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CottonWolf posted:I strongly appreciate the Vela shout out in that update. Everyone should steal the orlan baby. Now that we know we're getting an actual direct sequel... Yeah stealing the baby just has too many potentially interesting consequences. I was worried when people were talking about multiclassing but subclasses sound great. I want whatever Druid subclass lets me be a psychotic furry murderblender better/more
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# ¿ Jan 27, 2017 23:02 |
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# ¿ Apr 26, 2024 02:16 |
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I'm confused, they're implying there's multiple romance options but no one is going to pick anyone other than Eder. Seems like a waste of dev resources imo. Vermain posted:I assume that sub-classes are like what you got in BGII, where you could be a Druid with a werewolf shapeshift and special powers or whatever. They'd take the basic conceit of the class and give it some unique features in exchange for weakening some of its core abilities. Ropekid's write up on subclasses explicitly compares them to BG2 kits yes.
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# ¿ Jan 28, 2017 04:35 |
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Janissary Hop posted:It's not just that, as discussed in the last page less than half the people who played PoE got out of the first act, which takes like, two hours to do tops. The combat in vanilla PoE, which is mostly low level and mid low level, is unredeemable trash full of copy pasted mobs you beat by tanking and spanking. The addition of scripts exposed the problem even more as now you don't even have to be awake to use your one or two per encounter abilities when you aren't just auto attacking. I didn't finish vanilla POE when it came out because the combat was so awful and I would not have played White March if I hadn't gotten it already for pledging so much into the kickstarter campaign and then heard it was actually really good. Okay.
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# ¿ Jan 28, 2017 04:44 |
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AriadneThread posted:we'll put her on the prow of the boat Well now I'm going to be mad if this doesn't actually happen.
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# ¿ Jan 28, 2017 04:54 |
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Comstar posted:Did PoE ever open up? I played multiple times to almost or just past the first city, but it seemed very liner to me, unlike BG1 and 2. It sounds like you basically never learned to use CC properly. A wall of meatshields is never really gonna be enough in any serious fight. You need to leverage your casters to take people out of the fight as needed. As for the priest, you're supposed to hate him. He's an rear end in a top hat. But he's also a well written rear end in a top hat with a good story hook. Chairchucker posted:Since they're (maybe?) redesigning classes the change I hope for is to not have mages and priests (was there anyone else? I don't remember) be limited casts per rest. That's the main reason I dropped Durance and Aloth, I couldn't be bothered with characters who needed to rest to be useful when everyone else was still ready to go. You dropped one of the most powerful characters in the game. Priest spells are bonkers powerful force multipliers.
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# ¿ Jan 28, 2017 14:23 |
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I love PoE to death and I still would say that Obsidians aversion to tying their characters more closely to the plot/action for fear of alienating solo players or whatever does more harm than good.
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# ¿ Jan 28, 2017 20:53 |
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Lt. Danger posted:Per-rest is bad because it's meaningless. It's like one of those incremental "clicker" games - click the spells to make baddies die, then click the rest button to refresh the spells, repeat for 60+ hours. Who wants that? If you think Druids play like Wizards or Priests you are really loving bad at playing Druids. Neither Wizards nor Priests can rip dragons in half like a phone book as a raging lycanthrope.
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# ¿ Jan 29, 2017 01:59 |
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Lt. Danger posted:gently caress off. I'm talking about the basic way in which their spells function, not their gimmicks - all three are Vancian casters with the same (weak) spell rationing gameplay. By contrast Chanters, Ciphers and Monks are all mana casters with very different ways of generating mana. Then say what you mean next time. That you, personally, think that the way their spells are derived overrides all interests is fine but to say that they play the same is objectively false.
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# ¿ Jan 29, 2017 09:22 |
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Tomorrows Ace posted:could someone explain why Torment 1 is so widely revered? I was way too young to understand it when I played it and never got past Sigil. Nihilism is pretty much the opposite of Torments message so I'd say you were probably just young and lacking in the ability to meaningfully engage with media at the time.
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# ¿ Jan 30, 2017 10:00 |
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Power Bottom posted:So basically the same problem that Multiclass/Dual Class had in BGII. Got it. Yes. Except somehow even worse D&D multiclassing has always done more harm than good but I trust Obsidian.
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# ¿ Feb 1, 2017 17:33 |
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If it's been a couple years the Stolen Baby should be more of a Stolen Kindergardener by now? Should be interesting in any event given that the baby was known to have a particularly strong soul, destiny child kinda set up. I don't regret stealing that baby one bit. That was a lovely toxic environment
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# ¿ Feb 2, 2017 02:09 |
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Rookersh posted:On the multiclassing thing from the stream. Whatever you played was 2nd Edition, not 3rd. The multiclassing you describe existed in Baldur's Gate as well: The form of multiclassing where you pick two classes and they level approximately at the same rate is only available to non-humans in AD&D. Humans get Dual Classing, which is where you pick a time to "retire" the first class and level something else until you reach the same level as the old one, at which point it reactivates.
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# ¿ Feb 2, 2017 02:11 |
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I'm still kinda torn on whether I want to import a save where I iced Llengrath or took her deal. She's still kind of a murderous rear end in a top hat. CottonWolf posted:Dual classing remains a loving weird system. Magical class amnesia. That's because dual classing is literally just the systematizing of a on the fly house rule Gygax did for a campaign he ran once. That's why it makes no sense.
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# ¿ Feb 2, 2017 02:13 |
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The Empowerment thing basically reminds me of Psionic power source classes in 4E D&D and their At-Will/Power Points paradigm.
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# ¿ Feb 2, 2017 02:44 |
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AfricanBootyShine posted:We're getting it, it just has the potential to be a lovely compromise. It's just a 'same thing but WITH MORE FEELING' button doesn't have quite the same feeling as say, popping your single-cast high level spell you've been saving for the right moment, and watching as the ice shards rain down on your enemy. As someone who thinks Dragon Age is an incredibly flawed franchise: You are a humongous tool and should take a good hard look at how much of your identity you have invested in what videogames people like and why.
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# ¿ Feb 2, 2017 21:53 |
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MMOs did cooldowns and mana before any other RPG, it is said in the scrolls. Also Halo was the first FPS of all time.
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# ¿ Feb 2, 2017 22:02 |
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oswald ownenstein posted:This is a thread about a nerd game on a nerd forum so you should really lay off the pedestal - or sucking up to Josh or whatever it is that you're trying to do What I said was entirely warranted by his post. Videogames are simply not important enough to warrant that level of tribalism.
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# ¿ Feb 2, 2017 22:28 |
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AfricanBootyShine posted:why are you guys taking it so seriously Because that kind of sentiment is really commonly posted without a hint of irony.
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# ¿ Feb 2, 2017 22:37 |
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Basic Chunnel posted:A good way to cut down on the nomenclature is to just add "mind" as a prefix to all cipher combinations. Mind fighter, mind paladin, etc Why would you wish this on the poor man
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# ¿ Feb 3, 2017 02:42 |
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Octo1 posted:Is it really necessary to allow for every combination? Why not just go with the ones that would have interesting synergy? No matter what you do, there will probably be character concepts that wouldn't work well in the current system. A cipher/wizard for example seems like it would have a hard time unless the cipher gains focus from wizard spell damage. Honestly I'm inclined to agree. Would we, perhaps, be better off if only some multiclass combinations were supported? Do we really need ALL combinations, or would the game be healthier for just focusing on the ones that make some degree of sense?
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# ¿ Feb 3, 2017 08:59 |
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Basic Chunnel posted:I don't think restricting combinations would go over well, with veterans or newcomers. Even if it's not as inexplicably arbitrary as 2e racial restrictions. It almost assuredly wouldn't no, but I suspect it would be better game design on the whole.
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# ¿ Feb 3, 2017 09:06 |
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oswald ownenstein posted:I think I you're just safer with 2e style 'pick at creation' - that way you can skip clunky resourcing "Pick at creation" was never presented as having anything to do with the resourcing system, it's more presentation than anything. This is because whether it's pick or creation or choosing which class levels to invest as you go has nothing to do with the design basis for the resource system in the first place: hitting the 75-85% efficacy level for multiclassing. If you made multiclassing something you selected at creation and removed the resource system, you would simply end up with all of the problems of 3rd Edition multiclassing all over again: An 8/8 Cipher/Wizard would just be a lovely Cipher and a lovely Wizard taped together. Captain Oblivious fucked around with this message at 15:07 on Feb 3, 2017 |
# ¿ Feb 3, 2017 15:04 |
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Trebuchet King posted:Argh, thanks. Guess I'm hosed, then. gently caress tempering anyway. All knowledge needs to be preserved. USED, maybe not, but preserved certainly. The alternative is just kicking the can down the road Or at least I find it hard to justify doing it as a Scholar anyway
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# ¿ Feb 3, 2017 23:47 |
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Trebuchet King posted:I got the impression tempering was exactly that...just factoring in perspective to preservation. Maybe so. It has been a while, and it's possible that the Watcher-side dialogues gave me the wrong impression.
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# ¿ Feb 4, 2017 00:41 |
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On the one hand I want to take the stat boost from dealing peacefully with Llengrath into PoE2. It is very nice. On the other hand it offends me on a primordial level to leave a smug rear end in a top hat immortal wizard alive. Immortal wizards are never good for anybody.
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# ¿ Feb 4, 2017 05:21 |
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Kurtofan posted:What would barbarian ciphers be called? Anger Brain.
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# ¿ Feb 4, 2017 22:59 |
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Tony Montana posted:I thought about it more and the only reason I think his assumption and actions around the hollowborn are stupid are because I'm comparing it to my current worldview in which people being killed for 'faith' is ridiculous. My characters worldview would not be like mine, because I can throw a fireball with my hands and my loving head is actually constantly on fire and all the other crazy poo poo in a magical world. On the other hand, one of the core conceits of Pillars of Eternity as a setting is that it is a world in which magic is a real thing that verifiably exists and can produce consistent outcomes. That's what animancy is all about : Once you have the basic assumption that the soul is a real, verifiably existent and measurable thing, where do you go from there? A magical renaissance/early modern period, in theory.
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# ¿ Feb 6, 2017 04:47 |
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Hieronymous Alloy posted:The Dozens feel most apropos for a carryover to the next game. After all, they killed a god once already: they're the experts. You weren't paying attention to who and what the Dozens actually are if you think that They're a band of anarchic muppets just using the name to look good. Zero actual connection. Captain Oblivious fucked around with this message at 05:50 on Feb 6, 2017 |
# ¿ Feb 6, 2017 05:48 |
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Hieronymous Alloy posted:There's no need to pay attention to that, I'm going by alternative facts on this one I am undone.
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# ¿ Feb 6, 2017 06:22 |
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Rookersh posted:Can we get an update on how the end of PoE will change the nature of the Priest class? Priests in PoE do not derive power from the Gods but rather from fervent belief in that God or what they stand for. It is merely one method of focusing the power of a soul.
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# ¿ Feb 7, 2017 02:45 |
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Patch certification is also an expensive headache on consoles. I'd guess a console port would require a whole Kickstarter/Publisher of its own, not a mere stretch goal.
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# ¿ Feb 7, 2017 03:59 |
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Tony Montana posted:No consoles! NO CONSOLES! Morrowind was on the Xbox my dude. Also you've based your identity on brand consumption and that is hella sad.
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# ¿ Feb 7, 2017 05:32 |
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Console Pillars is a bad idea because it's probably fiscally impractical given the scale of the project. And also because the control scheme is ill suited to this kind of gameplay. Not because of idiotic console wars ideas of certain kinds of hardware having intrinsic moral worth. Captain Oblivious fucked around with this message at 05:44 on Feb 7, 2017 |
# ¿ Feb 7, 2017 05:42 |
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Tony Montana posted:Wikipedia says they were both released middle of 2002. Are you smarter than Wikipedia? You should go update that page then. You've misread what they're saying. They're saying that Morrowind, as a whole, was a "dumbing down" of prior incarnations of Elder Scrolls. Ostensibly because it was going to be on both consoles and PC. On a more realtalk note: It's possibly time to grow up and acknowledge that the faults of Oblivion and Skyrim have nothing to do with their presence or lackthereof on consoles, and a lot to do with personnel turnover changing the tone of the series. As well as poorly designed level scaling systems, among other things.
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# ¿ Feb 7, 2017 06:00 |
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Airfoil posted:Kooky hyperbole, yes, but he has a point. Making a game for console requires UI design which almost never turns out well for those of us who prefer mouse and keyboard. Not to say it's impossible to design something that works well with both controller and KB/M, but it isn't done often. Depends on the genre, really. Oblivion and Morrowind do not really have meaningfully different UIs, for example. They made a conscious decision to present the game how they did, they were not forced to by technical limitations. Similarly, neither For Honor nor Dark Souls require any unique considerations translating to and from consoles and PC, at least not where UI is concerned. RTS' and isometric RPGs are another matter altogether. Elder Scrolls was a really dumb example for him to pick when he could have just cited more level headed concerns like "the Priest spell list alone is way too many goddamn buttons to smoothly access via controller". The Priest spell list is way too many goddamn buttons period
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# ¿ Feb 7, 2017 06:04 |
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Tony Montana posted:No, not at all. You're missing my point. Your second paragraph is the problem. If you don't think design decisions driven by console adoption made those games worse (such as dropping the detailed UIs perfect for displaying inventories, etc) then we do not agree on video games. Which is ok lol. Viewing things in binary is your problem. Does translating a game to consoles drive design decisions? Yes, sometimes. There is no hard and fast answer. It depends entirely on what the game is and/or aspires to be. It's also worth noting that complexity has no intrinsic value, while we're at it.
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# ¿ Feb 7, 2017 06:07 |
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Airfoil posted:I dunno about that. The Skyrim inventory is a 5-star example of how not to design for PC. When I think about what was disappointing about playing Skyrim on PC, the inventory doesn't even really register. Things like a duct taped together main story, wildly uneven sidequest quality, and boring exploration do.
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# ¿ Feb 7, 2017 06:16 |
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Tony Montana posted:No, I don't think it's as mysterious as all that. You can pull the 'well different situations means different things so generalizing is always bad' but the only people that use that are people that don't have enough life experience to know you can and should draw conclusions. I'm not really sure how you get from "some games require no special considerations when translated from console to pc or vice versa" to "you should not draw conclusions about things". This whole post reads like an emotional outburst, not a thought. As for complexity, you're gonna have to show your work there. If complexity is intrinsically valuable, would you then say that it is always desireable to have more spells even if many have no tactical worth? Because that's something PoE2 aims to change, is to slim down the spell list by cutting the chaff. That is on its face less complexity. But it does not necessarily make for a worse game.
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# ¿ Feb 7, 2017 06:27 |
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bongwizzard posted:I would suggest that it's impossible to make a "good" story while leaving any room for player agency. Nah. You can have good stories in games it's just frustratingly uncommon. The issue is that what makes a good story in a videogame is fundamentally different than what makes a good story in television or writing. Is it atmosphere and theme, as in Dark Souls? Dark Souls is ultimately linear and barely even have characters but the setting itself is so alive that sifting through the remains of that weird Gothic Buddhist world for scraps of clues as to how and why this world is the way it is provides a very compelling story for some. Or maybe it's reactivity and choice, as in New Vegas? New Vegas offers the player plenty of opportunities to steer the fate of the Mojave and make some kind of statement about humanity, hopeful or nihilistic. Or maybe both are legitimate approaches. Both can, and do, make people emotionally and/or intellectually invested in the fiction.
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# ¿ Feb 7, 2017 18:58 |
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# ¿ Apr 26, 2024 02:16 |
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Hieronymous Alloy posted:I like the idea of the ng+ system but I don't wanna be an undead vessel, that's weird To be fair, we more or less already knew we were going to be an undead vessel of sorts: Eothas eats your goddamn soul in the opening
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# ¿ Feb 7, 2017 20:54 |