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PoE2 gonna be cool but got to put on my cynic hat and remind everyone not to preorder video games. Fig needs PoE2, not the other way around.
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# ¿ Jan 26, 2017 15:28 |
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# ¿ Apr 26, 2024 04:42 |
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Clanpot Shake posted:What's with the Fig hate? Am I wrong in thinking it's just a Kickstarter clone? Its a bit grayer when its with niche games even though they are professional and the kickstarters want to advocate with their wallet and maybe even want the developer to reap the benefits of the time value of their money and the market research they provide by voting with their wallet. But if you've ever seen the sausage getting made with contract purchasing term fights over payment schedules, its give an inch and take a mile so kickstarting starts looking on the slimier side.
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# ¿ Jan 26, 2017 17:35 |
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Urthor posted:FYI, assuming we're 24 plus months out for FIG, the investment return seems pretty shallow yeah.
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# ¿ Jan 27, 2017 02:22 |
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My gut is that less characters is worse because its less. But if I think really hard about every time I've played IWD or POE, there is always a 6th person who feels really vestigial and is there because I wanted to check some box I didn't actually need. The only unarguable reason not to cut it down is because there will be no base formation that won't set off OCD.
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# ¿ Jan 27, 2017 02:49 |
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I had 3 tanks in what I count as a party of 5 back at release when I count the 6th as Durance in a vestigial buffing roll that could have been replaced with potions. The difference between a tank and a melee direct damage is swapping to the weapon set with extra engagement slots. I haven't messed much with POTD but all the theory crafting I've read focuses on making everybody have defenses of a tank because the whole situation is a lot more fluid with the sort of stat buffs and encounter enemy counts. POE's systems let hybrids shine and cutting back to 5 helps highlight that.Harrow posted:No, but I'd be really surprised if they let us start PoE2 with level 7 spells. It'd certainly be overwhelming for new players to have to pick that many levels' worth of spells and talents on character creation. Plus, I'd bet they're changing some of the underlying character-building and combat systems, so PoE1 levels probably won't translate easily to PoE2 anyway. It's not like Baldur's Gate, where the common backdrop of D&D rules meant that everything could definitely translate.
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# ¿ Jan 27, 2017 17:19 |
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"A god did it" is the dumbest reason ever to start at level 1. I'd rather it just be unaddressed within story terms because level is already a dumb thing to bring into story anyway.oswald ownenstein posted:How hard is it to implement basic MP like what bg2/iwd had? The Obsidian programming team is lean as gently caress for what they've crammed into these new games, but MP is an entirely different level and set of expertise.
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# ¿ Jan 27, 2017 23:44 |
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Rymyrgands choice is the best. Quarantine is the only safe option. In retrospect the bleeding heart choices end exactly as well as one would hope in the endings but its totally irresponsible.Harrow posted:Really, almost every game mechanic in PoE is justified by soul stuff. Your level is basically how strong your soul is--most classes, even the ones who don't cast spells, use their souls to fuel their more superhuman feats. So when a god sucks out your soul, resetting your level to 1 is a reasonable mechanical consequence of that.
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# ¿ Jan 27, 2017 23:52 |
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oswald ownenstein posted:Could just do crowdfunding for expansions too with a smaller goal Just under half of owners made it past Caed Nua for reference. So if you figure a generous only half the people stuck with WM to the point of getting through those opening overtures, the expansion attachment is like 15% of total sales at best. Sucks because WM outclasses the rest of the game so hard but I guess the half full side is it must have been great practice for making POE2.
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# ¿ Jan 28, 2017 02:19 |
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Samuel Clemens posted:I agree, melee Wizards should become even more overpowered.
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# ¿ Jan 28, 2017 04:20 |
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It just struck me how weird it is to have $5 coupons for a crowdfunding campaign when their competitor tries to prevent self funding as an ethical conflict of interest. It matters less when the Fig is just a preorder ask but it also sort of pegs the whole crowd funding part as a marketing circus.
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# ¿ Jan 28, 2017 16:39 |
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Fair Bear Maiden posted:Fig's basically taking a hit with those discounts and giving the money to the devs anyway, based on what I understand. It's a calculated risk to encourage people to back more and more often. Don't ask me about the eocnomics of it, though. oswald ownenstein posted:Does it matter though? The slightly scummier part is its displaying preorder numbers loud and clear for market analysis of anybody wanting to invest in the Fig shares. I can look now and see 6500 preorders at $30 and 4000 at $45 and try to vet that against the security brief that's forecasting for a $50 release and $20 net after Steam/GOG costs and sales tails. Except now there's this unannounced marketing campaign set up by Obsidian and Fig offering $5 credits toward crowdfunding. This inflates the proudly displayed pledged money figure with money that Fig or Obsidian already has and could devalue the prospected net per unit estimates before its out of the gate. The nature of the marketing circus is serious business with securities on the line.
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# ¿ Jan 28, 2017 18:51 |
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Harrow posted:A cipher is pretty different from a Watcher, at least in the game's lore, though. It's the difference between seeing something and experiencing something. Ciphers can see souls and use their powers to interact with them in a fairly straightforward way, while Watchers are able to relive a soul's experiences, talk to past lives, awaken a dormant past life in someone's soul, and a whole bunch of other stuff. It's more than just an issue of magnitude, it's a whole different angle, the difference between studying something and being something.
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# ¿ Jan 28, 2017 19:39 |
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Per rest and per encounter is like chocolate and peanut butter, it makes it so much better I don't really care that some people are allergic to peanut butter and can't experience the chocolate.
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# ¿ Jan 28, 2017 22:19 |
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POE1 has a better button to awesome ratio than DA2 so they shouldn't even have to mention how every time you hit an ability in POE something awesome happens.
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# ¿ Jan 29, 2017 20:38 |
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Hieronymous Alloy posted:If I play PoE 2 like I played DA2, I'll just stop once I get my boat, because gently caress it, I've got a boat, why am I still charging people who have swords?
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# ¿ Jan 29, 2017 20:45 |
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CottonWolf posted:They could easily write it so that it's a part you don't visit, so you they don't have to write full "I know about this place" and "I don't know about this place" dialogue.
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# ¿ Jan 29, 2017 23:20 |
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oswald ownenstein posted:I actually never got the love for the encounter design in IWD But compared to BG1 which was just sort of clumps of monotyped monsters or BG2 with monotyped monsters backed up by a mage, IWD encounters had a focus on varied monster role in dungeons with chokepoints disquised as things other than doors. It also wasn't afraid to have a little fun like the lich encounters and the penultimate boss being that rear end in a top hat merchant from the beginning with a pocket full of wands of lightning bolt. Its basically the heritage where TOB, IWD2, and eventually POE got their basic encounter philosophies from.
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# ¿ Jan 30, 2017 19:29 |
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Ginette Reno posted:I'm not sure what Bg2 you played but Bg2 has you fighting a wide variety of monsters and opponents, many of which have different resistances/immunities/abilities. Fighting a Beholder is much different from a Lich is much different from a Dragon.
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# ¿ Jan 30, 2017 19:46 |
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Established publishers can get better cuts in contracts with Steam etc. but since Obsidian says they want to turn their expertise into publishing its probably do or die time to get their own contract rates with the various digital distributors.
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# ¿ Jan 31, 2017 00:19 |
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rope kid posted:The easy way to think of it is that Power Source advances on scale: 0-2 = 0, 3-5 = 1, 6-8 = 2, etc. It's not a directly linear progression, but it is tuned to produce the outcomes that we want. e. V Question still stands for scaling functions then, most of POE's scaling functions are just like SCALES BUT ITS A MYSTERY zedprime fucked around with this message at 19:15 on Jan 31, 2017 |
# ¿ Jan 31, 2017 19:07 |
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Power Bottom posted:So basically the same problem that Multiclass/Dual Class had in BGII. Got it. Then epic levels started getting encouraged through splat books and spell casters got to become gods and everybody else incrementally ticked up stats that stopped mattering a long time before. Fighters got a 5% bonus to hit every level which is amazing at low levels but starts getting meh in the teens. Meanwhile mages get diddly squat in hit bonuses comparatively and their spells don't start coming online for a while. Multiclass the two together and you get your THAC0 at low levels and by the time THAC0 gets boring, you're an archmage. I would crowd fund the hell out of an option to take multiclassing out of POE2 but it looks like a solution to their problem of a small story focused team of adventurers, and out of all options they look like they are trying to take the best out of the philosophies of 2e (75% rule, passive increases without active development) and 3e (buffet of skills available if you plan your route accordingly) so I have refrained from complaining at the internet.
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# ¿ Feb 1, 2017 19:21 |
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Wizard and Priest feels are going to be down to encounter and spell design because guess what, POE1 has per rest casting and you functionally still cast the same spells every fight, whether its those same spells every fight or split somehow between multiple encounters. Losing per encounter low spell levels wasn't even a big deal because spell mastery did the same thing you'd be doing anyway.
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# ¿ Feb 2, 2017 15:41 |
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Entropy238 posted:I personally don't really get why people think cooldowns are satan. Is it just that they tend to be used in WoW/MMOs?
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# ¿ Feb 2, 2017 15:53 |
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Meet in the middle and instead of trying to proceduraly tweak existing spell animations, make confetti fire out of your crotch when casting an empowered version.
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# ¿ Feb 2, 2017 19:10 |
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Entropy238 posted:Hold on - now I'm confused. I thought that character level was a distinct concept from the power level in any given class. For example, a 17 Cipher 1 Monk has 17*3 + 1 (=51 Power Points = Power Level 9) in Cipher and 1*3 + 17 in Monk (=20 Power Points = Power Level 4). So you'd get 17 Cipher (P9)/1 Monk(P4).
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# ¿ Feb 3, 2017 17:16 |
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Naming isn't going to fix anything that blowing up levels won't. Just say gently caress it and give 4 power points per experience bar you can assign to the classes as you want. I haven't played with the algebra but there's probably more than a few combinations at level up where you want to take 2 in one class and 2 in the other for breakpoints and what's the point in restricting that in that case?
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# ¿ Feb 3, 2017 17:21 |
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kikkelivelho posted:yeah the proposed system allows for more nuanced builds like a fighter who has learned a few fast low level spells like Eldritch aim to augment his abilities or a front line wizard who has learned a few fighter abilities for self defense. With a more rigid system you'll always get a half mage half fighter which imo is a lot less interesting both from a RP and a gameplay perspective.
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# ¿ Feb 3, 2017 17:30 |
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kikkelivelho posted:That's always going to happen as long as the player has choices in how they spec their characters. I don't see how multiclassing changes that. I don't really see what the problem is as long as all the combinations are at least viable. I'd rather play with a party that's fun to me than a party that has been optimized by some number cruncher to be "optimal".
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# ¿ Feb 3, 2017 17:42 |
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Zore posted:I'm pretty sure it works like this? Character level is just an easy shorthand so you can compare characters relative power to each other easily and because people would flip their poo poo if it was removed.
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# ¿ Feb 3, 2017 17:46 |
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That's going to have interesting implications considering how powerful incremental improvements to accuracy and deflection are.
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# ¿ Feb 4, 2017 15:54 |
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rope kid posted:This is what we're doing. As a designer, I like to be able to give fanciful goofball stats to things like Smarty Man Boots, but this makes things easier for players.
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# ¿ Feb 4, 2017 21:17 |
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Charles Get-Out posted:Oh man, those backer story dudes are awful. Out of three I've clicked on I've gotten horrible lol random wizard fanfic, poorly written and boring ship captain anecdote, and cringe-worthy lesbian fantasy.
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# ¿ Feb 5, 2017 14:13 |
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Make a medieval RPG that is like Armored Core with armor and accessories instead of robot hands.
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# ¿ Feb 5, 2017 19:44 |
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Hieronymous Alloy posted:Different feather options that give different bonuses
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# ¿ Feb 5, 2017 20:02 |
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Durance's dialogs imply the strength of a priest is self derived. And you can also see it as fomented by a priestly regimen and learning how to channel the power which is as much institutional and philosophical as it is god derived. A priest of whatever you may like post POE1 reveals isn't much different of a situation than Durance or a PC priest of Eothas in POE1. That is Durance's soul mutilation left him sort of out of sight of the god's processes and Eothas was outright missing from any portion of the pillars/wheel that priests normally interact with.
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# ¿ Feb 7, 2017 02:05 |
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Bethesda games are the only ones that have made me feel like an archaeologist beside IWD. They all have good porno stories, good to get you in the mood and then you safely forget about it when you get into it.
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# ¿ Feb 7, 2017 16:31 |
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Hieronymous Alloy posted:I think the most successful video game writing focuses on the ethics of agency: what it means to make choices, and what it means to not have real choices to make. That's why F:NV, the original Deus Ex, PS:T, and arguably even Bioshock succeed: they're about choice in a fundamental way. Media has strengths and weaknesses and books and movies lend themselves well to observational intake and games make it easier to be experiential in nature. But you can stick a cinematic/novelistic standard like Heart of Darkness into a game and be really good like Spec Ops The Line and you can make an experiential movie or novel like Clue or S.
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# ¿ Feb 7, 2017 19:09 |
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Basic Chunnel posted:I'm all for batting around game story arguments so long as we shut out ludonarrativists from the thread. Somewhere Ian Bogost felt a twinge upon someone mentioning Spec Ops in conversation e. If it makes you feel better I could go with a safer choice of Uncharted as an example of sticking a standard story into a video game and being good but its a more popcorn munching good. 2house2fly posted:Lol, from the new update:
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# ¿ Feb 7, 2017 19:18 |
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Under the vegetable posted:It's a really conventional shooter that doesn't say anything that hasn't been covered more succinctly in a call of duty level.
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# ¿ Feb 7, 2017 19:33 |
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# ¿ Apr 26, 2024 04:42 |
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ropekid has been dreaming of equipment mirrored across set slots for going on 15 years, glad to see him achieve his dreams finally.
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# ¿ Feb 7, 2017 23:26 |