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Suhiir

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Posts posted by Suhiir

  1. Can't say as I've tried kiting but it's become pretty obvious "engagement" has little to no effect on at least undead type NPCs.

    Such MOBs regularly kite my characters in fact.

     

    The NPC I've told a character to attack will run off (or teleport) and the character will give chase, being attacked by every other NPC they pass as they are engaged and repeatedly hit by disengagement attacks.  Lost more then one fight to this, you have to VERY carefully micromanage fights and never allow your characters to chase NPCs.

    • Like 1
  2. There are always people that can't quite seem to understand any game will have bugs on release simply because some of the players will do things no one ever foresaw when doing QA.

     

    It's very rare for developers to play an entire game start-to-finish before it's released.  Sure they play sections to test one or two specific things but those are really the only things they're looking at.  It's not practical to pay QA folks for a week or three to play a 40-120 hour game as a test while they also have to pay the programmers, artists, writers, etc. to sit around and do nothing because any new or updated content will ruin the test and they have to start over from square one.

     

    If bugs bother you THAT much only buy games six months or so after they're released when most of the bugs are fixed.

    • Like 1
  3. The auto-attack while Idle in combat functionality is currently broken for me. My part members will only begin auto-attacking if they take damage. This also seems to be cleared if a skill is used.

     

    Ex. 1. I enter combat, I give my party members no commands, only members that are attacked strike back, the other members sit there idle and do nothing unless they too take damage.

     

    Ex 2. I enter combat and tell my group to attack a target. I then tell my wizard to cast a spell and then switch to another character. After casting the spell the wizard will sit there idle until he is given another order even though before I had told him to attack a target.

     

    This leads to a lot of extra tedious micromanagement in combat, especially as this includes when enemies die, so everytime a party member kills an enemy you have to tell them to attack again or they will sit idle until damage is taken.

     

    I have tried toggling the "disable auto-attack" feature but the ony change is that they will stop auto-attacking even when taking damage, no impact on auto-attacking when idle.

     

    edit: I did a little bit more testing, and ex. 2 only seems to happen some of the time, not everytime, and sometimes when an enemy dies they will change targets on their own, other times they will not (ranged seem to be even worse at this).

    I have much the same problem plus some.

     

    About 75% of the time characters will not autoattack, I literally have to select each and every one of them, assign a target, and tell them to attack.  And even then about half the time they continue to stand there doing nothing.

    I'd say 25-50% of the time they won't even autoattack when attacked themselves, I've had more then a few cases of them standing there doing nothing while being killed.

     

    Also the character selection routines are quite buggy.

    I select a character portrait and try to give them an order and the PREVIOUSLY selected character attacks the one I just tried to select.

    I can however swap characters using the number keys ... usually, even that doesn't work reliably.

     

    After a character attacks, casts a spell, whatever if I try to tell them to move to another location they'll just stand there more often then not.  I often have to issue the same character the same move-to-there order several times before they'll move.

    • Like 2
  4.  

     

     

    To clarify a bit, it's an isometric game set in an industrial-era world with magic where you need to click on people's portraits to use them and press the space bar to pause combat.

     

    A tombstone that reads "Here lies l33t h4xx0r, he hacked too much time" is where you draw the line?

    You're making a rational argument to an emotional issue. 

     

    How else could we reasonably discuss this?

     

    We could mock people for buying a memorial to themselves in a video game?  :dancing:

     

    I kid, I kid.

     

    We could also mock folks that want a free choice RPG that restricts their free choice not to view in-game credits to those that actually funded the game they want to play.

    :fdevil:

  5. The problem is a "good" multi-player or persistent world experience in an RPG (and to a lesser extent a shooter) is as dependent, or probably far more, dependent on the quality of the DM and/or other players as it is on the game's ability to support it.

    Now if your only goal for muli-player is team battle see the above ... much easier to support then the RPG aspects.

    But to take what's intended, and designed, as an RPG first and foremost and add a "reasonable" multi-player capability to it is not even remotely easy.

  6.  

     

    Man, who's gonna watch the documentary about the game on the day they could play the game?

     

    Probably me before I put my kids to bed.

     

    Me, too. To be perfectly honest, I'm looking forward to the documentary almost as much as the game.

     

    Yeah, I hope various other game developers and publishers watch it to.

    Some developers with good ideas publishers ignored might want to give it a try.

    And what can I say ... ANYTHING that gets the mainstream publishers to realize there is a potential market for something besides Tomb Raider XXVII or Great-great-grandson of WoW is a good thing.

  7. It's really a matter of play style.

    You like combat and feel a game should reward you (with XP) for doing what you enjoy.

    Others feel that since it's an RPG the point of the game is decision making and mission accomplishment, thus the XP should come from that.

     

    The problem is game designers can control character development fairly well with quest XP, because they know how much you're getting when and how much you should have at various points in the game.  Thus game balance is much, much easier.

     

    With respawning MOBs and kill XP it's nearly impossible to balance a game.

  8.  

    Yeah aside from the memory/graphic limitations of consoles (compared to a decent PC) a controller has a very limited number of readily accessable functions available compared to mouse/keyboard, they're more optimized for FPS type games. 

     

     

    Controllers are better suited for FPSs?? There's an opinion I've never heard before.

     

    Personal opinion obviously.

    But everything is readily accessable and placed where your fingers naturally lay when holding one.

    Keyboards do occasionally require a bit of finger gymnastics.

     

    And FYI I'm a PC purist, I don't even own (or desire to own) a console.

    But my nephew occasionally ropes me into the playing something on his when I visit my sister.

  9. Problem is you'd have to actually have a way to design what is actually in the pockets and where the pockets are (IMO) for it to work right, and I don't see it worth it, really (unless you're creating a pickpocketing simulation game)

    Actually it's pretty easy to implement pocket picking.

    Just create a few random loot tables based on victim class/wealth/whatever and when sucessful you get a piece of random pocket loot.  A few coins, a ball of lint, a lucky rabbits foot, whatever.  If desired you can place rare/exotic items in the loot tables (not a good idea if you ask me, but that's my opinion) and the fact that they're generated at ramdom means X NPC doesn't always have Y item so you don't get "Must rob X NPC everytime you play the game because it's the only way to get Y item."

  10. I usually play rogue type characters in games and so obviously have my own veiws on pick pocketing.

    While I love to see it included in games I hate they way most implement it. Snagging a few coins, a ring, or a similar small item is fine.  But items of clothing, swords, or in fact significant magic items (or the games equilivent thereof) just makes it effectively an exploit.

  11.  

     

    Why is XP for fights needed?  XP for quests sure, you're accomplishing something that furthers the games story-line.  How does killing 5,000,000 respawning MOBs for XP further the story-line?

     

    Xp is supposed to be a reward for overcoming a challenge. It doesn't have to have anything to do with the story. As for grinding 5,000,000 respawning mobs; I don't think most people would complain if there was a system where low level enemies don't give high level parties xp.

     

    They just took it to it's logical conclusion.  No enemies give XP, party level irrelevent.  Solves all sorts of game balance issues simply and easily.

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