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Obsidian's Pillars of Eternity [BETA RELEASED, GO TO THE NEW THREAD]

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
36,956
I have nothing but the KS update to argue based on, and neither do you.
And I pointed out that "opposite" is in quotes. I'm sure those quotes are there for a reason or it just would have read "and on the opposite side of that enemy from an adjacent ally."

I assume "opposite" doesn't mean "anywhere next to".
Heh, welp
http://www.formspring.me/JESawyer/q/405885492073091079
Flanking requires you to be opposite an ally from the enemy you're attacking. There will be a somewhat loose angle requirement on this to keep it from being burdensome.
Deal with it. :yeah:
 

Hormalakh

Magister
Joined
Nov 27, 2012
Messages
1,503
I'm just going to start calling Roguey "Josh" from now on. Hope that's ok with you Josh.
 

Grunker

RPG Codex Ghost
Patron
Joined
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Messages
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Location
Copenhagen
I have nothing but the KS update to argue based on, and neither do you.
And I pointed out that "opposite" is in quotes. I'm sure those quotes are there for a reason or it just would have read "and on the opposite side of that enemy from an adjacent ally."

I assume "opposite" doesn't mean "anywhere next to".
Heh, welp
http://www.formspring.me/JESawyer/q/405885492073091079
Flanking requires you to be opposite an ally from the enemy you're attacking. There will be a somewhat loose angle requirement on this to keep it from being burdensome.
Deal with it. :yeah:

"Somewhat loose angle" i.e. precisely what I said. It will suck, mark my words.
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
36,956
"I want free extra damage, give me free extra damage"--Grunker. If you can "backstab" from the front at any time then there's really no incentive to use other mechanics that allow you to do so. M:
 

Shadenuat

Arcane
Joined
Dec 9, 2011
Messages
11,977
Location
Russia
I won't cry that diminishment of out of combat loot management is a deal breaker for me, but I really wish JS would think some interesting situations with it which would actually enrich the game (time limits in dungeon or quest, choosing lot of treasure or heavy quest item, ect.) and add treasure hunting feel to it. Cutting or simplifying stuff... I don't care for it or it's reasons.
 
Self-Ejected

Excidium

P. banal
Joined
Aug 14, 2009
Messages
13,696
Location
Third World
I have nothing but the KS update to argue based on, and neither do you.
And I pointed out that "opposite" is in quotes. I'm sure those quotes are there for a reason or it just would have read "and on the opposite side of that enemy from an adjacent ally."

I assume "opposite" doesn't mean "anywhere next to".
Heh, welp
http://www.formspring.me/JESawyer/q/405885492073091079
Flanking requires you to be opposite an ally from the enemy you're attacking. There will be a somewhat loose angle requirement on this to keep it from being burdensome.
Deal with it. :yeah:

"Somewhat loose angle" i.e. precisely what I said. It will suck, mark my words.
No shit. Why couldn't they implement a flanking system that is more friendly to a gridless game?
 

Hormalakh

Magister
Joined
Nov 27, 2012
Messages
1,503
How would you implement a more friendly flanking system? Being opposite the main attacker/ally isn't a good system?
 

Blaine

Cis-Het Oppressor
Patron
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Messages
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Location
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Grab the Codex by the pussy
There's no truly proper way to implement combat backstabs in a gridless RTwP game. They've just got to wing it.
 

Hormalakh

Magister
Joined
Nov 27, 2012
Messages
1,503
Ah I see. What if the rogue had a GUI/visual guide (sort of like how AOE does in ToEE) where it told you where the possible angles for a flank would be feasible? Not sure if backstab/flank is a passive ability, but if it's active or passive, maybe you can toggle this "UI/visual guide" to help visualize it.

It could show a small red arc where those locations would trigger flank.

Edti: WTF am I drunk?....spelling and grammar

Edit: I know that he's thinking of doing something similar with AoE already. He really cares about giving the players visual feedback during combat (his post mentions how armor should give you a feel of whether its heavy or light armor) and this seems like it could do the same thing.

What do you think Josh, er Roguey ...? Do your psychic abilities in knowing what Josh is thinking make this a possibility?
 
Joined
Aug 28, 2012
Messages
997
Location
Dreams, where I'm a viking.
Project: Eternity Torment: Tides of Numenera
Ah I see. What if the rogue had a GUI/visual guide (sort of like how AOE does in ToEE) where it told you where the possible angles for a flank would be feasible? Not sure if backstab/flank is a passive ability, but if it's active or passive, maybe you can toggle this "UI/visual guide" to help visualize it.

It could show a small red arc where those locations would trigger flank.

DA:O did that. The backstab location was illustrated in the glowing ring surrounded the feet of a highlighted enemy. I thought it kind of ruined the excitement of setting up a backstab - part of the fun is trying to judge whether you can actually get it. Plus, since you basically just ran around the enemy until you were lined up right and kept moving to keep it that way, it just became another aggro-management exercise; backstab until they turn around, backstab someone else until they turn around, rinse repeat.

However, I could get behind a visual cue to show you which way the enemy was facing but not the flanking arc itself, so you still had to judge whether you were lined up close enough to "opposite"
 

Hormalakh

Magister
Joined
Nov 27, 2012
Messages
1,503
A toggle would definitely solve your problem and someone elses. Although now that i think about it, the ally being there already sort of acts as a visual cue, so as long as the angles are flexible enough, it should be fine.

Edit: I watched a video of how DA:O does it, I don't understand how it's "MMO aggro." The sort of degenerate gameplay would occur even without the arcs as a visual guide. The visual cue for the enemy shows a black arc for where the enemy's back is. That's pretty much the exact opposite arc of what you're asking for Harg. Either way a visual cue wouldn't hurt.
 

tuluse

Arcane
Joined
Jul 20, 2008
Messages
11,400
Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
Ideally you would just tell the rogue to backstab an enemy and the character would position itself opposite an ally for the target.
 

Blaine

Cis-Het Oppressor
Patron
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Messages
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Grab the Codex by the pussy
The average Codexian will:
  • discuss backstabs for 7 hours
  • discuss art direction for 9 hours
  • discuss megadungeon and second big city for 14 hours
  • discuss health/healing mechanics for 29 hours
  • discuss inventory management for 12 hours
  • discuss Dungeons & Dragons for 21 hours
  • quote and discuss Josh Sawyer for 35 hours
  • quote and discuss Obsidian forum retards for 18 hours
  • shitpost and complain for 24 hours
  • engage in miscellaneous nitpicking for 31 hours
  • play the actual game for 50 hours
Time spent circle-jerking: 200 hours
Time spent playing the actual game: 50 hours

And I'm fairly sure I'm being extremely generous here.
 
Joined
Aug 28, 2012
Messages
997
Location
Dreams, where I'm a viking.
Project: Eternity Torment: Tides of Numenera
A toggle would definitely solve your problem and someone elses. Although now that i think about it, the ally being there already sort of acts as a visual cue, so as long as the angles are flexible enough, it should be fine.

Edit: I watched a video of how DA:O does it, I don't understand how it's "MMO aggro." The sort of degenerate gameplay would occur even without the arcs as a visual guide. The visual cue for the enemy shows a black arc for where the enemy's back is. That's pretty much the exact opposite arc of what you're asking for Harg. Either way a visual cue wouldn't hurt.

Yeah, I didn't like how DA:O did it, so I want something different. Although want may be the wrong word - I don't particularly like an indicator, but if there was one I would want it to be more of a hint than an explicit "stab me here" sign. I was thinking more of an indicator to show you what direction the enemy was facing or whether the enemy was engaged with your flanking partner.

DA:O uses threat/aggro mechanics to determine whether enemies target you (compare DA:O threat against WoW threat), with tank classes having various characteristics and abilities that allow them to increase the threat they generate and DPS classes having ways to reduce it. So basically you backstab until you've built up enough threat that the target of your backstabs turns around to engage. At which point you switch over to another target until they expose their back again. Or you have your tank/warrior use threat generating abilities to draw them away. Or both.

Which is kind of a separate issue from the indicator issue; I don't think the indicator would inevitably lead to aggro-dancing, but I kind of got caught up in the bitching about DA:O momentum.
 

tuluse

Arcane
Joined
Jul 20, 2008
Messages
11,400
Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
Blaine, your tone indicates that you're implying there is something wrong with our time allocation, but I don't see it.
 

Grunker

RPG Codex Ghost
Patron
Joined
Oct 19, 2009
Messages
27,843
Location
Copenhagen
"I want free extra damage, give me free extra damage"--Grunker. If you can "backstab" from the front at any time then there's really no incentive to use other mechanics that allow you to do so.

"Backstab from the front doesn't work so give me a shit mechanic please!" - Roguey

They're the game designers. Fuck backstab if they can't turn it into a fun mechanic. Saying that another way to do it is worse is the shittiest defense of a mechanic you can make, and it's all you ever seem to do to defend Sawyer's.
 

Grunker

RPG Codex Ghost
Patron
Joined
Oct 19, 2009
Messages
27,843
Location
Copenhagen
Twitch-rolling, scroll-inventory, positioning important in a RtWP-game, cooldowns, low amount of character system complexity... this game is starting to sound more and more like the horrible abortion of NWN2 and DA.

Where is the Infinity Engine games in this? For a game company that claims that Project Eternity is their attempt to bring back the glory of the Infinity Engine, Obsidian certainly hasn't been interested in revealing IE-stuff yet. So far literally only the graphics have been IE-like. They haven't shown or told us anything about the actual game that makes me think of IE.

I'm pretty sure the vast majority of the people looking forward this, who backed it, expect something like IE. I can understand the updated rules, but why do they keep revealing mechanics that completely deviate from the central gameplay aspects of the IE-games, and when will they present the mechanics that are actually similar?
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
100,190
Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
What is a "scroll inventory" and where is it mentioned in the update
 

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