Scruffy
Ex-janitor
- Joined
- May 16, 2008
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I wonder how much stuff from Black Hound we will see in PoE (compared to Van Buren/New Vegas).
like a level 8 cap? that would make me a very happy camper
I wonder how much stuff from Black Hound we will see in PoE (compared to Van Buren/New Vegas).
I hope Josh doesn't even bother with PoE2 since trying to balance a 14-16+ level RPG would be a Sisyphean waste of his talents.
But what if he fails? Roguey's world would crumble.I hope Josh doesn't even bother with PoE2 since trying to balance a 14-16+ level RPG would be a Sisyphean waste of his talents.
What? Why?
Somebody needs to show the world how to balance high level, no? It's much harder to do. I'm really looking forward to reading about it in a few years.
Too many options. Plus if it's true to D&D, you're going to stop getting new spell levels at level 17 anyway.What? Why?
Somebody needs to show the world how to balance high level, no? It's much harder to do. I'm really looking forward to reading about it in a few years.
Too many options.
I know, I'm expecting it'll raise the cap by 2-4 levels at most and probably have the best combat if Josh is still involved, as well as some of the most unusual content, considering Obsidian's track record of saving experimental and/or less-mass-marketable stuff for expansion packs and DLC.There's already been an expansion confirmed.
In the video above, around the 11 min mark, Josh mentioned that he wanted to build a system that is flexible enough to scale well if they make sequels.I hope Josh doesn't even bother with PoE2 since trying to balance a 14-16+ level RPG would be a Sisyphean waste of his talents.
What? Why?
Somebody needs to show the world how to balance high level, no? It's much harder to do. I'm really looking forward to reading about it in a few years.
The Amnish guards in Baldur's Gate II are amazingly even more powerful than the Baldur's Gate guards in Baldur's Gate, so much so that if the power discrepancy were "real" instead of merely game mechanics (to compensate for higher-level player characters), the Amnish could simply march their supermen up to Baldur's Gate and conquer the area within days. And then there's the Tethyrian and Calishite legions and mercenaries in Throne of Bhaal, whose rank-and-file footmen carry +2 magical weapons.
So your problem is ludonarrative dissonance?My biggest complaint against high-level gameplay is that players need to fight super-enemies at every turn in order to feel challenged. From the TV Tropes BG page:
The Amnish guards in Baldur's Gate II are amazingly even more powerful than the Baldur's Gate guards in Baldur's Gate, so much so that if the power discrepancy were "real" instead of merely game mechanics (to compensate for higher-level player characters), the Amnish could simply march their supermen up to Baldur's Gate and conquer the area within days. And then there's the Tethyrian and Calishite legions and mercenaries in Throne of Bhaal, whose rank-and-file footmen carry +2 magical weapons.
That's not how Obsidian makes games.High level in PnP is not that hard to balance, you just stop pulling punches, and by that i mean, you stop looking at their sheet to see if theyve got a shot at that story you want to direct, they are big boys by then, its their job to determine if theyve got what it takes.
Josh said:Saying "it just needs balance" doesn't mean that it's a good idea. Balancing skills, subsystems, systems as a whole takes a long time and a lot of effort.
Take Guns and Energy Weapons in F:NV. For this example, assume I am of average intelligence and average "talent" for someone who has been designing video games for twelve years. These two skills essentially do the same thing with two different types of weapons -- much in the same way that the same skills in Fallout 3, Fallout 2, and Fallout did. All that changed were some of the formulae (for both) and the weapon content each skill accesses.
Despite the narrow focus and similarity of these skills, just balancing the content of what's affected by these two skills took me 2 or 3 patches to get *mostly right*. Even now, there's still a fair amount of contention about that in the community.
Now compare Guns and EWs to Explosives. Now compare them to Explosives, Melee Weapons, and Unarmed. Now compare them to ALL the skills in Fallout -- what the skills affect directly, what they affect indirectly. The more things we allow skills to branch out and touch, the more difficult balancing those skills becomes.
I argue that coming up with ideas is relatively easy. Seeing an idea through to the point of being well-executed is much more difficult and time-consuming. The more edge cases and subsystems you design into a system, the more difficult that execution becomes.
I've yet to see a developer make a high-level D&D crpg without breaking precious D&D lore whether it's Pools of Darkness, Throne of Bhaal, Hordes of the Underdark, or Mask of the Betrayer.Thats not a problem with high level gameplay, just devs/DMs being retarded.
I've yet to see a developer make a high-level D&D crpg without breaking precious D&D lore whether it's Pools of Darkness, Throne of Bhaal, Hordes of the Underdark, or Mask of the Betrayer.
Why the fuck are you giving me a quote about sawyers weapon balance? if that was what d&d high level balance was about itd be stupid easy shit. High level balance for D&D is dealing with a fighter that can face the entirety of the kingdoms army with his fists, or with a mage that can dominate any ruler or create valuable materials and simply bring down the economy of an entire world (there are so many ways the only reason i can come up for a wizard not doing this is because they dont give a shit, they just get enough money to buy their research books and forget about the stupidity of it all). There are lots of ways to deal with this issue, none of them consists on tweaking the damage of longswords. Not to mention that the amount of balancing and the scale of it all is tiny when compared to a standard high level D&D campaign.snip