The day the simulationists form some kind of coherent theory of how they want their games to be made, I'll take them seriously.
I agree with and pledge my full support to the theories proposed by MicoSelva. Now you have to take us both seriously
![Troll :troll: :troll:](/forums/smiles/codextrollface.png)
The day the simulationists form some kind of coherent theory of how they want their games to be made, I'll take them seriously.
Hey, I don't go around calling you 'Sensiku'.MicroSelva
I made a thread about the spell interruption thing: http://forums.obsidian.net/forum/90-pillars-of-eternity-crpg-gameplay-mechanics/
But yeah, again: 1) This wasn't really an important mechanic in the IE games. 2) It actually benefits enemy mages more than it benefits your own mages (because they can't reload saved games if they lose a spell), thereby making the game harder, not easier. Difficulty is good.
No I swear, I've actually been imagining an R in your name for over a year.
Potions of Genius.Not completely true regarding BG2, if you gave your fighter 3 Int mind flayers could kill him in one hit (not that they're that common as an enemy but still)
Aahahahah.I'm not a native english speaker, but might doesnt necessarily refer to physical strength does it?
In the context of a solder/fighter it will likely be interpreted as muscles, but the might of a wizard may be explained by the power of his soul, the knowledge of the arcane, his willpower etc? Or does the might of someone always refer to his physical prowess?
If it is called the same, it should refer to the same thing. Either might is physical prowess or some kind of psychic power. it can't be both.
Seems like almost negligible difference. If removing "bad builds" for Josh means that stats just don't affect that much, I don't see why use stats at all. You might as well base whole system around items and perks.
That's the idea.
The game was designed without stats first - they were only added relatively recently. It's quite likely that they wouldn't have made it in at all if this wasn't supposed to be an Infinity Engine-like game.
That said, I'm not sure that 16% is that marginal.
Chaotic_Heretic said:For someone with such a massive hardon for GURPS... why do you hate simulationist approach to cRPG design?
Grunker said:I am not arguing against simulationism.
I am arguing against those who hold that it weighs more heavy than any other concern in system design. I am arguing against those who want an IE-successor to rely heavily on simulationism. Just like I would argue against people saying how there is not enough Basketball in their Soccer game.
MicoSelva said:Grunker enjoys a variety od different systems while most simulationists only see one true way (their own), that's why he picks on them (I think).
Roguey
You will have to do better to troll me from now on...
Josh mentioned that perfect balance wasn't his ultimate aim. He wants to bring uniformity to the way stats work in order to make it more welcoming to new players.
You probably have the relevant quotes bookmarked.
MicoSelva
Exactly what I wanted to reply to Grunker's Grunking. Attributes should have non combat checks like in PST, the IE game which handled them best. And a single stat that allows a wizard to do HULK SMASH and Eldritch Magicks seems unintuitive if that stat is also used in these roles in dialouges.
Grunker
For someone with such a massive hardon for GURPS... why do you hate simulationist approach to cRPG design?
For all we know in PoE world, wizard's personality/lifestyle could affect his magic output, a wizard who engages in rigorous physical exercise and isn't stranger to using a sword will have a more aggressive approach to magic as well resulting in more damaging spells while the bookish wizard type with high intelligence will have amazing focus which will allow his brand of magic to last longer and affect a larger area, iron willed wizard with high resolve will be very hard to interrupt etc.
Josh said:If participating in a specific type of core gameplay is not enjoyable on its own, our game is bad and I sincerely encourage people to not engage in it/not play the game. There is one main thing we want to reward with XP in our game: pursuing and completing quests. Our quests are unique, they cannot be repeated, and they typically can be completed in a number of different ways using a number of different gameplay mechanics. If you get tired of talking to people to solve quests, start provoking fights. If you get tired of fighting, start sneaking around. If none of those things are fun anymore, then the game's not fun anymore. I don't want to motivate people to grit their teeth while using gameplay mechanics they hate because there's an XP incentive for doing so.
Not bookmarked, but I do have a good memory when it comes to Joshfacts.You will have to do better to troll me from now on...
Josh mentioned that perfect balance wasn't his ultimate aim. He wants to bring uniformity to the way stats work in order to make it more welcoming to new players.
You probably have the relevant quotes bookmarked.
Acknowledging that perfect balance isn't possible isn't the same thing as not doing everything he can to make the most balanced game he can.Josh said:As a designer, why would I want to? If someone wants to play a traditional wizard, they'll bump Int and have big AoEs and long effect durations, which is cool and beneficial. If someone wants to make a muscle wizard, they can bump Might. If they don't like the idea of having a high Might wizard, there are five other stats for them to bump for their benefit.One of the advantages of having different attributes governing physical and magical accuracy/damage, apart from important RP reasons, is to be able to fine-tune balance between physical and magical attacks.
If all damage is affected by Might and all accuracy by Dexterity, you can't adjust attribute-enhancing spells/talents/items with specifically physical or magical damage/accuracy in mind.
Tuning is easier when there are fewer/less diverse input sources. If Might is the attribute that affects damage for everyone, it's much easier for me to calculate how that feeds into the system than if every arbitrary type of attack/damage has its own attribute that affects it.
You can take really long sentences and scramble all of the letters of each word except the first and last and you'll be able to read it very easily.