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Everything posted by constantine
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Ideas on how to tweak engagement mechanic to work better (as intented?): -when character-critters both move, consider noone is engaging anyone -disengagement hits replace normal atks, but have them happen on the spot & refresh the wait time between atks (this not limiting fighters ability to engage multiple targets, he will strike each & every one of them -for the love of jesus add animation to those atks
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I understand the concern. One can get mauled to the death by disengagement attacks, when such attacks would occur once per round in a different kind of game. I m up for it however, after some tweaking. Like when disengagement atk replaces the normal melee atk, all the while reseting the wait time between attacks. One cannot get infinite free atks, and when they do, those atks should replace his normal atk rate, in the least. Just a quick thought.
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Interesting thought. I like engagement, however I don t think it should be any more punishing that D&D's Attack of Opportunity. In the attempt to remove the cheesy tactics of the IE games, Josh & team have overdone it, while all that is required is smart enemy AI.
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I ve read the ideas you re working on and I liked them, they really sound like they can fix the chaos that is combat as of now. However, like Sir Newbie, I too would like to see your thoughts on engagement, since there is no mention of it. The thing about attribute system, I believe they are low priority concern right now, first of we need a solid combat system.
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I look forward to your work & hope that you try to remove stuff rather than trying to make it all work as it is now. I really hope you give engagement one more chance & try to make it work. I believe that when the mechanic works correct & after some tweaking, it will introduce a good strategy aspect in combat.
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Combat is too complicated to be fixed and is the weakest part in a game where it should be its strength. -Suggestions: 1.bring back the IE 'invisible' combat round. Limit attacks/spellcasting on that basis. Since there is a new faction in Dexterity, have the ability score influence the above somehow, eitherwise change DEX's function (it's pretty useless as it is now anyway). 2.Attack resolution- damage dealt must both be simplified. Current mechanics are too complicated for no reason other than causing trouble. You must come closer to IE (D&Dish) terms. The simpler it is, the better to 'control' combat as a developer- the better to control, the easier to craft interesting encounters/ manage difficulty/ create balance to classes-weapons. 3.Work on Engagement. Many believe the mechanic must be dropped altogether, I am not among them. If it is to stay, serious reworking must be done, like toning down how punishing disengagement hits are and limiting the rad-area at which those hits occur. Please share thoughts.
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It's very possible that besides everyone's best effort, combat will be the worst aspect of PoE, turning this game into yet another Alpha Protocol. Obsidian people need to re-do combat mechanics from scratch, or implement some core changes in the least, to have the chance to fix this. Copy-paste mechanisms from the IE games (since they re the inspiration) like 'hidden combat round' and simplify rules governing 'successful hit-dmg dealt'. It's never too late.
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Sensuki's Suggestions #026: XP Rewards!
constantine replied to Sensuki's topic in Backer Beta Discussion
I can agree to trap XP, tolerate lock-pick & exploration XP but I hate bestiary XP. My suggestion: either turn bestiary XP into encounter XP, scaling up/down based on party lv, or remove them altogether. If the fear is that encounter XP will turn the player into a serial killer, know that even the current bestiary XP does that. -
Modern games are not 'that' bad. Even for fans of the rpg genre, like myself, there are some worthy titles out there (in the form of action-rpgs, but that's the best one can get). It is unlikely that WL2, PoE or T:ToN will be able to change the modern flow of things, however, I cannot be thankful enough that games like those are produced thanks to kickstarter. Lastly, one can hope that a new D&D-licence title will emerge in the future, despite the mediocre attempts of the past, since the new edition of the pen'n'paper game is supposed to be a big success. Pray to god it will be a true rpg and not another hybrid of nowadays.
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LOOK AT WHAT YOU HAVE DONE OBSIDIAN I ll repeat that, 'look at what you ve done'
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I might have done that. Besides appreciation & support, it's good that there are people like Sensuki that stress on the negatives and file complaints. Because when many tend to agree with them, Obsidian will try even harder to improve their game. Not that they (Obsidian) have to; but the fact that they *do* listen is another thing that is on the receiving end of appreciation & support
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Motionless grass and trees
constantine replied to b0rsuk's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Check this early game update: There they have moving grass/bushes-trees. I don't know why they were removed from current game, personally I like the effects a lot. Certainly better than the alternative, which is nothing. -
Sensuki's Suggestions #012: Non-Terrible Main HUD [Mockup]
constantine replied to Sensuki's topic in Backer Beta Discussion
I wouldn t mind a flexible UI where I could throw everything wherever I like. -
That's bad. I hope that everyones suggestion and feedback turn combat into an excited exp. I have faith that the story element will be
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I don't. After playing the game with it on it feels way too much like NWN/NWN2 - aka bad. Infinity Engine games had RTS style combat, in RTS combat you micro your guys and move around. It is common in the IE games to move units around. Here is me fighting the final boss of Icewind Dale When a character gets low, I micro that character back - that is completely normal RTS style unit movement. Doesn t mean that engagement, a.k.a. opportunity atk, can t be incorporated in RTS. What do you think of my earlier suggestion? Adding to that, disengag atk could be nerfed and not have an accuracy bonus. All in all, whatever makes the default game exp *harder* works best for me I like to have trouble positioning, makes the combat feel more dangerous, more like the way it should be.
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Yes, I'd like to. This way, the games will look & feel more similar, despite having separate focus in a gameplay perspective. *Plus I really liked movement in Torment !
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Although I wouldn't mind seeing your suggestions make it in the final game, I prefer how things r at the moment. I like it that there is a purely role-playing choice in character creation. Otherwise, for most people all background choice is gonna look like is 'a plus here, a minus there...', contributing to min-maxing all the while. As for dispositions, yeah im all the rage background affecting those.
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I think engagement ia a very good addition. Engaged opponents should, however, be able to move within a specified radius or zone without breaking engagement. The disengagement atk should come when 1 of them moves OUT of the rad/zone.