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Sherr

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Posts posted by Sherr

  1.  

    One Stands Alone - When barbarians are Engaged by two or more enemies, they gains a bonus to melee damage. They cannot be Flanked unless they are Engaged by more than three enemies.

     

    This one seems a little non-intuitive to me; if you're having to defend against more than one attacker is seems like your likelihood of inflicting damage would actually drop unless the two opponents are getting in each other's way. I guess it must be a soul power...

     

     

    multiple enemies are more dangerous than one, so your relexes become more sharp => u deal more damage.

  2. I like the spells, but what really surprised me is to see one "evil" druid spell that desecrates your enemy's corpses to heal your party. That is fresh and really uncommon.... and I love it because if you role-play a good or evil druid it makes you think about using that spell or not. It would be totally awesome if you can put more of that kind of grey-moralized spells (for all the casters) into the game, maybe raising enemy corpses as zombis that fight for you for a time? Damaging your companions to fuel an incantation? I know you can come with better ideas.

     

    i'll just say that "classic" druid is true neutral so he have equal amount of "good" and "evil" spells.

  3.  

    giving you more wine

    I don't think that Strength = intimidation. You may be strong and not look strong and you may look strong but not be so strong. Secoundly i think that i fire ball is more intimidating then muscules....

     

    But more noticibly, for an example :

     

    1. You have very strong, blonde paladin in shiny armor that is talking abou law ..

     

    2. You have serial killer, kanibal, psychopath in Joker style, face coveres in scarsr waird tattos etc. but he is not looking "strong".

     

    And with of those are more "intimidaiting" ?

     

     

    big muscles ussually more intimidating than pale scin, greasy hair and weak eyesight.

     

    But i agree that pals/LG sould be restricted form "intimidating" option.

  4. Maybe they can actually allow people to tie "characters" to their adventure hall.

    So if you like the basic 'character A' for it's skillset... just make a new character that suits you need and assign it 'character A' as personality, so you experience all the added effect of a personality on a home-made character.

     

    Of course they should somehow prevent the player having the same character multiple times...

     

    or just make something like "Custom made party NPC" on/off. For example, if u meet some writing character that wants to join your party u have an option to customize him a bit - he still will be level 7 Rogue, but u can level his stats and perks as u want.

  5. Project Eternity is, by it's own definition, a GREAT risk. Producing a RPG that goes mechanically to 2000 in this era of cinegraphic RPG's where there's more cutscene than game, where player skills determine conclusion rather than stats?

    Yeah, it's a great risk already, no point making it even more so.

     

    Lol? They already got paid for this project; they already saw demand on this project; i should say this is one of the most non-risking projects in game history. Where u see GREAT risk? 

  6.  

     

    Does it me, or all this post-stretch goals sounds like blackmail? We have so much great ideas, but we will use them only if u give us more money - if no, oh well, u ofc will have all previous stuff, but all new shiny things will be gone.

     

    Writers cost money. You can hire free ones like in the modding circles, but there's a reason most custom 'free' NPC's are utter crap...

     

    Not just writers.

     

    More areas, more characters, means more hours for every single team member. People need to get paid. Resources cost money. Time costs money. It's not as simple as 'we want to do this so we're going to'. 

     

     

    Ofc its all cost money. But i wonder how thousands other games got released without stretch goals and stuff like that. Its not like Obsidian is indie company with 1 employee thats live in his mom basement. I know some of the greatest film was able to release because director sold/take mortgage his house because he need money for his film. In this state Obsidian virtually risk nothing - even if they fail, they end up with top level salary for 2 years. All they need to do is not to fail hard so they wouldnt lose their reputation. All i say they need to start take some risk.

  7.  

     

    It will not be as hard as IWD2 but should be in the IWD/BG2 range. 

    Thank God, that game was a nightmare.

     

    This is very strange

     

    I found BG2 a lot more difficult than than IWD2, on core rules.

    In fact i found IWD2 to be the easiest of all IE games because of the buff stacking that 3rd rule set introduced.

    Once my melee were fully buffed by a mage and a cleric they were virtually unstoppable.

    Not only that, a lot of the buffs lasted for a long time so you usually only needed to rebuff after a rest.

    The stoneskin and mage armor spell made them barely take damage + spells like bull's str, Bear's endurance etc. combined with spells like bless and prayer cast in the battle made them killing war machines.

    I even killed the last antagonists on first try.

     

     

    i dont see how bg2 was more difficult according to your description. Same buff stacking, same stoneskin/mage armor. Its not like u need more then one try in BG2 last encounters.

  8. Surely choice without consequence is meaningless?

     

    yeap. Sometimes it become ridiculous - i still remember some dialogs in IWD 2 when NPC said something like - "Listen carefully, i wouldnt repeat twice", and then u can make this NPC repeat this 100 time more. Or u can piss some of them so they stop current chat with you with something like - "I will never speak to you again" and then talk to you like in first time.

     

    No consequence = lazy writing. 

  9.  

     

    the design and placement of the items should be made in a way that makes you consider one over the other and allows you at the same time to just go on with what you have if you think it's the right thing for you, without presenting things that make what you have (or whatever else you may find) look obsolete

    and as for the fantasy book/movie example where the heroes find a magical weapon and stick with it, if you take the hobit and lord of the rings, how many actual magical weapons are there in it? the swords of the nazgul, anduril, the sting, maybe the bow of legolas and the staffs of Gandalf and Saruman... when every weapon around is normal, you stick to the one magical you happen to find.

     

    So does that mean that we should model the magic system around LoTR too. That means almost no wizards, and magic being used rarely, ie. no fireballs and flashy stuff. In LoTR magic is used rarely because every time you use it there are consequences to it, while in PoE magic is flung around constantly. For every world there is a chosen setting, so I don't really see a problem in there being lots of magical items in PoE.

     

    of course not, it would be like asking to feed the dog without opening the bag of dog food. all im saying is that there needs to be a balance on how big the difference in power should be between the items, making various items a viable choice at any given moment, and not the no brainer +3 is better than +2

     

     

    dont u think its pretty obvious? As somebody mention this was already done almost perfectly in SoA (except to many swords maybe). I think point of this tread is to show to devs some problems thats always hitting IE games. Like 1d12 two-hand with 1d10 one hand weapons.

  10.  

    I take balance in a party based single player game as meaning you'll most likely need the four types of classes (Strike, Defender, Controller and Leader) to overcome the objectives in the game. Like 4 pillars to hold your party (or house) together. If you don't have one of those types, then your house will fall down, or at least be wobbling and make it very difficult to get through. All four need and rely on each other. If you stock up your party with Strikers, you're going to fail or at the very least, it's going to be very hard to get through. 

     

    So I'm not too concerned about the different classes of Strikers or different classes of Defenders, because each class will bring something unique to the party but also maintain their central role of being a Striker or Defender, or whatever their role is. If there is to be balance between classes, then I believe it should be between the classes in that type, eg. balance between Rogue, Ranger and Cipher. Not trying to balance Strikers against Defenders, Controllers or Leaders because they have different roles. The encounters could be made that you may need all four types, and not a specific class.

    Ugh. God I hope this isn't true.

     

     

    that was some delusional stuff, of course it would not be that way)

  11. The difficulty level issue is going to be less about how you manage your resources fight-to-fight and more about figuring out how to get through fights, period.  Some of the optional fights we have in right now can only be beaten by a few people on the team, and that's with a mostly-fresh party.

     

    our problem is - will u save this level of challenge in release version? Because we all heard about different mods thats up game difficulty but thats not it. Many developers think of their gamers as pretty low skill players, so their games usually is park walk, especially close to the end.

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