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Everything posted by Gromnir
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Sensuki's Suggestions #017: Cultural Gear Selection
Gromnir replied to Sensuki's topic in Backer Beta Discussion
last post, 'cause this issue seems kinda minor, but why not start off the player with a handful o' copper and let them outfit themselves at the vendor that is available right near start of the game? currently, Gromnir is gonna chose culture based solely on role-play appeal, 'cause the +1 attribute may be redistributed as we see fit rather than locked into the culture choice. if within the first thirty minutes o' gameplay we have enough credits to outfit ourselves as we wish regardless o' culture, then what is the real point o' the proposed feature? am gonna assume that this suggested feature is more than simply a way to do an end-around on what you think is lame armour and weapon choices from the initial vendor. nevertheless, we can see choosing culture for rp reasons or, if the culture ability point becomes fixed, based on the ability point allocation, but starting gear? dunno. sensuki has had some excellent notions, but this seems... meh HA! Good Fun! -
sadly, am thinking the greatest hurdle is nostalgia and/or nomenclature. testers o' the game and the folks in QA may not necessarily be bat-crap crazy bg fans such as seem to make up the majority o' the message board populace. heck, is so difficult to convince people on this board that folks who literal spend an hour (or more) on this board multiple days a week, may not represent average fans of PoE. point is, when folks in QA play PoE, they don't have the... commitment to the game that some folks hereabouts do. folks in QA will recognize that they got eleven different classes to choose from and that the classes is each distinct and having a useful role... other than paladins. unfortunately/fortunately, the QA folks may not know what a fighter is s'posed to be. the bat-crap crazies know that a fighter is not only s'posed to be able to wade into battle and laugh off direct hits from a trebuchet, but if that character switches build slightly, they should be "chunking everything." perhaps the biggest mistake obsidian made with classes were simply giving them recognizable names? doubt it. call the rogue a landsknechte instead,and am doubting obsidian board fans would see the class different. besides which, obsidian were obviously trying to replicate some o' the familiar ie game class archetypes. that being said, am seeing how the developers can be confused if their QA feedback is extreme different from the geek feedback they is current getting from boardies who admitted represent a small % o' the potential purchasers o' PoE. QA don't necessarily know what an ie game rogue needs to be for some folks. 'course, in all honesty, we is having great fun playing the rogue characters, so we ain't actually on-board with the agenda o' the thread. don't mess with our rogues and we is okie dokie. we haven't played a fighter other than the bb fighter, but it does seem more like an mmo tank than a bg fighter, but we don't see that as a bad thing either. regardless, we get developer confusion if QA and board feedback is extreme different... but the difference don't surprise us neither. and yeah, we is still figuring out the best way to manipulate the health/stamina mechanic... which is gonna be changing? perhaps the changes will make fighters more resilient, but won't that make'em even more tanky and less like bg fighters? "classes suck" is our starting point, so we could be doing the sinister laugh shtick as people complain. that aint the case. we kinda like most o' the classes, particularly the casters. the thing is, and we mentioned this elsewhere, we is already starting to play fighters a particular way... same with clerics and wizards and other classes. the obsidian goal were customization and diversity yes? nevertheless, we is already getting a fixed notion o' how best to play a ranger, and that shouldn't be the case. am looking at the changes to health and stamina and at least initially it looks like those changes reinforce our notions o' the proper roles o' classes, which we actual think is a bad thing. when next update comes along, we will reevaluate... again. oh, and as far as we can tell, paladins still suck. HA! Good Fun!
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Another comment on the exp system
Gromnir replied to Sir Davion's topic in Pillars of Eternity: Stories (Spoiler Warning!)
you got a serious problem with your number 3s. 'least this one ain't fraudulently edited. why "since the Beta's release"? is pretty darn arbitrary for a game that has been in development for two years. what % of backers are actual part o' the beta anyway? is a genuine question as we don't know the percentages. heck, b00b armour threads have gotten more responses over the years, and as we noted, the pre-beta kill xp poll had 2x as many respondents as the most recent versions. but honestly, post totals? have same dozen poster repeating themselves into insensibility is hardly compelling evidence that the issue is popular. *chuckle* as Gromnir noted in the most recent poll thread, we didn't even vote. the issue is, for many backers. dead. were dead and decided a Long time ago. nevertheless, the pre-beta poll actual had more respondents... post count is a silly measure... well, more silly. even the polls themselves that only reveal a few hundred responses outta the 74k backers is still kinda sad. *shrug* you are hopeless. if we can't explain "and" to you, we sure as hell ain't gonna figure out your recurring problem with #3. advice: don't number anything... or just make your #3 a joke in the future. thank goodness PoE ain't more o' a ps:t "spiritual successor" or you would be really screwed with all the rule-of-three content. we don't use board ignore function on anybody, not even vol, but this were our third time giving you a chance after we said, "no more." perhaps the rule-of-three has merit. HA! Good Fun! -
Another comment on the exp system
Gromnir replied to Sir Davion's topic in Pillars of Eternity: Stories (Spoiler Warning!)
disappearing seems highly unlikely... though we do leave the boards for extended periods o' time. last such absence were work related and resulted in an eighteen month absence. maybe put that on your christmas list? no? otherwise, well, as a frame o' reference, Gromnir has been posting as Gromnir since before the biowarians added the character to ToB... which is a considerable amount of time, no? we wouldn't put money on disappear. and why would we go on a rant? ultimately, and we has said this a few times, we thinks the xp issue is relative inconsequential. heck, we did implied that fact earlier in this thread. "first, that is the most narcissistic nonsense we has ever heard. the recent polls regarding kill xp actual has less responses than the older versions, and even then there were more contentious and popular subjects being debated on these boards. you care about kill xp, so is important to you, so you see as "more speaking" about the subject. " it really isn't a major issue. the game could survive and be perfectly playable with an ad hoc xp system. adding such a system at this late date is so unlikely as to be approaching utter impossible. indira likes to pretend forgetfulness, but even he admitted that implementing a balanced ad hoc system would be requiring considerable developer efforts. if obsidian switched, we would observe what a terrible waste o' resources went into the effort... maybe. would get one post... maybe two from us. sorry to disappoint. HA! Good Fun! "Selective editing? I edited it to match your exact wording "Admit you're wrong Gromnir. Really It's not that difficult. The masses that you believe hang on your every word will either miss your post, or forget this debate ever happened, or they won't care." HA! what a fraud. you figure out how "and" works in a sentence yet? -
Another comment on the exp system
Gromnir replied to Sir Davion's topic in Pillars of Eternity: Stories (Spoiler Warning!)
ah. we see that you are simple. just... simple. "anything AND everything" is funny that you don't understand basic definitions, but we now get your obscenely simple mistake. thanks for making this more amusing than we anticipated HA! Good Fun! ps nice selective editing "3) By Definition, An XP system falls within the category of anything. Check" that were your original... is still a fail. -
Another comment on the exp system
Gromnir replied to Sir Davion's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Nuh-uh. Your willful, denial-based attempts to salvage your fragile forum Ego will get you nowhere this time Gromnir. I showed you Precisely what you asked me to show you, and what you've claimed you never said. Admit you're wrong, now. ... is genuine surreal. this can't be accidental. *shrug* full quote: please show where we has said that it is a bad idea to make requests o' obsidian. show where we has said it is impossible to change anything and everything in PoE even at this late date. josh checked and it turned out it ain't hard to change invisibility. he checked with The Team, the obsidians, got their input, and changed a feature that turned out to be relative easier to fix than he had believed. good job. is changing xp the same? we have already got comments from developers to the contrary. hell, we even got support o' indira that for obsidian to convert and maintain goals o' balance, diversity of build usefulness and simplicity would require a great deal o' developer effort... so is not analogous, not by a long shot. thanks for the link though. we did get a chuckle that somebody would try and educate Gromnir that poster feedback can create change in games. gosh? really? HA! but yeah, keep fighting. it doesn't achieve anything In This Particular Case, but it doesn't do any harm either... but that weren't the question either. you is making more noise as your response is irrelevant in the present context. there were a poster that acted surprised that no kill xp were implemented. the immediate question has nothing to do with the possibility o' changing a feature. end quote. we even capitalized "In This Particular Case." ... am not sure how we can possibly help you. you are missing something... basic. is our mistake to once again treat you as if you deserve a response. weird. HA! Good Fun! -
Another comment on the exp system
Gromnir replied to Sir Davion's topic in Pillars of Eternity: Stories (Spoiler Warning!)
"spiritual successor to BG" don't put in quotes. or if you do, find it. we will wait. "Obsidian Entertainment and our legendary game designers Chris Avellone, Tim Cain, and Josh Sawyer are excited to bring you a new role-playing game for the PC. Project Eternity (working title) pays homage to the great Infinity Engine games of years past: Baldur’s Gate, Icewind Dale, and Planescape: Torment. "Project Eternity aims to recapture the magic, imagination, depth, and nostalgia of classic RPG's that we enjoyed making - and playing. At Obsidian, we have the people responsible for many of those classic games and we want to bring those games back… and that’s why we’re here - we need your help to make it a reality!" closest language you get is that PoE will pay homage. please note that the second paragraph don't even reference the ie games but rather, "classic RPG's that we enjoyed making - and playing." the closest thing to a specific feature promise we can get from kisckstarter were the following: "Combat uses a tactical real-time with pause system - positioning your party and coordinating attacks and abilities is one of the keys to success. " you were not given false promises or mislead, and given the surfeit o' information on the initial kickstarter page, the only source o' info that woulda' clarified woulda been the innumerable updates... updates which included discussions o' quest xp. ... sorry, but you gotta accept some responsibility on this. btw, if you took personal offense... well, that happens. we actual were responding to others in this thread. nevertheless, we can see that you could be offended. it happens. am not particularly apologetic, but if you felt that Gromnir were overly harsh, we see your point and we shoulda' clarified who we felt needed chastising. our severity were directed elsewhere, but again, you fundamental complaint is not warranted. HA! Good Fun! ps stun is... epic obtuse? is no other way to describe. "please show where we has said that it is a bad idea to make requests o' obsidian. show where we has said it is impossible to change anything and everything in PoE even at this late date." am still waiting. we already distinguished the kill xp debate as no analogous. some things IS impossible or impractical to change, but not everything... which is why we is also making requests o' obsidian. duh. you can't be this slow on accident... you just... can't. -
am always getting irony and hypocrisy confused. *chuckle* in any event, is more happenstance than anything that led us to respond to this thread. have been confining self mainly to bb and mechanics portions o' board, so your plan, if plan it were, was odd. if not for mention of paladins in title, we woulda' ignored. am serious that we believe we is playing paladins wrong. is hard to believe they is as ineffectual as we is playing them. HA! Good Fun!
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As a fan of IE I am used to a more proactive role of fighters and all physical classes - like running around clouded in defensive buffs and Haste, chunking everything with a two-handed sword into little pieces. Less controlled and more lethal combat probably added to experience. God I'm almost in the "make combat more visceral" territory here. In the end there are just too many classes. Smaller amount of core classes with multiple specializations would have probably worked a lot better. But we're past that I get it. am thinking your experience with ie fighters is what josh is talking 'bout. maybe he needs be more explicit... not that Gromnir is suggesting that you are confused. shade seemingly grasps the concepts josh is presenting even if you don't like'em. nevertheless, there does appear to be... confusion. in the developer updates, Rangers and Rogues has been identified as the- what were the term- heavy-hitters? if rogues and rangers is now the weapon-based damage dealers, and that is their Role within the PoE 11 class system, then by necessity, fighters will be less good at "chunking everything." when the issue o' classes were first raised, we noted that we weren't a fan o' classes, but if you really wanted such things while maximizing customization, having two classes would have been more than enough-- split into casters and non-casters. 'course our suggestion were not popular. is a class system, with many classes. am thinking folks is gonna need to accept that if you wanna play a chunking warrior with a two-handed sword, you can do so in PoE, but you should probably play as a rogue. is gonna be different. HA! Good Fun! edit: changed melee to weapon-based. rangers is clear better at ranged combat than melee... unless you count the animal companions, which you should. is a bit confusing actually.
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B...but...this is the spiritual successor to the IE games. Right? actual, "spiritual successor" is not something obsidian ever claimed... not that such a descriptor actual means anything. haven't we been down this road? observations from an earlier thread: the bb fighter is a functional mmo tank, and we ain't made our own fighter as yet to see what we may do to customize the class different. nevertheless, our 5th level fighter clear has far more options in combat than did any ie equivalent... and that includes an iwd2 fighter, which were the 7th or 8th improvement/incarnation o' the ie games. am not understanding criticisms that rogues is boring as they has considerable encounter abilities, and when we mix cipher with rogue escape, we get many extreme interesting results. oh, and as noted above in this thread, am thinking we might be playing paladin wrong because battles took literal 2x as long to finish with a paladin main as any other class we has played, and that is all but monk and fighter at this point. however, we ain't played paladin since the patch, so... anywho, our real concern is paladin. of the classes we played, which is almost all, paladin is least efficacious. we got buttons to push and abilities to activate with the paladin, but the paladin, based on admitted very limited gameplay, is weak. HA! Good Fun!
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Sensuki's Suggestions #017: Cultural Gear Selection
Gromnir replied to Sensuki's topic in Backer Beta Discussion
there is a vendor in the caravan that your adventuring party starts the game accompanying, yes? am thinking you understate just how "not a big deal." starting gear is. am getting that role-play value o' a culture might be important to folks. am getting that the +1 attribute point would be significant to many players. starting gear? honestly? the only thing we want changed 'bout cultures is the weird point loss that can take place if you change your culture choice. am assuming that is a bug. am also kinda ambivalent about which attribute the +1 ability is allocated to as you is able to simple click on ability distribution after choosing culture and readjust your points. the +1 attribute is functional not linked to any particular attribute even if it says +1 intellect or +1 dexterity-- racial limits still apply. HA! Good Fun! -
Another comment on the exp system
Gromnir replied to Sir Davion's topic in Pillars of Eternity: Stories (Spoiler Warning!)
please show where we has said that it is a bad idea to make requests o' obsidian. show where we has said it is impossible to change anything and everything in PoE even at this late date. josh checked and it turned out it ain't hard to change invisibility. he checked with The Team, the obsidians, got their input, and changed a feature that turned out to be relative easier to fix than he had believed. good job. is changing xp the same? we have already got comments from developers to the contrary. hell, we even got support o' indira that for obsidian to convert and maintain goals o' balance, diversity of build usefulness and simplicity would require a great deal o' developer effort... so is not analogous, not by a long shot. thanks for the link though. we did get a chuckle that somebody would try and educate Gromnir that poster feedback can create change in games. gosh? really? HA! but yeah, keep fighting. it doesn't achieve anything In This Particular Case, but it doesn't do any harm either... but that weren't the question either. you is making more noise as your response is irrelevant in the present context. there were a poster that acted surprised that no kill xp were implemented. the immediate question has nothing to do with the possibility o' changing a feature. review poster 1: I really am surprised this is even an issue, especially for a successor game to BG. Hopefully it all gets sorted out by release. XP for everything! poster 2: You're a bit late to the part on this matter. It's been known for ages. poster 3: That's not entirely true. I know plenty of backers, many of whom had followed the updates eagerly, who didn't pick that up. so again, before you get lost, what were obsidian's level o' responsibility? the obsidians explained numerous times what quest xp entailed, and they were even more clear that body-count would not be a factor in generating xp. this is not about possibility o' change question, but is rather an issue o' how obsidian could implement such a feature and have folks uniformed o' that fact at this late date. beyond actual informing the fanbase multiple times and in no uncertain terms that there would not be xp for individual kills, what more could obsidian have done? indeed, obsidian clear did not consider how to inform the cretinous and the illiterate and those who chose to be willful ignorant, but what more could possibly be demanded o' obsidian as far as enlightening folks? "Although you can hardly call this situation a 3 wise monkeys routine, since there's been more speaking on the subject than just about any other PoE-relative topic ever." first, that is the most narcissistic nonsense we has ever heard. the recent polls regarding kill xp actual has less responses than the older versions, and even then there were more contentious and popular subjects being debated on these boards. you care about kill xp, so is important to you, so you see as "more speaking" about the subject. also, please note there is three monkeys... am gonna let you guess which monkey(s) is most appropriate to your seeming confusion. three wise monkeys can refer to any and all the approaches to dealing with perceived evils. and yes, if a poster purposeful remained ignorant and did not see, hear or speak, then all three monkeys is evoked, no? HA! Good Fun! -
Another comment on the exp system
Gromnir replied to Sir Davion's topic in Pillars of Eternity: Stories (Spoiler Warning!)
oh sure, but there is some folks with poor reading skills, or who is willful obtuse, or simply do the three wise monkeys routine every time they get news they don't like. doesn't obsidian have a responsibility to retroactive protect the extreme foolish? and what about folks with crippling dyslexia? no doubt a tiny fraction o' a tiny fraction o' the kickstarter supporters simply couldn't read the updates or the developer posts on this subject. can obsidian escape responsibility on this matter because they were clear and unrelenting regarding quest/objective xp? no. hell no. obsidian owes it to the stone-dead oblivious and that one or two functional handicapped dyslexic PoE kickstarter supporters to... well, am not exactly sure what obsidian owes such folks, but lord knows that obsidian cannot avoid their burden o' responsibility just because they fully explained quest/objective xp two years ago. cretins and the functional illiterate dyslexics is people too and they can no longer be ignored by obsidian. HA! Good Fun! -
Sensuki's Suggestions #017: Cultural Gear Selection
Gromnir replied to Sensuki's topic in Backer Beta Discussion
you can go backwards in character creation... though it were bugged in the previous build. effectively, we could simply click on the attributes tab after choosing culture, and we could then redistribute our +1 wherever the hell we wished. nevertheless, we will agree that accurate point allocation is a genuine concern at the start o' a game, but starting gear is just so... minor. 'course, if we can choose the "pollaxe" at player creation, we would want to eventual upgrade to the famous Gallup Pollaxe... its main quality being that it is half as weighty as advertised. no? HA! Good Fun! -
Sensuki's Suggestions #017: Cultural Gear Selection
Gromnir replied to Sensuki's topic in Backer Beta Discussion
you were one o' the "spiritual successor" guys, yes? the stores at start o' bg, iwd and iwd2 also had, as we said, "a wide range o' mundane equipment." nevertheless, purchasable gear at start were hardly a complete menu o' all non-magical gear, and regardless, we typical couldn't afford to outfit our player with the gear we would most like right at the start of the game. what about the spiritual footprints left by the ie giants that have gone before us on this epic PoE journey? should we not show proper deference to the spirit o' the ie series by making sure you start with non-optimal gear? ... that were sarcasm... am knowing that without emotes, some folks don't recognize. HA! Good Fun! -
Sensuki's Suggestions #017: Cultural Gear Selection
Gromnir replied to Sensuki's topic in Backer Beta Discussion
starting gear concerns us almost not at all... and compared to the stat bonuses? am betting there will be a store somewhere near start o' game, and no doubt we will very quickly be able to afford a wide range o' mundane equipment shortly after starting game. HA! Good Fun! -
Eurogamer on Combat XP, Turn-Based Battles
Gromnir replied to PrimeHydra's topic in Backer Beta Discussion
OH and Yadda Yadda.. Combat feels repetitive because no Combat XP.. but Josh knows best. ... HA! that is the single most amusing thing we has read today and perhaps all week. combat feels repetitive 'cause o' lack o' kill xp? *chuckle* am considering adding your PoE insight to our signature. HA! Good Fun! -
Eurogamer on Combat XP, Turn-Based Battles
Gromnir replied to PrimeHydra's topic in Backer Beta Discussion
am not sure if we fully agree, but we do enjoy the current wl2 combat even if it is a bit... quirky. however, the wl2 combat we saw from their original beta were, to put it mildly, a mess. inxile made many changes to wl2, both minor and major, based 'pon player feedback. for better or worse, obsidian is not developing PoE with same reliance 'pon player feedback. is also not gonna take obsidian near a full extra year (gonna quibble over a month?) to get PoE out the door past the original release estimate. HA! Good Fun! -
Class diversity in D&D vs P:E
Gromnir replied to PrimeJunta's topic in Pillars of Eternity: Stories (Spoiler Warning!)
pps in the spirit of full disclosure, we did rare use prestige classes in our own pnp d20 campaigns, but they were never taken from splat book and they were all very limited by scope o' our own setting. we had, for example, an angakkuq prestige class for a particular campaign, but the angakkuq wouldn't function in typical d20 campaign. we did kinda an inuit inspired setting and a character could become a "shaman" that had some very specific abilities tied to the tornat (spirits) that were unique to our setting... it were not simple a quirky cleric neither as virtual any class could add angakkuq levels. the only reason we had a prestige class option(s) were 'cause our setting(s) had unique elements not present in ordinary d20. obsidian built their classes to fit their setting, so they wouldn't be having a use/need for prestige classes as did Gromnir. HA! Good Fun! -
Class diversity in D&D vs P:E
Gromnir replied to PrimeJunta's topic in Pillars of Eternity: Stories (Spoiler Warning!)
am not much of a class fan, but we loathe kits and prestige classes. everything you get from d20 prestige classes coulda/shoulda been done with multi-classing and feats. unfortunately, prestige classes became a way for players to exploit loopholes and create functional super-powers. prestige classes were one o' the main flaws o' d20... although we get the appeal from a business perspective. wotc were in the business o' selling games. use chess as an opposing example. chess is a perfectly balanced game, but once you sell a board and pieces to a player, how are you gonna continue squeezing money from your junkie/fan o' chess? sure, maybe every few years the player upgrades his chess set, and maybe some folks is collectors, but chess is a finished and complete product. d&d needs be having room for expansion, and apparently you can't make enough money selling monster and adventure supplements... well maybe you can make enough money doing monster and adventure supplements, but the wotc folks discovered that the splat books with new feats and spells and prestige classes sold extreme well. what game Seller is gonna leave money on the table simply 'cause they not wanna threaten the balance o' the core game? not wotc. kits were even worse than prestige classes in our mind, 'cause such nonsense were typical ad&d front loading. sure, much as with prestige classes you were selling players on the possibility o' finding the kewlest super-powered kit, but kits were a first-level boogeyman which made 'em even more limited and limiting in our mind. and yes, not every kit or prestige class were over-powered, but that is what folks (the larger mass o' typical purchasers) actual wanted from 'em. 'course there will now be a dozen folks claiming that they were honorable and equitable role-players who cared not a bit 'bout kit or prestige class power, but Gromnir is gonna call BS. any other folks were here during iwd2 development? am gonna hold off sharing our iwd2 kits anecdote yet again til after some role-play purist tells us that there ain't nothing wrong with kits or the folks who want them. the obsidian folks know better. back on the current topic... but will attempt brevity. am gonna admit surprise at how much we like Most o' the PoE classes. exception: cleric/priest is once again a near essential heal-bot, which is annoying, but most classes have unique gameplay features that make 'em all compelling to play. mages, rogues and fighters is archetypal and arguably boring compared to other PoE classes, but not compared to ie game equivalents. wizards is, as is expected, defined by their spell selection, but they is not complete useless in combat, particular depending on how attribute points are allocated. still, a wizard is defined by spell selection. if you like wizard spells, you like wizard. the bb fighter is a functional mmo tank, and we ain't made our own fighter as yet to see what we may do to customize the class different. nevertheless, our 5th level fighter clear has far more options in combat than did any ie equivalent... and that includes an iwd2 fighter, which were the 7th or 8th improvement/incarnation o' the ie games. am not understanding criticisms that rogues is boring as they has considerable encounter abilities, and when we mix cipher with rogue escape, we get many extreme interesting results. oh, and as noted above in this thread, am thinking we might be playing paladin wrong because battles took literal 2x as long to finish with a paladin main as any other class we has played, and that is all but monk and fighter at this point. however, we ain't played paladin since the patch, so... am enjoying classes, and we don't like classes. is a good sign. that being said, we need more talent options to functional customize. at this point, Gromnir is already kinda getting into a rut with how we play certain classes. that is a not so good sign. HA! Good Fun! ps (edit) just so is clear, in theory we don't hate prestige classes or kits, but the way they has invariably been implemented and the kind o' kits that has been demanded is proof to us that they don't work in crpgs or pnp rpgs. -
Eurogamer on Combat XP, Turn-Based Battles
Gromnir replied to PrimeHydra's topic in Backer Beta Discussion
admitted, we did not read the whole thread. were our mistake to think that the topic were relevant to PoE. ... wait a sec... well, ignore our post as it not seem to be relevant to what inexile is doing with torment. HA! Good Fun! -
Ranged versus Melee
Gromnir replied to Valorian's topic in Pillars of Eternity: Stories (Spoiler Warning!)
bloody mess were a trait picked at 0 level. most traits had a benefit and a handicap. ideally, the trait pros and cons balanced themselves resulting in a net 0 gain. gifted, on the other hand, had a benefit that far exceeded the handicap and has become a wonderful example o' how not to design such stuff in crpgs... evar. fallout were not a particularly well-balanced game, but bloody mess isn't actual analogous to the present topic as it were a trait that had no benefit and no handicap... were just fun. HA! Goof Fun! -
Ranged versus Melee
Gromnir replied to Valorian's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Everything is a challenge. Develop 11 balanced classes, lots of useful weapons, 6 attributes... challenging. Talents are no exception, but there's a great value in having 11 classes instead of 3, six attributes instead of two and 7 talents of your choice instead of 4. and as we noted earlier, having 11 classes made coming up with additional talents more difficult as many talents will necessarily be class specific. Gromnir is in favor o' more choice. however, am recognizing that going from one talent every three levels to one every two would be creating considerable more work. if obsidian could manage such a feat and keep such talents balanced, diverse and genuine useful, "we would be ecstatic." am not suggesting that obsidian should ignore pleas for more talents. however, we were responding to folks who thought increasing the rate o' talents were a forgone conclusion. we don't current see the rate o' talents being increased. is so much on obsidian plate at the moment and they know that increase talent rate increases balancing concerns... and they is planning on making this game a series. they can't simply consider what folks would want from PoE. what is best if you end up with twenty-four or thirty levels by game three? *shrug* we like more, but... HA! Good Fun! -
ps if goal is to get players to explore every corner o' wilderness maps, we suggest a different route: http://forums.obsidian.net/topic/68164-a-different-view-on-the-whole-xp-controversy/?p=1502749 were more than a few suggestions from folks such as kgambit and cant for developing an actual exploration Quest. conversely, a tedious mechanic to promote exploration feels... cheap. HA! Good Fun!
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Ranged versus Melee
Gromnir replied to Valorian's topic in Pillars of Eternity: Stories (Spoiler Warning!)
OE will likely increase the rate at which we get talents. I'd bet... oh... 100$ on it. Yea..but like Josh was saying this is supposed to be the IWD/BG type of game so it isn't and probably shouldn't be realistic to have a complete character fully fleshed out in this game. I feel if we get talents too often it will become bloated towards the end and inevitably the talents in PE2 will be less interesting/useful(or flat out over the top). 9 or 10 feats from levels 1-20 should work IMO and then whatever they decide to do above 20 if it goes beyond that. Yeah I'd expect they end up going with 1 or 2 talents at lvl 1, then 1 every 2 levels from there. Sounds about right: 7 talents (player agency) and 14 abilities (class progression). I'd much rather have 7 moderately strong talents, so I can mix and match them, than 3 or 4 super strong ones. The BB talents are moderately strong, weaker than abilities. And it's not like they'll design talents so that they're useless for level 10 characters, but ultrapowerful on level 1 - 3 (i.e. most of them, I presume, will be available regardless of level). Also, as expected: "The issue has never been that we don't have ideas for Talents (we have a doc full of them)" -Josh coming up with ideas for talents is easy. deciding which ones is gonna be actual useful and desirable is hard. am not certain how many times we played fallout 2, but we will say with some confidence that we never used more than 1/3 o' the available perks... which is much like PoE talents. there were something close to 75 (am guessing... honest don't know the number) fo2 perks total, and we used a relative small fraction. hell, fallout (original) had a couple skills that only a complete idiot would choose. there is still people that have no idea what outdoorsman added to fallout. were no way for a New player to know that fo original outdoorsman and many fo2 perks were worthless. we made a joke earlier in this thread about a talent that would double the usefulness o' camping supplies. it would not surprise us if such a talent were on josh's doc. even so, is a talent that only one in a bazillion PoE players would choose. is a nice role-play talent, but is functional a waste o' space. for obsidian to develop a quality spread o' talents that is balanced, diverse and genuine useful is gonna be a challenge. am gonna be very impressed if we get a final list o' talents that we see 2/3 o' them being useful for any Gromnir build, real or imagined. HA! Good Fun! ps we did not accidentally bold "balanced." that were a Major problem for fo game perks as many were so much more useful than others that they effective became no-brainer choices. am knowing that balance is an ugly word around here, but is never about power when Gromnir uses. we will choose less powerful if we get equal use and fun from a weapon/ability/feat/talent/whatever. even so, balance is, and should be, a serious concern... and balance is hard.