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Everything posted by Lady Evenstar
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Fog of War
Lady Evenstar replied to Semper's topic in Pillars of Eternity: Stories (Spoiler Warning!)
I much prefer that maps only be revealed as I explore them. Whatever range will best support exploration without encouraging combat exploits is what I'd like. -
[Merged] Cooldowns 2.0
Lady Evenstar replied to Grimlorn's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Actually no. I don't think classes has to be equally balanced in every aspect so that they basically become the "same" class but in different cosmetics. As you said this is a single player game were it imo is more important to create a dynamic and variance between choices than to balance every choice to be 100% equal. The more differences of pros and cons between two choices, the more difficult and fun they are to make. If everything is too similiar in most aspects it becomes dull to make choices between them. Admittedly, I'm still burning over all the whining by folks who like to play rogues and warriors that mages shouldn't be too powerful and the subsequent (I won't say consequent) weakness of destruction magic in Skyrim. I think it's good to ask if you're proposing limitations on a class that you don't normally play as PC whether comparable limitations would be fun on a class that you do tend to play. If you're immediate reaction is "no, it wouldn't be fun for my warrior to stand around feeling useless" why would you think it would be fun for players of mages to do the same? Balance doesn't require sameness, but it does require that there is an adequate payoff for limitations. If all the suggestions on this board were implemented, balance would require that one spell from a mage--if they decided the situation was dire enough for them to cast one--would clear entire dungeons--and it would take about 50 axe strokes to kill anything, because skills you can use all the time would have to be weak. Hardly fun or strategic gameplay ... -
Paladins and Bards
Lady Evenstar replied to AlphaShard's topic in Pillars of Eternity: Stories (Spoiler Warning!)
I think that classes should be rooted in the lore of the universe and fill a distinct role in the combat/skill systems of the game. If paladins and bards satisfy those criteria, then sure. If they don't, then no. -
I've been really pleased that they've kept the stretch goals as general as they have. Development limited by lots of specific promises to backers, is not all that different than development hampered by the specific expectations of a publisher. Why would you want to put them in the position of having to decide, "We're going to have to drop that super-cool quest line because we can't finish both it and have feature X, promised at the Kickstarter, ready for release? I'd much rather the decision was based on what's looking best than an array of promises.
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Enough with the swords and rings
Lady Evenstar replied to Welynn's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Swords and rings are fine with me. As for other weapons, I'm mostly concerned that they only include weapon skills that they're able adequately to support. In IWD you could choose club as a weapon skill during character creation. Here is the selection available in-game: http://mikesrpgcenter.com/icewind/weapons/clubs.html -
[Merged] Combat Friendly Fire
Lady Evenstar replied to vril's topic in Pillars of Eternity: Stories (Spoiler Warning!)
I'd like friendly fire to damage allies on normal difficulty and above. How I feel about it affecting innocent bystanders really depends on how often we're going to be fighting in crowded areas. It's also possible that there will be special spells, like Holy Smite, that may be attuned only to attack hostiles. The same could apply to melee and ranged special attacks, so that accidental damage from a warrior's cleave doesn't rouse a hostile crowd. -
Pack-A-Mule
Lady Evenstar replied to Osvir's topic in Pillars of Eternity: Stories (Spoiler Warning!)
I'd love to be able to unload my mule and set up camp in the wilderness. -
The only thing I've seen about rounds is http://www.rpgcodex....cle.php?id=8483 I also disagree that there are no negatives to turn-based. Having to wait for everyone in range to take their turn can be really tedious in large fights. It's also very artificial to be able to base your actions on the results of the actions of those whose turns preceded yours.
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[Merged] Cooldowns 2.0
Lady Evenstar replied to Grimlorn's topic in Pillars of Eternity: Stories (Spoiler Warning!)
So long as melee and archers are also charged XP if they choose to replenish their supply of special attacks ... Personally, I don't think that it is the role of entertainment to be punitive, and that particularly in a single-player game folks worry far too much about others possibly playing poorly. -
[Merged] Cooldowns 2.0
Lady Evenstar replied to Grimlorn's topic in Pillars of Eternity: Stories (Spoiler Warning!)
You haven't wandered into Congress, but you have wandered into an active war zone. Are you unsure of whose side you are on? Of your forum faction? Perhaps I can be of some service in this regard. Just list the cRPGs that you love and the cRPGs that you hate. Although, no matter what, you are in the pro-cooldown faction. On your side are the Dragon Age and MMO lovers among others. That's the lawful evil faction in case you were wondering. Actually, I'm an independent who always plays Neutral Good--and suspects those eager to categorize others of being Lawful Evil. ;-) Neither Dragon Age nor MMOs support full party control in the sense that the IE games did, so whether or not I care for them is irrelevant. What works for them isn't going to make sense in Project Eternity. That doesn't mean that cooldowns couldn't serve a purpose in PE, though. It just means that MMO/DA-style cooldowns would be horrific if you really tried to manage everyone in the party. Of course, I've only played DA:O not DA 2 so I'm not familiar with the latter's mechanics. Actually, my chief feeling on this issue is that what's good for the goose should be good for the gander. If mages are prone to running out of resources, other classes should be similarly accursed. Cleave should be an attack that warriors feel they need to save until they really need it since it can only be used a couple times before their weapons become too heavy and they have hike back to town to rest and replenish their special attacks. Until I start hearing folks who like to play physical damage dealers saying that it would make the game more interesting if their PCs regularly got to stand around watching the casters handle whatever danger the party has encountered, perhaps because enemies are only susceptible to magical weapons, and magical weapons are really scarce, I'm not going to be too interested in the opinions of folks anxious to keep mages on a short leash. -
[Merged] Cooldowns 2.0
Lady Evenstar replied to Grimlorn's topic in Pillars of Eternity: Stories (Spoiler Warning!)
So, another love it/hate it dichotomy? Instead of asking when and how a mechanism might be useful and whether or not another mechanism might serve that purpose better? I really don't get the passion. I can see hating particular implementations of cooldowns. But any possible implementation of cooldowns? It's like hating pencils because you had a bad experience in a voting booth. And if I don't hate them, I must love them, be undecided, or feel we have no input to offer? I feel like I've wandered into Congress .... -
If folks are pulling two mobs and resting, perhaps the problem lies not in the ability to rest but a more basic imbalance in the game? Poor companion AI? Certain classes lacking sufficient power or longevity (either at certain levels or throughout the game)? And yuck to solutions that require a trip back to town every time the group needs rest. people resting every two encounters doesn't mean they needed to; just that they can. It can mean either. In my game wizard companion Amie unloaded her entire arsenal of spells before leaving the Farlong home when the village is attacked at the beginning of NWN2. She was not yet equipped with a weapon. I didn't have the party rest, but I can see why another player might feel they needed to. Constant resting is boring. Why would players resort to it if they felt confident they had the resources to continue?
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If folks are pulling two mobs and resting, perhaps the problem lies not in the ability to rest but a more basic imbalance in the game? Poor companion AI? Certain classes lacking sufficient power or longevity (either at certain levels or throughout the game)? And yuck to solutions that require a trip back to town every time the group needs rest.
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By paying attention in-game? If it starts feeling too easy, sleep less frequently and close to melee sooner. Or change the difficulty level. That just reeks of bad game design to me if I have to install my own limitations just to play the game as the designer intended. I would be perfectly happy if different difficulties limited these things differently. Not bad game design. Just common sense. You never really know how easy or difficult something will be for you until you try it. First time through you make your best guess at difficulty level and adjust what you can on the fly if it proves too hard or too easy. Depending on class/group make-up difficulty can also vary in the course of the game. You either change what you can or don't.
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Doesn't that depend on the intelligence and abilities of you and your enemy? Better to do your part by chewing on what you can reach than dying en route to a caster, no? Unless it's specifically your job to focus the caster's attention, I'd say you were better off eating a sacrificial thief than letting your enemy pick you off as you run toward a ranged target.
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By "exploit" do you mean using mechanics in a way that circumvents developer intent or do you mean any mechanic that makes encounters (or recovery from encounters) easier? I think that role-playing games in particular need to offer a fair amount of latitude (and responsibility) to the player. For some it's all about stat optimization. Some think that things like clerical domains, deity-worshiped, and alignment should be in synch, even if the game allows them not to be. On balance I favor supporting a variety of playstyles with the caveat that if the player finds their chosen RP too difficult or their relentlessly optimized character OP, it's on them to make adjustments either via adjusting their play or via mods that tweak the game to their taste.
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It's an abstract. Your body has its basic ability to take damage (constitution) and the HP gain per class level is meant to be representative of the kind of training or experience you likely had. If you're a fighter and you level, chances are you've been getting hit alot more often than the wizard who leveled and was mainly just looking at books the whole time. I'd much prefer that it be left to the player to decide how much to invest in each stat. Every magic user needn't be studious and weedy. Of course every point allocated to one attribute is unavailable for assignment to another--and the weedy wizard may well be more powerful, if less versatile than the battlemage--but I see no reason not to let the player roleplay a beefy mage if they want.
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I voted no, but if it were implemented as Tale suggests, I'd be OK with it. To me "long-term" suggests that coping with a gimped character would be an ongoing burden, but perhaps that's not what the OP intended. To me it sounds like a reload condition. Also, as someone who started a low level NWN 2 character recently, I'd say that at least in that game you'd be "punishing" bad RNG as often as careless play. I realize some enjoy being punished in games (or the thought of others being punished), but I think the devs should keep in mind that many do not--and should aim for roughly the difficulty of the IE games (before everyone knew the encounters--and available exploits--by heart).
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Quests with delayed consequences doesn't necessarily need to be gotcha if you're given enough forewarning and chance to deliberate and investigate the options beforehand. Besides, there doesn't need to be a right or wrong decision, just decisions with differing outcomes. So, it wouldn't be exactly a 'gotcha'... more like: "ah... so if I hadn't made the choices I had, I wonder what would have happened instead?" I agree. My comment only applied to cases where in-game warning is lacking--cases where game-spoiling consequences feel arbitrary.
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