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Deadfire feature request. Maybe for POE1 too?


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23 replies to this topic

#21
dam

dam

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The combining buff thing just sounds like a macro, unless you mean they actually all cast at once. I could imagine a high level spell taking twice as long to cast. But... it fires off 3 buffs. So it's worth the trade off if you can protect your priest from receiving any interrupts.

 

To go even further, this MMORPG called Ryzom (which ultimately failed because of competition) actually let players design their own spells.

 

While in Tyranny you get some limited spell creation, in Ryzom you could ajust every single parameter of a spell :

- area of effect

- distance

- duration

- strength

- effects

- cost (mana ? health ? both ? cast time ?)

 

 

Want a fireball imbued with paralysis ?

Here you go, it's either 3x as long to cast though, or you pay double the mana, or it has a much shorter range...

 

Want a heal which also hastes you ?

OK, double mana.

 

Want an AOE nuke which deals fire AND corrosive damage ?

Here you go, consumes some of your HP though.

 

Want to mana vampirize this pack of mobs ?

But of course, here spend some HP and cast it at a reduced range to offset its cost.

 

 

 

 

 

I for one have been waiting for years, for a new RPG to actually let me create my own spells however I want.

 

While Tyranny was OK-ish in that regard, it's still far from enough.

 

 

Dual casting wherein you can combine 2 spells to get their effects in a single cast, is porn for players.


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#22
Sedrefilos

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I think the more variety to empower the players preferred setup the better.

 

I think they need action queuing more than anything though. Kotor style. The new AI/Gambit system will hopefully go lengths to cleaning up party management.

 

How would you queue your actions ?

 

Let's take the hypothetical example of POE1 :

- Expose Weakness (wiz), followed by Fireball (wiz again) ?

 

Surely if your Expose Weakness misses all targets, you won't be too happy with your fireball ?

 

Queueing up actions assumes that they'll each be successful in turn, which is by no means a guarantee.

 

 

 

Would still like a better queueing system here, but I just can't see it as the magic change you're envisioning ;)

 

Cast buff A, cast buff B, move to spot X, start attacking enemy Y, for example.

Truth is not all actions can be effectively queued but it helps a lot.



#23
injurai

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I think the more variety to empower the players preferred setup the better.

 

I think they need action queuing more than anything though. Kotor style. The new AI/Gambit system will hopefully go lengths to cleaning up party management.

 

How would you queue your actions ?

 

Let's take the hypothetical example of POE1 :

- Expose Weakness (wiz), followed by Fireball (wiz again) ?

 

Surely if your Expose Weakness misses all targets, you won't be too happy with your fireball ?

 

Queueing up actions assumes that they'll each be successful in turn, which is by no means a guarantee.

 

 

 

Would still like a better queueing system here, but I just can't see it as the magic change you're envisioning ;)

 

 

I can really easily see numerous ways to make it work.

 

1. Pause on failed action. Let's the player re-queue actions.

2. Not just queues of actions, but queues of chains. Maybe shift-click adds a spell to be in-chain with the last action.

3. Have an AI system that deals with failed actions. Perhaps auto-queuing a fall-back measures are moving into a new line of attack, or just reattempting the chain.

4. All of the above. So you can fine tune some aspects in AI, but have plenty of control to rework things in real-time and during pause.



#24
Archaven

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I want action queuing and also spell/ability combo. Example: combine Armor of Faith+Bless in 1 casting.  IMO this should not cost 2x casting time. Should make this available at mid levels.






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