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Posted

Combat.

 

No, it's a joke, but only partially so.

 

Every update I've seen for months now, is about tactics and combat and combats and tactics and it's...... boooooorrriiinnnggg. I play RPGs to role play, not to micro manage an endless stream of combat encounters.  I hope we'll get some updates about something else, soon. As it is now, I feel myself thinking IWD and I'm loosing interest. ;(

Posted (edited)

Combat.

 

No, it's a joke, but only partially so.

 

Every update I've seen for months now, is about tactics and combat and combats and tactics and it's...... boooooorrriiinnnggg. I play RPGs to role play, not to micro manage an endless stream of combat encounters.  I hope we'll get some updates about something else, soon. As it is now, I feel myself thinking IWD and I'm loosing interest. ;(

...

 

am recalling that obsidian were kinda selling poe as a throw-back/retro game-- bg2 and infinity engine games were mentioned as inspirations.  we expected better graphics and a more rational rule-set than d&d 2e, but as far as gameplay, we were expecting something along the lines of iwd2, but 'y'know, better. no d&d nonsense 1e, 2e or even frankenstein iwd2 3e. as such, if Gromnir weren't hearing combat and tactics, we would be as disappointed as you seem to be.

 

that being said, the combat and tactics we hear about from obsidian does make us think of modern mmo more than old-skool rpg/crpg, so we is a bit apprehensive. even so, our concerns is near diametric opposite o' your concerns. curious, no?

 

HA! Good Fun!

Edited by Gromnir

"If there be time to expose through discussion the falsehood and fallacies, to avert the evil by the processes of education, the remedy to be applied is more speech, not enforced silence."Justice Louis Brandeis, Concurring, Whitney v. California, 274 U.S. 357 (1927)

"Im indifferent to almost any murder as long as it doesn't affect me or mine."--Gfted1 (September 30, 2019)

Posted

Combat.

 

No, it's a joke, but only partially so.

 

Every update I've seen for months now, is about tactics and combat and combats and tactics and it's...... boooooorrriiinnnggg. I play RPGs to role play, not to micro manage an endless stream of combat encounters.  I hope we'll get some updates about something else, soon. As it is now, I feel myself thinking IWD and I'm loosing interest. ;(

 

I suggest you look for some r/w pen and paper groups or maybe even some play-over-internet games.

 

Seriously.

 

The original IE games were combat-heavy, bar PS:T.

sonsofgygax.JPG

Posted

 

Combat.

 

No, it's a joke, but only partially so.

 

Every update I've seen for months now, is about tactics and combat and combats and tactics and it's...... boooooorrriiinnnggg. I play RPGs to role play, not to micro manage an endless stream of combat encounters.  I hope we'll get some updates about something else, soon. As it is now, I feel myself thinking IWD and I'm loosing interest. ;(

 

I suggest you look for some r/w pen and paper groups or maybe even some play-over-internet games.

 

Seriously.

 

The original IE games were combat-heavy, bar PS:T.

 

Well.

 

PS:T was by far my favourite of the IE games. Followed by BG2 and BG. IWD I wasn't able to become interested in.

 

While the BG games had quite a bit of combat, they had quite a bit of other stuff as well. Interaction, first and foremost. Good dialogue and lots of it. Non combat solutions. (More of those, please.) So, no, I don't have to find a PnP grpup outside of the one I have. I just have to hope for a game along the lines of what I like.

Posted

 

Combat.

 

No, it's a joke, but only partially so.

 

Every update I've seen for months now, is about tactics and combat and combats and tactics and it's...... boooooorrriiinnnggg. I play RPGs to role play, not to micro manage an endless stream of combat encounters.  I hope we'll get some updates about something else, soon. As it is now, I feel myself thinking IWD and I'm loosing interest. ;(

...

 

am recalling that obsidian were kinda selling poe as a throw-back/retro game-- bg2 and infinity engine games were mentioned as inspirations.  we expected better graphics and a more rational rule-set than d&d 2e, but as far as gameplay, we were expecting something along the lines of iwd2, but 'y'know, better. no d&d nonsense 1e, 2e or even frankenstein iwd2 3e. as such, if Gromnir weren't hearing combat and tactics, we would be as disappointed as you seem to be.

 

that being said, the combat and tactics we hear about from obsidian does make us think of modern mmo more than old-skool rpg/crpg, so we is a bit apprehensive. even so, our concerns is near diametric opposite o' your concerns. curious, no?

 

HA! Good Fun!

 

Very apprehensive. As to why our concerns are polar opposite.. we all got different things out of the old IE games. One of my friends, many years ago, was ecstatic with joy when he found out that in BG, if he started a multi-player game, he could design his entire party. All I could ask him was: "Where's the fun in that?". So, while we were both huge fans of the games, it was for different reasons.

Posted (edited)

There's a moratorium on anything to do with the narrative, so they can't talk about it in-depth. If you've been following the updates however (or if you've ever played any Obsidian game), you should know there will be stuff like non-combat solutions, factions you can join, PS:T-style role-playing through attributes, etc.

Edited by Quetzalcoatl
Posted (edited)

Every update I've seen for months now, is about tactics and combat and combats and tactics and it's...... boooooorrriiinnnggg. I play RPGs to role play, not to micro manage an endless stream of combat encounters.  I hope we'll get some updates about something else, soon. As it is now, I feel myself thinking IWD and I'm loosing interest. ;(

There are two reasons why every update is mostly about mechanics (sometimes lore, process and art).

 

Reason 1: Josh wants players to be familiar with the ruleset. The ruleset is new, the mechanics are streamlined, but the game will be more challenging (at least apparently) than the standard RPG today. Josh hates it when people quit a game he has made because they didn't understand the ruleset and got frustrated because of it. He wants you to like his game, so in being upfront about the mechanics and designing them to be easy to understand, he hopes that this will alleviate many cases of players quitting out of frustration.

 

Reason 2: The story and themes are subject to a non-disclosure agreement. The PE team wants to keep the story and themes a secret as to not spoil the plot for the game. Kind of like opening a book and not knowing some of the story in advance. I believe this is a good decision as the common trend in video games (among other mediums of entertainment) is to spoil the story in previews and trailers.

 

A lot of the Lore will probably be in the Collector's Book and the Campaign Almanac as well, and they probably don't want to spoil everything so that you get enjoyment from reading them when they are released.

Edited by Sensuki
  • Like 2
Posted

I would like to be able to set the difficulty only at the beginning of the game. I am willing to see a compromise on this, but then the player

should only be able to lower the difficulty mid-game. Being able to play through the entirety of the game on 'super easy' then turning the

difficulty up for the last fight seems.... cheaty. And cheating takes away from the challenge the bad way, it kills all the fun. Oh, i just had a bright idea.

Let's encrypt the saves. No save-game editor. Ever. Guhoh-guhoh! ....okay, maybe not. Not being able to debug ingame kills way more fun.

 

I disagree with this. You don't always start the game on the difficulty level that best suits you. Recently, while playing Diablo 3 I found the difficulty I started on too easy so I wanted to increase the difficulty, but it turned out that I couldn't because they had this restriction. Admittedly Diablo is never going to be the most difficult game, but it would be nice to make it non trivial.

  • Like 1
Posted

Another vote for not being able to change the difficulty once you've started.

 

Personally, apart from blatantly masochistic things like Trial of Iron, I don't think RPGs should even have difficulty setting.

 

I'd like Toggles on the coats of my characters, so they don't catch a cold.

Posted

 

 

Combat.

 

No, it's a joke, but only partially so.

 

Every update I've seen for months now, is about tactics and combat and combats and tactics and it's...... boooooorrriiinnnggg. I play RPGs to role play, not to micro manage an endless stream of combat encounters.  I hope we'll get some updates about something else, soon. As it is now, I feel myself thinking IWD and I'm loosing interest. ;(

 

I suggest you look for some r/w pen and paper groups or maybe even some play-over-internet games.

 

Seriously.

 

The original IE games were combat-heavy, bar PS:T.

 

Well.

 

PS:T was by far my favourite of the IE games. Followed by BG2 and BG. IWD I wasn't able to become interested in.

 

While the BG games had quite a bit of combat, they had quite a bit of other stuff as well. Interaction, first and foremost. Good dialogue and lots of it. Non combat solutions. (More of those, please.) So, no, I don't have to find a PnP grpup outside of the one I have. I just have to hope for a game along the lines of what I like.

 

somebody already is making the follow-up to ps:t. sooooo... *shrug* 

 

nevertheless, am thinking it would be a bit o' a stretch to suggest that bg had "good dialogue." let's be fair and not look back with the rose-hued spectacles. bg slammed you with combats and largely mindless fed-ex quests, with the fed-ex quests being thinly veiled excuses to give you more experience... and more combats. bg, iwd and iwd2 were squad-based tactical combat games though they did have rpg elements. iwd actual had superior writing to bg, but as it were a "linear" dungeon-crawl with no party member jibber-jabber, some folks like to be dismissive of that game... which is also kinda odd.

 

bg2 had more interactions and dialogues than bg or the iwd games, but it also had more complex and varied combats. combat were, again, a very significant part o' the gameplay. all those stats you rolled or kept track of had virtual zero impact on dialogues, but they were significant to combat. this should not be surprising. d&d were, after all, developed from tabletop war-gaming rules... but squad-level 'stead of army. bg2, unlike bg1, did force us to vary our tactics. 

 

truth-to-tell, the main difference 'tween bg2 and the aforementioned games were simply the size o' the games. bg2 were much bigger, and the developers pretty much added everything they could think of into the game-- romances and party dialogues, and stronghold quests and component weapons and talking swords and... whatever. iwd were most focused 'cause interplay were needing to release it quick and also 'cause it were developed by a smallish team that included a few folks who had never developed a game previous to iwd. so, gotta ask self if poe development really reminds you o' iwd, and if the other ie games were actual as you recall.

 

that being said, we suspect that as there is no publisher calling the shots, obsidian will make poe the way they thinks an infinity engine game ought to be made. some o' the current developers at obsidian has been open (via interviews, gdc presentations, board feedback, etc.) 'bought what they think is the... proper way to make a crpg. that kinda pretentious nonsense makes us wanna chuckle a bit, but we believe it is good that the developers has a vision. guess what, their vision ain't iwd. even a few minutes listening to chrisA speak of past games, or josh or even timmy, and you is gonna realize that iwd is not the goal.  your concern is, we suspect, unfounded.

 

on the other hand, mc should be concerned. "more tunnels"  doesn't seem like a goal. sounds more like the bg3 dead project than anything else... albeit with original rules.

 

HA! Good Fun!

"If there be time to expose through discussion the falsehood and fallacies, to avert the evil by the processes of education, the remedy to be applied is more speech, not enforced silence."Justice Louis Brandeis, Concurring, Whitney v. California, 274 U.S. 357 (1927)

"Im indifferent to almost any murder as long as it doesn't affect me or mine."--Gfted1 (September 30, 2019)

Posted

Adventurer's Hall "On/Off"

 

- On = You can hire as many companions from the Adventurer's Hall that you can afford.

- Off = "Closed for Business", you can't hire any extra companions at all.

 

Having this "Off" on Path of the Damned, for instance, would make the game way more difficult because when you lose a character you wouldn't be able to replace them. You could call it a "Hero Resource". Having this "On", you have a potentially limitless "Hero Resource", whilst having it "Off" you have a limited "Hero Resource" (I.E. you only have the VIP Companions to recruit).

How little self-control do you have? And what's stopping you from just turning it back on when your addiction to getting more party members finally overwhelms you? You might as well have a toggle to turn off merchants, rest areas and the mouse cursor while you're at it.

 

 

I think I will go for the typical H-game toggles:

 

Furries, bondage and Ponygirls.

 

 

Joke aside, I'd like to be able to disable helmet models. It's a common toggle for MMOs nowadays and I like it alot, as it allows to destinguish characters easier, especially since PoE seems to go for the realistic style of armor, so I expect helmets to look pretty generic.

They don't have furries or bronies in Japan (except for foreign tourists, mostly,) lucky them.

 

There is absolutely no way that any sane person would have difficulty distinguishing characters in PoE. They have names, portraits and a pause button (conveniently mapped to the biggest key on your keyboard,) to allow you to do this if, for some reason, you've got a party that consists of characters of the same class all wearing identical armor. Facial recognition isn't relevant when the perspective is from 30m up in the sky.

 

The turn off helmets thing is silly. If you don't want to see them, don't wear them. Accept the risk if displeasing fashion is more important than effective protection to you.

Posted

You might as well have a toggle to turn off merchants, rest areas and the mouse cursor while you're at it.

God... I can't tell you how SICK I am of that blasted cursor! Always there... taunting me... "I represent all the phenomenal control you have over this fantasy world before your eyes, and yet still you die to these mere kobolds! HAH-HAH-HAH-HAH!"

 

8)

Should we not start with some Ipelagos, or at least some Greater Ipelagos, before tackling a named Arch Ipelago? 6_u

Posted (edited)

 

Adventurer's Hall "On/Off"

 

- On = You can hire as many companions from the Adventurer's Hall that you can afford.

- Off = "Closed for Business", you can't hire any extra companions at all.

 

Having this "Off" on Path of the Damned, for instance, would make the game way more difficult because when you lose a character you wouldn't be able to replace them. You could call it a "Hero Resource". Having this "On", you have a potentially limitless "Hero Resource", whilst having it "Off" you have a limited "Hero Resource" (I.E. you only have the VIP Companions to recruit).

How little self-control do you have? And what's stopping you from just turning it back on when your addiction to getting more party members finally overwhelms you? You might as well have a toggle to turn off merchants, rest areas and the mouse cursor while you're at it.

 

 

I think I will go for the typical H-game toggles:

 

Furries, bondage and Ponygirls.

 

 

Joke aside, I'd like to be able to disable helmet models. It's a common toggle for MMOs nowadays and I like it alot, as it allows to destinguish characters easier, especially since PoE seems to go for the realistic style of armor, so I expect helmets to look pretty generic.

1) They don't have furries or bronies in Japan (except for foreign tourists, mostly,) lucky them.

2) There is absolutely no way that any sane person would have difficulty distinguishing characters in PoE. They have names, portraits and a pause button (conveniently mapped to the biggest key on your keyboard,) to allow you to do this if, for some reason, you've got a party that consists of characters of the same class all wearing identical armor. Facial recognition isn't relevant when the perspective is from 30m up in the sky.

 

3) The turn off helmets thing is silly. If you don't want to see them, don't wear them. Accept the risk if displeasing fashion is more important than effective protection to you.

 

 

1) Surely bronies do exist in japan, but they might be more rare. Then again, I wasn't talking about *that particular kind* of ponygirls related to MLP... more like the fetish of gagging while riding on women with a horsewhip. ... ehh, you obviously haven't seen a lot of fetish stuff coming from japan. ;) ... Tentacle porn is only the softcore entry gates of hell you're gonna see when digging deeper...

No furries in asia? Where'd you get that data? If there's just one corner of the world obsessed with cat-girls, then it's asia.

 

2) Maybe. Maybe not. It really depends on the party selection. I usually had a lot of trouble destinguishing my characters in Icewind Dale games, especially when I had a cleric, paladin and a warrior in my group, all wearing metal armor. Yes, there are portraits, but that only helps me as soon as the selection circle flashes when hovering over the portrait. If I want to have a quick overview where everyone is and how everyone is doing, I need to check the portraits to find out where they are, especially in bigger battles.

Also, I liked to play the infinity games with a self-made restriction I called the "Arcade mode". Which means not using the pause button at all and doing everything in real-time. It makes the game much more exciting, as you need to do very quick decisions on what spells to use and where. You should try it. ;)

But it requires fast visual feedback where everyone is to do so. It happened a lot that I accidentally selected the plate wearing druid when I actually wanted to select the cleric, as one used a mace and the other a club, but both looked identical as the sprites where the same...

 

3) Even if it's unrealistic and only a cosmetical thing for people who like to see the heads of their characters; why not? I think this whole "we want realistic armor designs and realistic combat"-demand by the forums got way out of hand lately. There's people that like some fantasy clichés here and there. I'm totally okay with a realistic art style, but there's no need to overdo it. It's a fantasy game, ffs. Even the IE games had some unrealistic designs that were just there because 'why not?'. Like the female thief skin with the short skirt. A toggle for not displaying the helmet on a character doesn't hurt anyone, seriously. I just happen to like the hair of fighter girls floating around, even if it wouldn't be practical in the real world.

And no, that doesn't mean that I don't like cRPGs. That's a bull**** asumption. A classic RPG experience for me is about the gameplay, not about the visuals, so don't expect everyone to hate skimpy outfits or unrealistic visuals just because you feel that this is mandatory for liking a cRPG.

Edited by Zwiebelchen
Posted

[attribute] markers before dialogue options.

 

Hey, looks like I get what I want!

Remember: Argue the point, not the person. Remain polite and constructive. Friendly forums have friendly debate. There's no shame in being wrong. If you don't have something to add, don't post for the sake of it. And don't be afraid to post thoughts you are uncertain about, that's what discussion is for.
---
Pet threads, everyone has them. I love imagining Gods, Monsters, Factions and Weapons.

Posted

It's very basic, and maybe not exactly what the OP was going for, but the one thing I want is to be able to toggle between walking and running. This seems like it should be given, yet there are a lot of RPGs who'd have the PC running around like a lunatic all the time -- The Witcher inexplicably had walking animations but no option to actually make the PC walk, and the feature had to be modded in -- or have the player jumping through hoops, like Obsidian's own NWN2, which had you holding down shift to walk. Just a single keypress to alternate between walking and running, is what I want.

Posted

There are plenty of strange, wierd suggestions in this thread. I'm just happy I'll be able to toggle most of the stuff anyone could want to toggle :)

UFWDJRj.jpg

Posted

 

Adventurer's Hall "On/Off"

 

- On = You can hire as many companions from the Adventurer's Hall that you can afford.

- Off = "Closed for Business", you can't hire any extra companions at all.

 

Having this "Off" on Path of the Damned, for instance, would make the game way more difficult because when you lose a character you wouldn't be able to replace them. You could call it a "Hero Resource". Having this "On", you have a potentially limitless "Hero Resource", whilst having it "Off" you have a limited "Hero Resource" (I.E. you only have the VIP Companions to recruit).

How little self-control do you have? And what's stopping you from just turning it back on when your addiction to getting more party members finally overwhelms you? You might as well have a toggle to turn off merchants, rest areas and the mouse cursor while you're at it.

I'm pretty sure we've had this discussion before. I know where you stand, you know where I stand. I respect your opinion without insult or ridicule, I hope you respect mine :)

  • Like 1
Posted

Auto-Updates in Journal = On/Off

- OFF: For a full RP experience as well as making the game a different type of journey. A bit like old RPG's and Adventure games did it, you needed a pen & paper next to you to jot down ideas, clues, what people were saying and directing you towards and so on.

Though, instead of having a pen & paper you could use the in-game journal straight away. Perhaps during dialogues being able to open up a "quick-note" interface where you could write down important stuff during dialogue because I imagine talking to someone and then afterwards opening up the journal could make some of the important stuff disappear in short-memory loss. Especially if it's a looong dialogue tree.

  • Like 2
Posted (edited)

Not sure if this is already in, actually, but... reputation and party influence change notifications. I would rather not see them so I don't start gaming that system. I enjoy gaming character and party development, but not narrative-related things, which ruin the narrative for me, and seeing those "Safiya +6 influence" pop-ups detracts from my enjoyment.

Edited by PrimeJunta
  • Like 1

I have a project. It's a tabletop RPG. It's free. It's a work in progress. Find it here: www.brikoleur.com

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