The problem when too much information is revealed, like the exact ammount of hitpoints, it tuns into that I start to optimize every single attack to factor in for every single armor point and remaining hitpoint.I want all the information exposed. All of it. Guesswork is a waste of time.Personally I would argue more info could be given through mouseovers about an enemy if they are stuff your character can clearly see, like the enemy being crippled or trapped, or if you use some kind of detect magic spell on the enemy. But I agree that health state is much better than 99/134 HP and no to stuff like showing their values such as their armor class.I like the ideas for combat log and character sheet info, but I don't think they should add mouse-over boxes with information other than HP (preferably just damaged state, e.g. "weak", "almost dead") and Name. Here's my take on it
Josh said there'd be a toggle to determine how much info gets revealed.
What's the point of a six person party then?
Josh said:it's fine in a lot of circumstances and people who think otherwise are fail and should be destroyed.ive spent the last two hours reading impassioned debates about whether passive voice is ever okay
Josh said:i have made my stance on elements of style clear at work and all who defend it or leave copies in my presence reap the whirlwind.sounds like you're taking up the passive aggressive voice!Josh said:someone left two copies of elements of style on the free table at work. i took them and now keep them in my office, much as i would with the necronomicon and other corrupting tomes.
Never been an issue with me. Knights of the Chalice has spoiled me when it comes to enemy statistics, so anything that offers less information is all the worse for it.The problem when too much information is revealed, like the exact ammount of hitpoints, it tuns into that I start to optimize every single attack to factor in for every single armor point and remaining hitpoint.
Never saw the problem with a kensai, it was powerful, yes but the fact that it existed on a single player game and that you got to choose whether to use it or no kinda invalidates any complain you might have about how powerful it was.It seemed that he was making it more of a design goal in his quote than strictly a rogue thing. But then you still have the kensai kit fiasco all over again. Single member parties also leveled faster...
Not too mention that it no longer becomes an interesting decision: it's difficulty adjusting (how many hp do I need to beat the game?) that josh spoke ill of.
There is no longer a decision. It will become "the right thing to do" to play as a rogue and expand into other roles like the kensai-Mage was the right thing to do.
Edit: reread the quote, so far it's just the rogue, but my point stands about kensai mages
What's a non-compelling, non-worthwhile choice? You know those Dan Simpson FAQs for the Infinity Engine games on GameFAQs, that would give the classes, spells, etc "grades", from A to D? If something has a D grade, if it's one of those things that makes you go "LOL I would never take this, obvious trap choice" then it's not compelling and one needs to consider why it even made it into the game.
1. There's a certain school of RPG design that believes that failure should be when your party gets wiped in a battle because the AI outsmarted you, not because you failed to create a viable character. Pillars of Eternity subscribes to this school.
2. Furthermore, the designers of PoE believe that it's deceptive and doesn't make much sense to allow the player to create a "Fighter" character who isn't actually good at fighting. For maximum "roleplaying" (if you define that as the ability to create characters who aren't good at combat) one should seek out games with classless systems, since the classes in class-based games typically revolve around combat utility.
@l3l00dAngel That's a poor analogy. What you're asking for is equivalent to a toy in which you have dozens of shapes don't fit into ANY hole.
And who said you can? Some builds and team setups will obviously be much better than others@l3l00dAngel That's a poor analogy. What you're asking for is equivalent to a toy in which you have dozens of shapes don't fit into ANY hole.
Yeah, If it was designed by Josh the hole would automatically adjust to shape toddle is holding to fit in. That's the whole point. There are right holes and wrong holes, you cant win the game with just cube.
Yeah, If it was designed by Josh the hole would automatically adjust to shape toddle is holding to fit in. That's the whole point. There are right holes and wrong holes, you cant win the game with just cube.
Yeah, If it was designed by Josh the hole would automatically adjust to shape toddle is holding to fit in. That's the whole point. There are right holes and wrong holes, you cant win the game with just cube.
Nope, like I said, tactical combat will still require that the player use the right abilities of the right classes at the right moments. That's a whole layer of challenge that you're ignoring here. Tactical combat requires more than just building the right character.
Now you are just repeating stuff without thinking. There is not right abilities if ALL ABILITIES ARE EQUAL!!! IF all skills are equal you can just use few skills and lawn mow everything.
The idea is that there is a high "floor" of characters. So you can't build one who completely sucks.I'm p. sure you can still build gimped characters, as far as I know the game won't auto select your stats, feats, abilities, weapons, etc. If you think any combination will be equally viable you are very naive
Now you are just repeating stuff without thinking. There is not right abilities if ALL ABILITIES ARE EQUAL!!! IF all skills are equal you can just use few skills and lawn mow everything.
But they're not all equal. They're all useful, sure, but they're not all equal. They do different things. 1. They're useful in different tactical situations. One of them is good against the heavily armored boss with high DT. The other one is good against trash mob hordes. The third one is good against casters. And you can't build a character who has all three. This is what we call "tactical combat".
Probably making a Fighter with high intellect and high resolve.I'm p. sure you can still build gimped characters, as far as I know the game won't auto select your stats, feats, abilities, weapons, etc. If you think any combination will be equally viable you are very naive
1. OK. So that means that if you will lack some skills you fail.
snip...
At this point you are just circle jerking. There is no point to defend an intellectually weak idea of perfect balance. Which A. Cannot be achieved. B. Even if it's achieved does not guarantee fun. Therefore, it is waste of resources.