|
I prefer skill-based/classless systems by a wide margin.
|
# ¿ Jul 23, 2014 01:47 |
|
|
# ¿ Apr 20, 2024 01:42 |
|
Munin posted:Why turn based combat btw? That switch would shape an awful lot of the gameplay and encounter design. What would be the top things you'd consider and think would be important to pull off a good RPG using turn based combat? That said, I think a weakness of many combat systems is that they often don't give the player much to work with in terms of character development and interesting turn-to-turn choices. Fallout had different firing modes including targeted shots, but combat generally devolved into eye/groin shots on every turn. Combat was enjoyable and character building strategies could be interesting, but the tactical combat became rote fairly quickly. Darklands gave martial characters standard/berserk/parry/vulnerable attacking modes, but you had those from the beginning of the game and the characters generally did not evolve much beyond that. Even though the Gold Box games used the 1st Ed. AD&D rules, they were a lot more tactical. Melee characters weren't particularly complex, but positioning them was extremely important in those games. Especially in Pool of Radiance, Curse of the Azure Bonds, and the early Dragonlance games, spellcasters changed a lot every two levels and their strategic resources were very valuable. Games that tightly focus turn-based combat and give the player a set of interesting tactical/strategic challenges and options can be great.
|
# ¿ Jul 23, 2014 15:52 |
|
Fintilgin posted:One thing that would be cool in a fantasy XCOM would be to get rid of scientists and engineers and have your soldiers/heroes fill those slots. So you'd have to make choices like risking your best research wizard on the field because the stats that make him a good researcher also make him naturally good in combat.
|
# ¿ Jul 23, 2014 15:55 |
|
Yeah I've played FFT, Front Mission 4, Silent Storm, XCOM, Temple of Elemental Evil, and of course all of the Gold Box games. E: Oh, and JA2. rope kid fucked around with this message at 19:24 on Jul 23, 2014 |
# ¿ Jul 23, 2014 19:13 |
|
Hank Morgan posted:How do you feel about action points (Fallout/Divinity Original Sin) vs the two actions per turn system used in the new X-Com?
|
# ¿ Jul 23, 2014 19:43 |
|
Sensuki posted:Did you end up getting a chance to play Expeditions: Conquistador ?
|
# ¿ Jul 23, 2014 19:45 |
|
Back in ~2004 I ran a Fallout tabletop game that used a move/charge/act phased system. People rolled initiative and moved in reverse order. In the charge phase (standard order), people could opt to rush in melee range (only), which was extraordinarily dangerous if you didn't take out a close enemy with a firearm. Then everyone who hadn't charged acted in standard order. It produced some cool and crazy combat scenarios.
|
# ¿ Jul 23, 2014 19:50 |
|
User0015 posted:There is something very wrong with the industry given how true this statement is.
|
# ¿ Jul 23, 2014 23:35 |
|
We may increase the number of attribute points you can spend in CC.
|
# ¿ Jul 24, 2014 15:34 |
|
Hakkesshu posted:I think it looks excellent in every way... EXCEPT for the fog of war. I really don't like the way it looks. The sight radius is way too small, and it just obscures the art. I actually get kind of antsy just watching it; it's almost uncomfortably claustrophobic. I hope there's a clairvoyancy equivalent or something, because I really want to get rid of all that black space. I feel like I should at least be able to get a clear full screen image without any FoW.
|
# ¿ Jul 24, 2014 17:21 |
|
Eddain posted:Also I didn't see this during the demo, but do you not pick your skills during character creation? The stuff like Lore, Resolve, Athletics, etc?
|
# ¿ Jul 25, 2014 04:45 |
|
Scorchy posted:Dexterity improves accuracy with all attacks, including spells? Perception increases chances of interrupt, and I admit I have trouble seeing why I would prioritize that when the other 5 stats seem so much better.
|
# ¿ Jul 26, 2014 21:00 |
|
El Pollo Blanco posted:Personally, I hope ropekid has invented hundreds of slang words for each of the language/ethnic groups in PoE, you n'wah. bazzo - (m) dick (a person, in the pejorative sense) madiccho - (m) curse ("spoken evil," also used as expression "drat!") postenago - (m) idiot (literally "carrot") scioderie - (f) nonsense (a "stupid thing")
|
# ¿ Jul 26, 2014 23:24 |
|
Keep in mind that all battles shown in the demo feature 2-3 party members vs. 1-3 enemies. You eventually have up to 6 party members and many more enemies, so the pace picks up quite a bit.
|
# ¿ Jul 27, 2014 01:05 |
|
We don't have final specs but min res is 1280x720 and I'd really like it to be able to run well on 5+ year old machines. Memory is probably the biggest issue right now, but we're working on it and will continue to do so up until we launch.
|
# ¿ Jul 27, 2014 21:22 |
|
BTW the guy in the lower left is OEI's own Matt MacLean.
|
# ¿ Jul 28, 2014 17:57 |
|
Fair Bear Maiden posted:Is his beard still as grotesquely long as it was in the South Park development diaries back when it was announced?
|
# ¿ Jul 28, 2014 19:05 |
|
MegaGatts posted:Ropekid, in the next update can you show off the highlight button for interaction with objects? it's weird seeing a game like this without all the interactable objects being highlighted every two or three seconds to make sure you didn't miss anything.
|
# ¿ Jul 30, 2014 02:17 |
|
xthetenth posted:I'm just worried that some builds won't benefit from a Big Head (unless it means Big Hat mode)
|
# ¿ Jul 30, 2014 13:28 |
|
Scorchy posted:I would have been fine with Darklands-style thin bars on either side of the portrait or something.
|
# ¿ Jul 31, 2014 15:44 |
|
Tim, Matt MacLean, and I all have varying (strong) levels of color-blindness. Tim's is degenerative and is approaching monochromacy. Color as a sole means of distinguishing doesn't work well. With Health/Stamina, it's not much of an issue because one is on the portrait and the other is next to it.
|
# ¿ Jul 31, 2014 18:34 |
|
IDK why the arrow speeds are still so slow in the game. I doubled them a while back but maybe my changes got reverted. In any case, they won't stay that slow.
|
# ¿ Aug 1, 2014 16:49 |
|
Otto Skorzeny posted:Are all bows and crossbows going to have the same "muzzle velocity" btw?
|
# ¿ Aug 1, 2014 22:46 |
|
They are obviously different when they are born, often causing complications or death for the mother.
|
# ¿ Aug 3, 2014 06:06 |
|
Inspector Gesicht posted:I wonder how flexible the game will be in terms of essential characters. In New Vegas you could everyone short of the children and two robots, while in BG and PST you would get a game over or Arkanis Gath'd if you killed the wrong man at the wrong time.
|
# ¿ Aug 3, 2014 20:53 |
|
Since we are using OpenType fonts in PoE we put in scaling support, so legibility shouldn't be a problem. We also have ligature support, though apparently I am the only person in the world who likes it.
|
# ¿ Aug 4, 2014 14:40 |
|
Here's a comparison of the main font we use without (left) and with ligatures enabled:
|
# ¿ Aug 4, 2014 17:13 |
|
Those are two poems, neither that much longer than Catullus 16.
|
# ¿ Aug 4, 2014 21:17 |
|
Mozi posted:I suppose it would be an option.
|
# ¿ Aug 5, 2014 04:29 |
|
CottonWolf posted:I can't say my inner min-maxer is too happy with that. I'd much prefer that they give them a minimum starting level with defined skills at that point (to make sure their skills fit their character), then when you collect them at they're either at that minimum level, if you're a lower level than that, or your level if you're higher with the extra skill points for those levels above their minimum to spend as you will. There doesn't really seem any reason to not do it that way. For absolutely full control over character advancement, use the Adventurer's Hall.
|
# ¿ Aug 5, 2014 15:41 |
|
Captain Oblivious posted:Would it be feasible to have an option on this? Like, in options a toggle for full companion control or what you propose? That way you have it both ways. The people who know what they're getting into can make the choice, everybody else can benefit from the informed choices of your default level ups.
|
# ¿ Aug 5, 2014 17:03 |
|
Please remember that Larian already had a developed game when D:OS went to Kickstarter. The Kickstarter budget was mostly for polish and additional features. There are things that D:OS does that PoE doesn't and there are things PoE does that D:OS doesn't. Each game has its own focus and things the dev teams chose to omit.
|
# ¿ Aug 5, 2014 19:12 |
|
I think we still have work to do in terms of progressing the power of our spiritshift forms, but the first step we took is to turn the druid into large anthropomorphic hybrids instead of literally "ur a bear now". Spiritshift forms are much closer to werecreatures than ordinary animals.
|
# ¿ Aug 5, 2014 23:27 |
|
You can be a werebear. E: Rangers can have bear companions.
|
# ¿ Aug 6, 2014 02:40 |
|
SurrealityCheck posted:Yesssss. Can I name my bear
|
# ¿ Aug 6, 2014 03:16 |
|
Bloody Hedgehog posted:Any word on the expected length of the game?
|
# ¿ Aug 6, 2014 03:16 |
|
Eddain posted:Will enemy rangers also have animal companions or is that just a PC/companion thing?
|
# ¿ Aug 8, 2014 01:33 |
|
Eddain posted:So I could have a ranger PC, the ranger companion, and four hired rangers, along with all six pets, to make a band of murdering misfits?
|
# ¿ Aug 8, 2014 01:51 |
|
GreatGreen posted:I'm curious about this mechanic. rope kid fucked around with this message at 03:10 on Aug 8, 2014 |
# ¿ Aug 8, 2014 03:01 |
|
|
# ¿ Apr 20, 2024 01:42 |
|
The available backgrounds depend on culture, not race.
|
# ¿ Aug 8, 2014 05:01 |