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Everything posted by Amentep
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Balancing Stealth vs Combat
Amentep replied to PrimeJunta's topic in Pillars of Eternity: Stories (Spoiler Warning!)
xp isn't the only way to increase your skills though. You could create a system where there is no levels, and completing quests netted you new traits/perks that modified your base skills (which, as there are no levels, never change) based on how you completed the quest or met objectives. This is just my perspective but I think that we're a little hung up on XP/stats in computer RPGs as opposed to the roleplaying (usually choice & consequences). Your mileage may vary, but I think this is why I tend to be neutral on whether XP for kills or XP for quests is "better". I'm more interested in is the system that we have balanced and works for the game than is it superior/inferior to other models. -
Degenerate Gameplay
Amentep replied to UpgrayeDD's topic in Pillars of Eternity: Stories (Spoiler Warning!)
I wasn't trying to put words in your mouth - I thought I was misreading what you stated and wanted to make sure that I had; my memory was that you were okay with three valid paths as long as in making three valid paths fighting wasn't made invalid (the fear about cost in expenditures in fighting vs rewards). So the question was asked for clarity on my part not to accuse you of anything (sorry if it came out like that). Right, but I'd argue the poor implementation of combat made the xp reward a terrible motivation to engage in combat if it could be avoided (in this case, combat was unattractive so the xp reward didn't outweigh the tedium for me). -
Stash: The Unlimited Inventory Mechanic
Amentep replied to Helm's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Of course for me - and I'm willing to try this and see if its fun - the bigger problem is the limitations with in game economy that allows the player (or encourages the player) to sell every single item they find in a dungeon. But this may be far to complex an issue to address in games currently. -
Balancing Stealth vs Combat
Amentep replied to PrimeJunta's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Um...there's a lot of other systems than awarding XP; completing sidequests could still net you something that would be of worth to your character (titles, reputation, guild/faction status) without giving you a +1 to hit because you leveled. Not saying that's what I want, but I could see it being done. -
Stash: The Unlimited Inventory Mechanic
Amentep replied to Helm's topic in Pillars of Eternity: Stories (Spoiler Warning!)
I'm personally torn on the inventory system to be honest; weightless systems are okay, but - even understanding the system is an abstraction - they tend to favor trading up to more and more ridiculous things because they're the most value. Your fighter is carrying their equipment and some healing potions and maybe a situational weapon or two... ...and then the dining room table and chairs from the estate of Lord Pompusarse because it'll fetch the most money. Inventory is an odd beast and I think personally I favor ones that are more "realistic" system than abstract. I'd argue that you're actually not really making a choice beyond situational choices. Of course, arguably, this could be seen as aligning the choice a fighter makes (what armor, weapon, skill talents) to equip for an encounter more comparable to the choices a magic user would have (what armor, spells, spell talents). -
Degenerate Gameplay
Amentep replied to UpgrayeDD's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Are you now arguing that instead of the problem being the possibility that sneaking and being diplomatic could become superior pathways to fighting that the problem is that fighting is no longer the superior pathway? Planescape: Torment was heavily based on combat? Combat was the worst thing about it and usually just tedium between the good bits. That said I'd love another Icewind Dale game. Unfortunately I'd imagine the BG and PST fans would be up in arms about that... -
Unless, you know, the game he played when he was small was Planescape: Torment which had no co-op play. And was an IE game. And excepting the fact that, very early on in the Kickstarter campaign, they said they weren't looking at making a multi-player game. And despite it being an option, I'd argue Baldur's Gate didn't really support co-op either, since it was such a crappy multi-player experience - but YMMV.
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Degenerate Gameplay
Amentep replied to UpgrayeDD's topic in Pillars of Eternity: Stories (Spoiler Warning!)
I didn't expect PE would have any similarities with any D&D other than being "fantasy". My expectation of PE was not defined within a framework of what was (or wasn't) in D&D or really in the IE games themselves; maybe I'm just not imaginative enough, but I couldn't see a game being able to be both Planescape: Torment AND Icewind Dale at the same time. -
Okay, I'm not really sure what you're arguing here anymore. But I thought Neeshka was funny (which is why I usually took her along in NWN2...)
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I'm pretty sure the YJ and GL decision has less to do with ratings and more to do with merchandising money. YJ's toyline did poorly and GL never rated one. I watched PARANORMAN last night. It was funny and really didn't go where I expected it to based on its premise.
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Stash: The Unlimited Inventory Mechanic
Amentep replied to Helm's topic in Pillars of Eternity: Stories (Spoiler Warning!)
gfted's going to the Adventurer's Hall (Haul?) and his party is going to be Hoover, Dyson, Bissel, Eureka, Dirt Devil and Filter Queen. -
I vote Noober/Neeber as well. Wait Neeshka was more serious? The character who was always cracking wise? Don't get me wrong, you don't like a character you don't like a character. But Neeshka never struck me as terribly serious ("Questions, questions...go ahead, I'm all horns", "I feel this strange, rosy glow all of a sudden. We don't have to hug, do we?", "And I may have accidentally back-stabbed some people in the past, but if they couldn't see me coming, well, that's their loss")
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huh, wish I'd known that when I played it. It was fun, but not as repeatable (IMO) as other Snowblind games. And its a bit short.
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The clock never stops*; the officials keep track of time for injuries and add it on to the end. Anything else is done on the clock. If the guy was just some jerk who grabbed the ball, I'm not entirely sure why Hazard was red carded, to be honest. Particularly since the intent would seem to be to do what happened - force a tie which Swansea would advance from due to tiebreaking/advancement rules. *I believe there are some US affiliations that allow time-outs; my memory though this isn't really the norm.
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Parties in Cities
Amentep replied to Osvir's topic in Pillars of Eternity: Stories (Spoiler Warning!)
I never played Star Ocean 1, so I can't vouch for it - did play 2 though. I just remembered actually enjoying searching through town to find where everyone went so I could see if I was going to get any extra dialogue. -
Euro Truck Simulator 2 - a pleasant surprise
Amentep replied to IndiraLightfoot's topic in Computer and Console
They could make it like the Route 66 TV show; you travel along a specific highway where at each stop you have the possibility of being embroiled in some storyline or another... -
Sorry the only report I've read on the incident reported the dude was a "ball boy". They didn't have ball boys when I played HS football/soccer/whateveryouwanttocallit but you know I went with what the report said.
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Balancing Stealth vs Combat
Amentep replied to PrimeJunta's topic in Pillars of Eternity: Stories (Spoiler Warning!)
And yet...that's what we seem to keep going around and around on... -
Balancing Stealth vs Combat
Amentep replied to PrimeJunta's topic in Pillars of Eternity: Stories (Spoiler Warning!)
It doesn't. But giving XP to stealth or quests doesn't mean killing is devalued either, which seems to be what we keep going on about. "I should be rewarded for killing 5 orcs out of a 10 orc band even though I retreated tail between my legs and quest/objective XP won't allow that" "But rewarding it that was won't allow a stealth path to be viable" "But if the stealth path is viable, I won't be able to kill anything because I'll always stealth" etc... -
A bit off topic but...what was the Ball Boy trying to do that he'd fall on the ball?
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The River had some issues (like them seeing obviously supernatural things happening only to be later surprised when more supernatural things happened) but I did enjoy it and unlike some other horror series (say Harper's Island) I didn't feel the end was a let down.
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YMMV; I usually watch stuff for entertainment. Greatness will always be few and far between. To be fair to Hokuto No Ken, though, my memory is that it was intended as an action series for teenagers. So lot of violence, not necessarily a lot of drama each episode.
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Balancing Stealth vs Combat
Amentep replied to PrimeJunta's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Why does it matter? What if the game is similar to the Elder Scrolls and you can't level up unless you can rest in a town anyhow? Or visit a "trainer" who then allows you to level up? Realistically, it actually kind of doesn't make sense to level up in the middle of battle, but its all an abstraction so I'm a bit stuck on why it matters whether you level up after completing a quest or objective in the quest or level up after whacking 5 of 10 orcs. It keeps coming up because one of the issues with Quest XP that I keep hearing is people want to get XP for killing things. -
Parties in Cities
Amentep replied to Osvir's topic in Pillars of Eternity: Stories (Spoiler Warning!)
I'm reminded a bit of Star Ocean 2 (ooo, Japanese RPG - burn the heretic!) where, upon entering a city your party broke up and did things that they wanted to do (this furthered the character relationship aspects as the Player could then find the NPCs and have dialogue scenes with them, finding out things they were interested in or wanted to do). I think part of the reason why shops are uninteresting is that there isn't really an incentive to shop, most of the time. So they exist as a system element as opposed to a world element. Ditto taverns. While I liked the idea of buying a beer and getting hints in a tavern, most of the time the implementation has left something to be desired, thus creating no incentive for the player to participate. These things could be changed if the party "split up". Some of it could be fixed by making areas more reactive (and thus the player more inclined to experience). Maybe buying a round from the bartender gets something, maybe it doesn't. Maybe buying a round for the house gets you something maybe it doesn't. Maybe sitting in on a game in the corner gets you some information, or coming in with a specific NPC or class. But I imagine each of these ideas increase the difficulty a good bit for testing/reactivity. EDIT: Typo - "buying a bear" at a bar would be pretty exciting, though -
Balancing Stealth vs Combat
Amentep replied to PrimeJunta's topic in Pillars of Eternity: Stories (Spoiler Warning!)
But aren't you saying then, that Character Development comes from adventuring and "adventuring" is actually killing every creature you come across (for Kill XP)? Or am I misinterpreting you? To my mind character development is the choices you make as your character (and thus what choices your character can make based on race, class, skills and experience) as you move through stories and quests. Not how many orcs I killed.