Ohhhh... Like a radar. Could be spiffy.Would it be possible to display a hazy/translucent ruler (OPTIONALLY inb4 no spoiling the scene) with small grids from your current position to a given point on the map?The problem is that Grids make it easier to identify during tactics what you can do. cm's are difficult to judge.
True. Previews of range, cone width, AoE radius... should fix that. Grids limit the artists and designers in creating the world.
I have some fond memories from that moathouse.
If that's not the moathouse it means I seriously need to play TOEE again soon.I have some fond memories from that moathouse.
Yes, I can see that, given how it's not the moathouse![]()
If that's not the moathouse it means I seriously need to play TOEE again soon.
Actually, I should probably play it either way. It's been too many years.
ToEE had some nice checks, thanks to 3.5 D&D. I want more or less that. IE, on the other hand, were mosty picking the right lines and assembling the right items. There were no skills to check (class/stats checks are not enough). So if it's more like ToEE - that would be great.Like what? Pyramid thing is fine, but you don't really think it's totally awesome RPG-wise? If they aim more for adventure like solutions (finding keys to the backdoor, throwing your pyramid into the window etc.) i am fine with that. But like i said, there is a difference between a fun coop game and a great RPG.
...but... they showed in-dialog stat-checks with NPCs. They showed social skills, they showed finesse skills (lockpicking), they showed item-based solutions like the pyramid sneak-in, they showed just flat out using your head solutions like having one character distract while another sneaks in...
I donno dude, it seems to have what ToEE or the IE games have, maybe not in the same exact system/method but from what I've seen, it will allow for as many interactions/resolutions as those games as well as just gameplay based ones like distracting/teleporting/etc.
I guess in the future when they show dialog only high INT chars have or Planescape like "catch the pick pocket's hand through dialog if you have enough DEX" reactions you might see what you want.
Mmm. I think I understand. You want the character to make the choices and not the user? Unfortunately it doesn't look like this will be a simulationist game. Certainly more LARP.ToEE had some nice checks, thanks to 3.5 D&D. I want more or less that. IE, on the other hand, were mosty picking the right lines and assembling the right items. There were no skills to check (class/stats checks are not enough). So if it's more like ToEE - that would be great.Like what? Pyramid thing is fine, but you don't really think it's totally awesome RPG-wise? If they aim more for adventure like solutions (finding keys to the backdoor, throwing your pyramid into the window etc.) i am fine with that. But like i said, there is a difference between a fun coop game and a great RPG.
...but... they showed in-dialog stat-checks with NPCs. They showed social skills, they showed finesse skills (lockpicking), they showed item-based solutions like the pyramid sneak-in, they showed just flat out using your head solutions like having one character distract while another sneaks in...
I donno dude, it seems to have what ToEE or the IE games have, maybe not in the same exact system/method but from what I've seen, it will allow for as many interactions/resolutions as those games as well as just gameplay based ones like distracting/teleporting/etc.
I guess in the future when they show dialog only high INT chars have or Planescape like "catch the pick pocket's hand through dialog if you have enough DEX" reactions you might see what you want.
I did not play any of the Divinities. Now the guys want to make their "dream RPG" - and that sounds ambiguous to me. Stats AND skills checks in dialogs/items/machinery/etc. is a must for an RPG for me. That is why i want to see less buckets and brooms and more of reactivity (based on what your character is allowed to do according to his skills). Otherwise it is an adventure with tactical combat and crafting. Which will be still awesome to play, but they should clarify this.
Also where did you see them picking a lock? I must have missed it. Which video was it?
A game that plays by itself?You want the character to make the choices and not the user?
There's obviously limitations, but me using the word choice doesn't necessarily mean concious ones.A game that plays by itself?You want the character to make the choices and not the user?
She's so well protected...and that bullheaded belt. It's like an older 30 year old dating a younger woman in medieval time - dating in dungeons. And that rambunctious shoulderpads.
All it needs is a snakeheaded loincloth.
Mmmmmmmmhhhhh hnhhhgggh.
She's so well protected...and that bullheaded belt. It's like an older 30 year old dating a younger woman in medieval time - dating in dungeons. And that rambunctious shoulderpads.
All it needs is a snakeheaded loincloth.
Mmmmmmmmhhhhh hnhhhgggh.