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Geektox posted:I'm not exactly familiar with Avellone's work since i wasn't big into western RPGs growing up and PoE is basically my first IE game, but I don't understand all the love on the Internet for Durance at all. Maybe it's because I'm still early in the game but so far he's been not much more than "haha I'm a kooky rear end in a top hat who knows more stuff than you do". People love Durance because he's a great character not because he's a great person. He's a racist misogynistic zealot but his fundamental character arc, his self delusions and stoic avoidance of the evidence that would explain his predicament, is a compelling one. He's also worthy of praise because frankly Priests in dungeons and dragons settings rarely convincingly play the role. They mouth a generic prayer every once in a while, but how often do they have dogma, ideology, conviction like Durance does? Basically never! His character is never going to develop to become friendly or nice. To enjoy Durance you have to be able to disentangle your opinion of a character as a person from what they represent as a story.
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# ? Jun 10, 2017 22:54 |
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# ? Apr 28, 2024 03:19 |
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Also, if you're willing to stick with Durance's arc, he actually evolves and changes while remaining Durance at his core. For all that he's pleasant, Eder doesn't really change, at least not to me- he's a good, animal-loving guy at the beginning, and remains so at the end. While Durance stays a foul-mouthed, fanatical misanthropist to the end as well, how he chooses to express his madness can be changed.
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# ? Jun 10, 2017 22:58 |
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Eder changes - he loses his ability to be in denial about his brother and the war.
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# ? Jun 10, 2017 23:11 |
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Clanpot Shake posted:Is there a good write-up somewhere explaining Kreia and Avallone's involvement? Been a long while since I played KOTOR. I'm of the opinion that Scorchy's LP is probably the best analysis out there of the game and its characters. Bonus points that goes through the game as a Blaster Jedi: https://lparchive.org/Knights-of-the-Old-Republic-II/ And despite my comments earlier, I actually think Kreia is one of the best characters to come out of Star Wars. I just think Avellone revisits the archetype a little too often.
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# ? Jun 10, 2017 23:19 |
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CommissarMega posted:You're kind of on the right track here with why I personally like him, at least. And yes, you're supposed to look at him like he's a mental case. Durance is almost like a medieval fantasy version of Trevor from Grand Theft Auto 5 and for that I love him. Captain Oblivious posted:People love Durance because he's a great character not because he's a great person. He's a racist misogynistic zealot but his fundamental character arc, his self delusions and stoic avoidance of the evidence that would explain his predicament, is a compelling one. He's also worthy of praise because frankly Priests in dungeons and dragons settings rarely convincingly play the role. They mouth a generic prayer every once in a while, but how often do they have dogma, ideology, conviction like Durance does? Basically never! Definitely agree with this too.
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# ? Jun 10, 2017 23:20 |
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Captain Oblivious posted:People love Durance because he's a great character not because he's a great person. He's a racist misogynistic zealot but his fundamental character arc, his self delusions and stoic avoidance of the evidence that would explain his predicament, is a compelling one. He's also worthy of praise because frankly Priests in dungeons and dragons settings rarely convincingly play the role. They mouth a generic prayer every once in a while, but how often do they have dogma, ideology, conviction like Durance does? Basically never! This is it right here. Most priests you find in these games are basically just mages with healing spells. You might occasionally hear them yell "For <god>!" as a battlecry, but that's about the extent of it. You never get the feeling that their religion means all that much to them, and it rarely plays an important role in their character arcs. Durance, though. He believes.
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# ? Jun 10, 2017 23:27 |
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Basic Chunnel posted:Eder changes - he loses his ability to be in denial about his brother and the war. He does remain a well-meaning racist though.
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# ? Jun 11, 2017 00:01 |
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I wasn't necessary looking for Durance to become pleasant, per se, I think I just find his version of being holier-than-thou kind of exhausting but I suppose that fits with his character. I guess what he represents just isn't something I enjoy engaging with in games and is more a personal preference thing than anything else. Trevor from GTA V is an interesting comparison because I really liked that character, because he's just goofy in how evil he is and represents the tone of the GTA series much better than the other two. HK-47 was another"evil" character I liked a lot because of how goofy he was.
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# ? Jun 11, 2017 00:33 |
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Durance is one o my favorite characters in any rpg, but Sagani is, and always will be #1.
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# ? Jun 11, 2017 01:21 |
Khizan posted:This is it right here. Yeah, exactly. He's just about the only fantasy priest who is enough of a religious fanatic that it makes perfect sense he can set people on fire just by praying about it. Other fantasy priests are never actual fanatics, the closest you ever get is someone like Amoen who's sortof ambivalent but hey he's a career guy and the church has good perks edit: I like Sagani too because she's just a believeable workaday got a job to do adventurer lady my favorite overall RPG character is still Nordom though
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# ? Jun 11, 2017 01:44 |
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durance is more of a zealot or prophet style, a doomsayer or heretic, right down to his robe and rope belt and wild eyes and waving around a staff, a moses or a john the baptist or various heretics, as opposed to the bland, generic cleric/priest type favoured by dnd
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# ? Jun 11, 2017 03:07 |
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Hmm. Pillars 3.06 update incoming? https://steamdb.info/app/291650/history/?changeid=3067596
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# ? Jun 11, 2017 06:00 |
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Elukka posted:It really breaks my flow. If you've got turns, you know exactly how long some three turn effect is going to take. If you're real time, you grow an intuitive feeling for how long something lasts. Sorry, please explain how you need to "grow an intuitive" feeling for estimating how long 5 seconds (with an actual countdown being shown to you when you hover your mouse) is because I don't get it. A second is a second, no matter how long you pause your game.
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# ? Jun 11, 2017 08:13 |
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Furism posted:Sorry, please explain how you need to "grow an intuitive" feeling for estimating how long 5 seconds (with an actual countdown being shown to you when you hover your mouse) is because I don't get it. A second is a second, no matter how long you pause your game. Just to give one example, Pillars has multiple combat speeds. In turn-based a turn is a turn is a turn, whereas in RTWP 5 seconds on slow is very different from 5 seconds on fast.
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# ? Jun 11, 2017 10:21 |
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Random rear end in a top hat posted:Just to give one example, Pillars has multiple combat speeds. In turn-based a turn is a turn is a turn, whereas in RTWP 5 seconds on slow is very different from 5 seconds on fast. I never play in slow mode (just hit pause) so I guess that's why I don't see the problem (also, you can't speed up the game while in-combat I'm pretty sure).
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# ? Jun 11, 2017 12:27 |
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More to the point, events in PoE don't take "5 seconds" except for effect durations. They take an unlisted amount of time to do, followed by an unlisted amount of recovery time, which are modified by four different kinds of speed modifiers that are poorly explained in game and interact in unintuitive ways. These durations are then communicated to the player by way of shrinking blue bars that are basically useless because they don't progress at a uniform speed but instead have a uniform length. Pillars system doesn't give you any really useful information on the action economy in moment-to-moment gameplay, so the people who constantly chime in that the auto-pause makes it basically turn-based are either missing the point or being deliberately disingenuous to dismiss people's complaints.
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# ? Jun 11, 2017 13:21 |
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Personally I never had any issue with time in PoE but in any case at least it's not like Baldur's Gate where duration is measured with such nonsense as rounds and turns and ingame hours. I've been playing the EE after picking it up in the GOG sale and hoo boy does it make me appreciate, like, everything about PoE even more than I already did.
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# ? Jun 11, 2017 15:36 |
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Gobblecoque posted:Personally I never had any issue with time in PoE but in any case at least it's not like Baldur's Gate where duration is measured with such nonsense as rounds and turns and ingame hours. I've been playing the EE after picking it up in the GOG sale and hoo boy does it make me appreciate, like, everything about PoE even more than I already did. Oh yeah, PoE is a vast improvement, although calculating DPS is kinda tricky what with interrupts, reloads, animations and various stat interactions. Still, I'd gladly take pillar's system over any of the infinity engine games's.
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# ? Jun 11, 2017 16:08 |
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Units of time for attack speeds, recovery, and effect durations are displayed in Deadfire.
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# ? Jun 11, 2017 17:37 |
rope kid posted:Units of time for attack speeds, recovery, and effect durations are displayed in Deadfire. Will we get an in-game DPS calculator?
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# ? Jun 11, 2017 17:38 |
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It's possible but it hasn't been a priority for us. DPS should be easier to calculate even without an in-game aid because of how the armor mechanics work in Deadfire. If you're in the main Penetration range, you're doing 100% listed damage. Using the listed Attack Speed and Recovery times, it's pretty straightforward to figure out.
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# ? Jun 11, 2017 17:52 |
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Agnostalgia posted:More to the point, events in PoE don't take "5 seconds" except for effect durations. They take an unlisted amount of time to do, followed by an unlisted amount of recovery time, which are modified by four different kinds of speed modifiers that are poorly explained in game and interact in unintuitive ways. These durations are then communicated to the player by way of shrinking blue bars that are basically useless because they don't progress at a uniform speed but instead have a uniform length. Pillars system doesn't give you any really useful information on the action economy in moment-to-moment gameplay, so the people who constantly chime in that the auto-pause makes it basically turn-based are either missing the point or being deliberately disingenuous to dismiss people's complaints. So your issue is the fact that the time values are not spelled out? I can understand but I don't understand how that's a problem really.
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# ? Jun 11, 2017 18:01 |
rope kid posted:It's possible but it hasn't been a priority for us. DPS should be easier to calculate even without an in-game aid because of how the armor mechanics work in Deadfire. If you're in the main Penetration range, you're doing 100% listed damage. Using the listed Attack Speed and Recovery times, it's pretty straightforward to figure out. Um . . . There are a lot more effects than just attack speed and recovery though, presuming that weapon lashes, weapon -based DoTs, etc., all remain part of the game. I mean I still am not really sure how to calculate the DPS of Tidefall, especially if it gets a lash thrown on it or it's being used by a cipher with soul whip. You have to know if the DoT stacks with itself, if Int or Might effect the DoT and if so how, does the fire lash increase the wounding damage or not, etc. I mean as far as "should I use Rusty rapier or stone club" type choices, sure, but once you get weapons with weird effects and start stacking those effects then a dps calculator becomes invaluable, especially if the rules on how those effects interact are complex. Hieronymous Alloy fucked around with this message at 18:23 on Jun 11, 2017 |
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# ? Jun 11, 2017 18:15 |
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rope kid posted:It's possible but it hasn't been a priority for us. DPS should be easier to calculate even without an in-game aid because of how the armor mechanics work in Deadfire. If you're in the main Penetration range, you're doing 100% listed damage. Using the listed Attack Speed and Recovery times, it's pretty straightforward to figure out.
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# ? Jun 11, 2017 18:53 |
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Hieronymous Alloy posted:There are a lot more effects than just attack speed and recovery though, presuming that weapon lashes, weapon -based DoTs, etc., all remain part of the game. Those elements are also not things that just go on any ol' weapon anymore. Weapons can be enchanted up from what they start as, but you can't add something where there wasn't something to begin with. E.g. a weapon with bonuses against Kith can have that enchantment increased/modified, but you can't just add Kith Slaying onto a weapon you find. Basic Chunnel posted:With all due respect, you should never overestimate your audience's willingness to do math.
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# ? Jun 11, 2017 19:31 |
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One internal argument against providing a DPS value is that the people requesting it the most stridently are also the ones most likely to criticize its specific implementation for not including every conceivable input that could adjust its output, even when those values are target- or circumstance-dependent.
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# ? Jun 11, 2017 19:33 |
Wait, are you saying we're all huge grognards because. . . ok, that's fair
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# ? Jun 11, 2017 19:46 |
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I would like a DPS value so I can, at a glance, say 'OK this weapon is more violent than that weapon, I will use it.'
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# ? Jun 11, 2017 19:47 |
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rope kid posted:It's possible but it hasn't been a priority for us. DPS should be easier to calculate even without an in-game aid because of how the armor mechanics work in Deadfire. If you're in the main Penetration range, you're doing 100% listed damage. Using the listed Attack Speed and Recovery times, it's pretty straightforward to figure out. Imo don't put in a dps calculator, or have it behind menus. I enjoy min/maxing but if i get too much info i feel like im ocd on an excel spreadsheet vs doing what is the most fun. Give options to have all the data, but dont put it all out front. For my ocd sanity. Edit: ah you addressed it heh.
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# ? Jun 11, 2017 19:56 |
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imho give every weapon a "Badass" rating so I can know at a glance which one to use.
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# ? Jun 11, 2017 20:03 |
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bongwizzard posted:imho give every weapon a "Badass" rating so I can know at a glance which one to use. katana has the biggest badass rating of all, followed shortly by akimbo pistols
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# ? Jun 11, 2017 20:26 |
Dick Burglar posted:katana has the biggest badass rating of all, followed shortly by akimbo pistols Akimbo is just x2 badass modifier, i.e., akimbo katanas, akimbo wands, etc.
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# ? Jun 11, 2017 20:32 |
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IMO putting a training dummy in your ship that you can beat the poo poo out of, adjust its stats, allow it to auto attack you back and get some feedback from would do fine as a lore friendly DPS calculator. edit: Like you don't need spreadsheets or whatever, you just need to be able to: – Set an interval – Set the dummy's stats – Choose whether it auto-attacks you back or not And then the output would be – Total Damage done in interval – Total Damage taken in interval Entropy238 fucked around with this message at 22:36 on Jun 11, 2017 |
# ? Jun 11, 2017 22:23 |
Entropy238 posted:IMO putting a training dummy in your ship that you can beat the poo poo out of, adjust its stats, allow it to auto attack you back and get some feedback from would do fine as a lore friendly DPS calculator. This is a really great idea, especially if you can put armor on the dummy
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# ? Jun 12, 2017 00:10 |
Have it be animancered so you can talk to it and it's really into bdsm.
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# ? Jun 12, 2017 00:20 |
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Hit me baby one more time.
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# ? Jun 12, 2017 00:22 |
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Ratios and Tendency posted:Have it be animancered so you can talk to it and it's really into bdsm. Make it have the soul of the most annoying/poorly thought out backer NPC submission.
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# ? Jun 12, 2017 05:14 |
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A Catastrophe posted:I'm quite confident that the people who made silent storm are better at game balance than the people who made pathfinder. Touche
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# ? Jun 12, 2017 06:49 |
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Furism posted:So your issue is the fact that the time values are not spelled out? I can understand but I don't understand how that's a problem really. I think it's more like... an an actual turn based game, I can see Aloth is low on health so I drop a heal on him, then have Aloth plunk a fireball onto the mobs. In Real time with pause Aloth can still die to an attack while the heal is being cast, and similarly the mobs can move out of the fireball's area in the time it's being cast. And while less important having a spell effect last 5 seconds doesn't really tell you when you need to cast another spell to reapply it, since due to cast times/recovery/needing to reposition it might hit the mob two seconds before or after it ends. I have no problem with any of this but it's definitely more chaotic and reactive than actual turn based systems.
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# ? Jun 12, 2017 07:59 |
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# ? Apr 28, 2024 03:19 |
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Avalerion posted:I have no problem with any of this but it's definitely more chaotic and reactive than actual turn based systems. I don't know that is is more reactive than a turn-based game (missing that 96% shot in XCOM2 will probably make you regret not taking into account the 4% miss chance, and you'll have to react to that) but it sure is more chaotic, if that's the word you want to use. But I don't see either system superior to the other, they just have different feels.
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# ? Jun 12, 2017 08:51 |