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archangel979

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Everything posted by archangel979

  1. They added a whole new mechanics and number system that ignores damage done and armor reduction of that damage and they calculate interrupts based on that needlessly complicated system. That is not needed or realistic. Morning Star that cannot pass your armor is not better at interrupting than a dagger that just pierced your eye for massive damage. This is just another of the game mechanics that is implemented just because. At this point I wish they more closely copied 4e D&D as this is becoming crazy stupid.
  2. How about giving it to us today :D I hope in your section about Health and Stamina you also added a suggestion to use Health healing daily resources as one of the solutions.
  3. If they ever plan on increasing adventuring day best way would be to add daily resources that heal health (cleric, druid, paladin and chanter could be prime candidates but they could give Vampire spells to wizards and ciphers as well). This way players could have more control on when they rest and not just it being decided on damage mitigation. J.E.Sawyer announced that Health/Stamina is going to be changed a bit to be more intuitive for players, I also hope they do little balance changes so you don't need to rest as much.
  4. They added Health/Stamina to force players to use new resting mechanics. And they needed because they added many encounter abilities that can be used all days long even after you spent some of your daily abilities. It is a simple as that.
  5. This is what that article I posted talked about. Developers being obsessed with complex mechanics and 2% here or there instead of focusing on fun design... Ok, lets look how a similar mechanic works in D&D 5. You receive damage and half that damage is number you need to roll on 1 to 20 roll or you need to roll 10 or more (whichever is higher). Your Constitution gives you bonus on this roll (from +1 to +5). If you fail, you lose the spell. A simpler mechanics like this can be easily put into PoE that uses DT system for armors. You give high interrupt weapons bonus interrupt damage that is just counted to increase this difficulty for the random roll (in case you do at least 1 damage to enemy). So if you attack with Morningstar and do 20 damage but DT reduces that by 5 you do 15 but as a high interrupt weapon it adds +7 and damage (real damage to stamina is still 15) is 22 so DC 11 on a roll (in this case on 1 to 20 scale but for PoE that would be 1 to 100 once these numbers are adjusted for d100).
  6. D:OS also has trash mob fights and tough fights and after clearing easily few encounters running into that tough fight and going "Oh ****. I need to take this more seriously" you remember the fight much more than if it was just another of the 20 common tough fights.
  7. Maybe rogue has more Int and spells last longer on him? :D
  8. You don't get it guys, and I tire of explaining stuff to you. Lets keep it at that.
  9. It changes different to how you imagine because whoever would make it would not have limitations of current developers. They could build it better from ground up. You are also mistaking people that build games like that today for average gamer and comparing this to design of PST that was not for average gamer. If you wanted to make a Open World game but with PST quality not for average gamer and had unlimited money you could do it easily.
  10. Finances heavily restrict which design options(not to mention how many at once) are available to you. It's always also a question of finances. The point is even if you have unlimited money and all options are open to you, fully voiced free-world isn't the best design direction, just one direction among many If you have unlimited money than that is the best design decision lol. You can fill that world with best stories, quests, reactivity, have NPCs all be voiced by talented voice or movie actors, everything that modern sandbox games like Skyrim don't have but fools still come on these boards and boast how they are better. You can hire an army of good developers and good team managers and have it done in reasonable time. You should not have said unlimited money lol. You also didn't say that the sales of such game should be more than the cost :D PS:T story couldn't be told as effectively in an open World game, it would screw the pacing too much. And sure as hell i wouldn't want all those walls of text( i love text) voiced, it would be tedious and i can read them way faster than the actor can voice them. And i can't imagine a voice actor voicing a novel's worth of text and managing to keep his voice fresh and passionate and not sound bored. Wall of text was because half of it was descriptions. With unlimited money you could pay for next gen graphics and those descriptions would play in front of your while the well paid professional actor would not falter in his job or would be replaced by another better one. You have unlimited money and don't care to scrap what first one did so far. Open world filled with PST level of story and conversations would be epic. Of course you would still have access to text and you could choose to read while in options you can turn on option to have voice sound off during conversations. It would not be a problem with unlimited money.
  11. Finances heavily restrict which design options(not to mention how many at once) are available to you. It's always also a question of finances. The point is even if you have unlimited money and all options are open to you, fully voiced free-world isn't the best design direction, just one direction among many If you have unlimited money than that is the best design decision lol. You can fill that world with best stories, quests, reactivity, have NPCs all be voiced by talented voice or movie actors, everything that modern sandbox games like Skyrim don't have but fools still come on these boards and boast how they are better. You can hire an army of good developers and good team managers and have it done in reasonable time. You should not have said unlimited money lol. You also didn't say that the sales of such game should be more than the cost :D
  12. Sometimes games have to be designed to emphasize fun over balance. Whowoulddathot? It is not about balance but world immersion. In this case, these battles might break immersion but if it is done well they might not. If every random bandit ambush is harder than wilderness encounters with monsters than it will be a problem but if quests are like in BG2 and BG1 where you invade wizard towers and fight their guards and them, it will be OK.
  13. I don't think they need to waste time with this. Weapons are going to be changed early into the game anyways. Also there are no weapon proficiencies in PoE and talents that improve accuracy with certain weapons are not available at lvl 1. By lvl 2 you will probably be able to get the exact weapon you want.
  14. Lol I am expecting that topic more than next beta patch. Don't fail us
  15. I'm also a WL2 beta player and finding the combat fun. I'm someone that doesn't play a lot of TB games, but I'm really enjoying the combat just the same. Whereas the combat in PoE is something I want to avoid. I don't find the combat enjoyable and mostly tedious. The recent patch helped with combat but I still wanted to avoid as much combat as possible. I have no doubt further balancing will improve combat up to the game being released, but can see myself trying to avoid a lot of it. And I love TB games and WL2 has a simple and easy one compared with others. It can still be fun but it is not very stimulating. Combat is just something you do to talk to more people.
  16. Hard to compare turn based vs RTwP. Also WL2 is about to be released, while PoE is 4 months away. And as a WL2 beta access player, combat in WL2 is its weakest part.
  17. I remember getting my ass handed to me in that fight back in 1998. Other than my initial learning curve to understand the basics of combat, that was one of the first difficult fights that I remember. Of course, it too can be laughably easy with the right tactics in use. Right tactic being having a lvl 3 wizard and casting Horror at that group. Very intricate lol..
  18. PoE uses universal game engine called Unity, as does Torment Tides of Numenera, but TToN also will use tools and modifications/addons that Obsidian has done to engine, like how they use 2D planes and dynamic lightning/dynamic water/path-finding/etc. solutions that they have gone up during development of PoE. But inXile creates their own rule system for the game as they adapt Numenera's rule system and they already have turn-based system for their Wasteland 2 (which also uses Unity), where they probably will borrow code for TToN's combat system. Dear god I hope they don't borrow code from Wasteland 2 lol. Numenera turn based is a whole other animal. It is based on D&D turn based system while WL2 is a bastard child of InXile doing where they mixed Fallout and Shadowrun (pen and paper system).
  19. Khm, Torment 2 will be using PoE engine and it will be turn based
  20. You misunderstand. This last conversation was about Inxile making Torment 2 turn based and some of use protesting that RTwP is not the most important characteristic of PST, not even its 10th. I could not care less if PST was turn based or RTwP, everything else about it was more important. Same for Torment 2, if it will be turn based or RTwP is less important than everything else. But they promised to make combat more interesting and they think they can do this better with turn based and we should respect this.
  21. If you wait any longer new beta version is going to come out and make parts of your feedback pointless.
  22. What about your mega topic you said it would be ready few days ago?
  23. No I don't though I'm sure inXile wants to spin it that way. I was there on PS:T forums back when the game was being developed so I know what I'm talking about. Black Isle obtained IE license when the engine wasn't even finished. And then they heavily modified it for PS:T until it was exactly what they wanted. Feargus said to use it, they didn't plan to use it originally. You can check out Matt Chat videos with Feargus as guest to get the full story
  24. Well they did promise combat from IWD games. And J.E.Sawyer worked on IWD2 which is considered most challenging combat wise. Only problem is, IWD games didn't have area exploration with trash mobs like BG games. PoE copies BG games with area exploration but keeps IWD dungeon romp enemy encounters. Those two don't mix well. They should just keep IWD level combat for dungeons and rare encounters outside like you would meet in BG games (usually one per map). On the other hand, D:OS is full of challenging combat early on and people loved it for it and it sold lots of copies.
  25. Why is it against the spirit of PST? You do know PST used IE engine only because they didn't want to make a new one for it due to time/costs. Who knows how it would turn out if they did make a new engine.
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