Harold
Arcane
^ I know they do, that's why I said it's catering to Borderlands lootwhores. If only there would be an area that trolled them like those Broken Hills shelves
DA also had camp accessible stash.ZagorTeNej
Because the real objective of this project is to let Josh Sawyer, ultra-gameist philosopher of game design, finally have a chance at creating his masterpiece.
I'm not entirely joking, either.
Anyway, as far as the inventory goes, DA had just one shared inventory with limited space, so I don't see the connection.
DA also had camp accessible stash.
Really? Hmm, must be crossfiring neurons, I would swear it did have that.DA also had camp accessible stash.
It did not. There was a DLC with a half-assed storage but it was rather useless.
"It's not fun because I hate having to micromanage" Sounds like you're in favor of decline. I've never had any issues with maneuvering my toons to the back (though I didn't like it in DA:O since I felt like it was something that should have had an AI condition) so I dunno what to tell you."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.
positioning important in a RtWP-game
Since when did IE AD&D have a high amount of character system complexity? You have a lot of worthless numbers in stats, you choose your weapon proficiencies, learn spells through scrolls, and that's it.low amount of character system complexity
Arcanum was fun?Tim Cain would create a horribly unbalanced and broken, but ultimately fun and interesting system
No, but if you check everything and have every possible conversations and so on when you play a rpg, obviously the game will 'cater' to you, as you'll play it more fully. Making it easier to loot the useless stuff is just acknowledging a significant hardcore percentage of players.Of course, as we all know, rpgs are all about finding and picking up every last piece of loot
I liked Arcanum because you could run around and do a bunch of different stuff but I wouldn't call it fun.Roguey:
Arcanum was plenty fun. That it was still so fun despite it's lackluster combat is just further testament to its greatness.
Or you could not have tons of useless loot and instead have some useful loot and limited carry weight that makes players think what they should pick & what loadout they should have when going in a combat area, thus also preventing the PC and his party from becoming the richest people in the world/ruining the economy, like in every other RPG. I d at 'hardcore precentage' though.No, but if you check everything and have every possible conversations and so on when you play a rpg, obviously the game will 'cater' to you, as you'll play it more fully. Making it easier to loot the useless stuff is just acknowledging a significant hardcore percentage of players.Of course, as we all know, rpgs are all about finding and picking up every last piece of loot
When I like stuff, it's doing it is fun. So Arcanum was fun. FUN FUN FUN. QED.I liked Arcanum because you could run around and do a bunch of different stuff but I wouldn't call it fun.Roguey:
Arcanum was plenty fun. That it was still so fun despite it's lackluster combat is just further testament to its greatness.
In Arcanum, of all games, encumbrance affected dexterity and accuracy, and if the character had any weapon equipped pickpocket will likely fail.Fucking casuals. All items should have realistic weights, and each character should carry a large pack that will hold up to 80 pounds (50 for females). These large packs are rendered on each and every character. Whenever a thief attempts a roll or somersault, even an empty pack will bang around on the ground, most likely causing the maneuver to fail utterly. The more weight someone's carrying in their pack, the more sluggish their performance in combat.
The analogy with Tetris would be complete then, cool.Looting should be like Lunar Lander: When you click on an item to loot it, a mini-game will begin and you must carefully maneuver the item into an open spot in your pack by adjusting the trajectory of the character's hand.
Daggerfall and dungeon Siege let you get a pack mule if I remember correctly.Each party will need a team of horses to pull a cart carrying the 5,000,000 or so gold coins they'll need to purchase suits of armor, enchanted weapons and spells.
Judging from what I quoted earlier, Sawyer believes it's important to preserve BG's loot system where if you kill a guy wearing leather armor and a short sword, you can loot it. So there must be useless loot. And it's not like all these little pieces of loot were instrumental in breaking the economy since they were like one gold each. I can't remember if shops in BG had a gold limit (I don't think they did..?) but that would be another way to keep things balanced (as would introducing lower denominations; all the tiny frivolous things could just add up over time).Or you could not have tons of useless loot and instead have some useful loot and limited carry weight that makes players think what they should pick & what loadout they should have when going in a combat area, thus also preventing the PC and his party from becoming the richest people in the world/ruining the economy, like in every other RPG. I d at 'hardcore precentage' though.
Arcanum did that, not that great of an improvement.Cooldowns should be suspended while running. Or make stamina deplete when you kite.
Edit: Actually both should be done. So the running character can't regenerate abilities. And while the remaining characters can fire at the enemy following the kiting one, you'd risk losing that character as his/her stamina depletes.
Roguey said:It's not fun because I hate having to micromanage
And since when is positioning in a rtwp a bad thing? If anything DA 1/2 suck because positioning isn't as important as it is in the IE games.
Since when did IE AD&D have a high amount of character system complexity? You have a lot of worthless numbers in stats, you choose your weapon proficiencies, learn spells through scrolls, and that's it.
Arcanum was fun?
Judging from what I quoted earlier, Sawyer believes it's important to preserve BG's loot system where if you kill a guy wearing leather armor and a short sword, you can loot it.
And no one has yet answered me where the IE is in this game, so far.
Judging from what I quoted earlier, Sawyer believes it's important to preserve BG's loot system where if you kill a guy wearing leather armor and a short sword, you can loot it. So there must be useless loot. And it's not like all these little pieces of loot were instrumental in breaking the economy since they were like one gold each. I can't remember if shops in BG had a gold limit (I don't think they did..?) but that would be another way to keep things balanced (as would introducing lower denominations; all the tiny frivolous things could just add up over time).Or you could not have tons of useless loot and instead have some useful loot and limited carry weight that makes players think what they should pick & what loadout they should have when going in a combat area, thus also preventing the PC and his party from becoming the richest people in the world/ruining the economy, like in every other RPG. I d at 'hardcore precentage' though.
As herostratus said earlier, loot management in the IE games was just dropping ammo stacks/trash in favor of things that would sell for slightly more money. In addition to rearranging crap to keep everyone below their encumbrance limit (pointless busywork). And the stack limits were also bullshit, thankfully fixed by mods.
I don't see how moving a character to the back is an action mechanic. FYI this was also how it worked in IWD2 and an optional way of handling things in IWD post-HoW: http://www.planetbaldursgate.com/iwd/character/classes/tables/backstab.shtml http://www.planetbaldursgate.com/iwd2/character/classes/tables/sneakattack.shtmlbecause there is no difference between different forms of micromanagement, eh? Action mechanics suck in this kind of game. They did in DA2, and they will here.
Thieves will only be able to backstab if behind the victim. Enemy Thieves will now backstab as well, an ability they lacked in the original game.
"There will be a somewhat loose angle requirement on this to keep it from being burdensome."Making your guys stand on opposite sides on an opponent and pausing constantly because he moves a bit = motherfucking tedious
This should be obvious.
Only the spell system.Customization =/= complexity. IE games had atrocious customization but the mechanics behind AD&D is, as I've stated many times in discussions you've participated in, very complex.
No, Arcanum isn't shit. I liked it better than Torment.Arcanum is shit, finally we agree.
You start off as a single character and get a party of six and fight rtwp battles in pretty prerendered pseudo-isometric environments.And no one has yet answered me where the IE is in this game, so far.
I fail to see how this is decline. You can't access it during combat, what fucking difference does it make?Infinitron said:Except that it'll be shared between all party members.