punish you for trying to play the game with that pathfinding.

     

    I am playing PST at the moment and pathfinding is terrible.

    I micro manage it by telling all my 4 members to run behind the enemy. Then when 2 of them run behind I pause and tell them all to attack the target they now kind of surrounded. If I tried that in PoE the ones running behind would both get hit just for me trying to somehow work around bad pathfinding.

  8. It's not such a problem in BG because there is no engagement, and other party members make way on their own. I PoE it's sometimes a real pain to micro repositioning, because you first have to make way, which means moving other party members manually bach and forth, more so you cannot give all commands at once, but often in sequence, moving one party member after the other. In tight spaces this can suck big time.

    Yes, and any micro movement cause enemy to do disengagement attack. Another reason to not play PoE without IEMod and turn off engagement system.

     

    With pathfinding working well at least I could consider not using the mod but in current state no chance. PoE is a parts of bad designs that are even worse as a whole.

    • Like 1
  9.  

     

    The party supplies mechanic is inherently flawed. It doesn't present any kind of challenge or decisionmaking, it just occasionally forces you to take a break from playing the game in order to return to wherever you buy supplies.

     

    I disagree. It offers an incentive to conserve your resources, precisely because you don't want to backtrack just to get new supplies.

     

    If you find yourself going back to town just to get more camping supplies, you're doing it wrong. Most wilderness areas or dungeon levels have at least one camping supply that you can find as loot, and if that is not enough then that's a sign that the area is currently too difficult for you, and that you might be better off exploring another part of the game world first and come back later, or play at a lower difficulty level.

     

     

    No, it doesn't. You can't conserve your health resource. You can't heal health. Once you take health damage, the one and only way to restore it is by resting.

     

    It's kind of silly and ridiculous that everyone's just assuming that I'm some newbie who needs to get good. I play on PotD. I beat the game just fine. I'm not struggling with the game's difficulty. The supply mechanic has nothing to do with difficulty whatsoever. Unless you're trying to tell me that you don't take damage when you play, and that everyone should be held to that standard, then you have no point. You, and all but one other poster, seem to have intentionally misinterpreted my point in order to essentially tell me I'm bad.

     

    The supply mechanic means every bit of the content has to be designed in accordance with it. You can't have a dungeon that traps you, because then your game is over the moment you run out of health and supplies -- which, with a mere two rests (you have to go all the way down to 'normal' to get more than two, so please don't tell me that's the solution), would be inevitable in content of any real length.

     

    There's no element of difficulty in this mechanic. You lose health from combat, by design -- in fact, this game is rather brutal in this regard, with a lot of enemies and abilities that will deal so much damage that rest is an absolute necessity after a certain amount of time. Nobody overcomes this "challenge" to such a degree that they no longer need to rest. You just don't seem to mind that you have to periodically go and buy supplies.

     

    What's actually gained by this? The game is entirely beatable, so it's not some kind of difficulty check. If and when you run out of supplies, you have to simply backtrack and get more. Enemies don't respawn, dungeons don't trap you, you're never actually prevented from doing it. The challenge is expressly absent because this mechanic necessitates that you must always be able to do that. If anything, this mechanic removes difficulty and challenge by merit of its very existence.

     

    It's pointless tedium. It's a meaningless thing to keep track of, a nuisance that serves no purpose and isn't even realistic.

     

    Take less damage or keep your low health character in the back with a ranged weapon until you can rest. The supply mechanic makes it so you get a different experience because of these situations.
  10.  

    I think the current system makes it too difficult to balance the different abilities and classes, especially if POE2 goes to even higher levels.

     

    How so?

     

    It's not like there aren't classes that don't use per-rest spells but can keep up with the vancian casters. Ciphers are right up there with Wizards/Priests/Druids and Paladins/Chanters I think are pretty close, and the rest are keeping up waaay better than in BG, IWD, or NWN games.

     

    Beserkers, Barbarians and some paladins as well as Archer subclass kept very well in BG games.

    In NWN games, fighters killed enemies faster than wizards and some multiclass combinations just owned everything. My barbarian/bard/Red Dragon Disciple in NWN2 killed stuff before wizard got to do much. Wizard in the end just buffed the barbarian and let him kill things more efficiently.

     

    As for balancing in PoE, grazing system is the biggest problem for that. Spells should not graze.. ever. Because even if for few seconds most of these spells debuff or frack up things too much.

  11. Per rest systems are good and metagaming is part of PnP and computer games. Complainers just don't care about challenge. And knowing what is coming (after you loaded a save game or meet same enemy again) and countering with right spells ability is just part of the gameplay. Complaining about that is like complaining that Xcom sectoid has mind control and you know that. Just like in Xcom the roll to succeed for these abilities is still random. You the player just manage percentages to succeed in your plan.

  12. As i think about it there is only one question i want to ask: Why?

    Using spells of levels 1-3 once per encounter was thing that was making playing any caster class rewarding, while now i  totally prefer having more fighters than spellcasters (only chanter is now worth something and maybesome OP-built cipher), but wizard, druid and cleric lost a lot of charm. Also I washappy about changes on Athletics,but it seemsthey changed "everyone has to have atletics on 5" to "everyone has to have survival on 6" so it is not fun at all :-/ I was so happy about changes (before i played a bit) and now i stopped playing at all. It just stopped being fun whistling.gif(

    Because even on hard even with just two spellcasters you rarely needed to use any other spells but your encounter spells. It made the game stupid. I only rested when fighters were out of Health or fatigue kicked in. Later I started using other higher levels spells for kicks, not because I needed to win fights.
    • Like 1
  13. From what I've read, it seems that at least half of the IE mod users only really want the "walking mode" from it, and possibly the "blue NPC selection circles".

     

    Why doesn't Obsidian just implement those two features in a patch, as people have repeatedly requested?

    They should be trivial to implement.

    Walking mode is technically already implemented in the game (and is used during cut-scenes), so all they'd need to do is to provide a key-binding that allows players to toggle it on demand.

    I care for neither of those. I want to play without disengagement and without game not allowing me to freely change weapons and quickslot items during combat. It is an artificial limit that was not needed and IE games and it is not needed in PoE. Like in D&D in PoE you should be allowed to use items from your backpack as well as your belt slots.

     

    As for disengagement, well enough topics are about that. I am just happy a mod for this exists.

    I played my first playthrough without any mods and I am 100% sure I will enjoy it more by turning off these two bad design decisions.

    • Like 1
  14. Spending entertainment time on things you don't enjoy just because you believe you should enjoy them is wasting that time. Uninstall it, shelve it, go do something else and have fun. Perhaps a few years down the line you'll get a huge craving play Pillars of Eternity again and find that suddenly, you're really enjoying it.

    Or maybe find herself with extra free time and a need for a less casual game.
    • Like 1
  15.  

    When you use consumables, you trade a permanent loss for a temporary grain.  The more common the consumable, the less that loss is felt, and the more likely it's used.  When you enchant you trade a permanent loss of items you can't use (reagents) for a permanent gain in items you do use (weapons & armor).

    This is so very true. The permanent loss/temporary gain trade-off in a base mechanic is usually bad design, as it strongly incentivises hoarding. Most players are reluctant to use even ready-made consumables for this reason; instead they struggle through with renewables, saving those sweet scrolls and potions for the boss battle that never comes.

     

    If you have material use for a core mechanic -- alchemy, spells etc. -- then those materials have to be renewable too. The Witchers do this nicely -- alchemy is fairly crucial, but herbs regrow and monsters respawn so you can always get more materials. Conversely, the non-renewable materials (from non-respawning monsters) can be used to create mutagens which produce permanent gains.

     

    Incidentally, this is one case where respawning monsters makes sense.

     

    There are better ways to solve this. You make the game more difficult and consumables more meaningful and people will use them.

     

    For example I will use my BG1EE run with SCS mod installed. In base BG1EE I rarely use any consumable outside healing potions and a wand here or there. With SCS installed I used all those sweet OP potions, wands and even extra spell scrolls to overcome much tougher challenges.

  16. i hope in PoE2 the portraits will be bigger as in the old games, the status effect icons on the portraits displayed in one colour (preferrably light blue as in BG2) with transparent background. It's kind of telling that those icons are so tiny in PoE since status effects dont play such a prominent role. The action icons are copied from Beamdog's EEs which for ipad versions of BG/IWD was i think introduced because if you tapped on selection circles it wasn't that clear that the player's order was given. In the old games looking at your chars you could though tell easily whether your char has acknowldeged your order and is about to do soemthing or if he's still idle, there's no need for action icons on the portraits. The portrait filling up with horizontal red lines is indication enough of your hp, no need for the numbers.

    Talk for yourself. Action icons in BGEE are a godsend and for PoE 3.0 even more because PoE combat is a cluster****.
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