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

Blaine

Cis-Het Oppressor
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Roanoke, VA
Grab the Codex by the pussy
*refreshes forum every two hours*

*2-3 more pages of arguing about inventory with each refresh*

popcorn_yesyljv0.gif
 

Temaperacl

Erudite
Joined
Oct 22, 2002
Messages
193
[...]
Not getting rid of it, though, leads to some people being OCD about collecting and selling as much as possible. Of course, I don't think that just making a place where you can dump everything and sort it out later is the best solution to that "problem".

I would say that this entire Finding good item in a pile of trash idea is not nice. Simply because it smacks of a mini game and a bad minigame at that. Removing such things completely is in line with reducing annoyance.
You disagree with the "we don't wan't to put a big blinking 'Important!' light over things" concept or if you prefer a rephrasing, you believe that we should not have to worry about incomplete information [Or is it just the scale of the incomplete information that you don't like - certainly, it isn't an all or nothing choice]? Is that only in regards to inventory, or does it apply to the other aspects of the game as well?

Fundamentally, the problem of sifting the good from the bad is a representation of the problem of incomplete information. My specific example was merely a sample of a system I enjoyed (I liked that aspect of the Gold Box games.), and certainly may not be perfect, but the basic behaviour of figuring out what is important remains unless you get rid of the incomplete information problem - essentially, an inventory parallel of the "this is the important path(s)" solution to the incomplete knowledge about locations problem.
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
36,958
Nope, he's said stuff to this effect already. Roguey can you help me out here? I need sources. I know you got them. he's talked about goign this approach, hasn't he?
http://forums.somethingawful.com/showthread.php?goto=post&postid=407551559
I've talked with Tim about this for a while and here's the thing: camping out in the wilderness and setting watches and getting ambushed by jackasses has a great classic A/D&D feel to it, but it got pretty silly in games like IWD2. I'd like to build in reasonable mechanics that make you rest in the wilderness, but I don't want it to result in the sort of degenerate "rest after every fight" stuff we've faced in the past.



Incidentally, the idea for this new system may have come from one of Sawyer's YCS chucklefuck friends. They're unanimously praising it over at their SA off-site forum and sneering at all the 'nards who are crying over their verisimilitude/immersion. :smug:

I feel like rubbing more salt in this wound so have some random quotes:
http://forums.somethingawful.com/showthread.php?goto=post&postid=407549939
I think it's important to genuinely capture the feeling of the games we're referencing back to, but that doesn't mean we should ape all of their mechanics directly.
http://forums.somethingawful.com/showthread.php?goto=post&postid=407880942
some of the conversations about PE seem to demand stuff that isn't particularly great design then or now (IMO).
http://forums.somethingawful.com/showthread.php?goto=post&postid=409114825
The goal is not to make everyone "happy" because a) it's impossible and b) some people are only happy when their niche is excessively rewarded.
...
We have stated pretty clear goals both internally and externally. As long as we feel that we hit those goals and the majority of players agree, we can't worry about the margins who a) never agreed with those goals or b) don't feel we met them. It's just not a productive way to go about design.

And this was quoted earlier in the thread but I must emphasize certain aspects since it looks like some here overlooked them
http://forums.somethingawful.com/showthread.php?goto=post&postid=410740776
The team did not discuss alternatives because no one objected to anything in the system Tim and I proposed. Also, we were trying to solve two problems: forced marching back to merchants and also continual inventory shuffling. Your individual character backpack that was large enough in BG to carry three suits of armor, five longswords, 200 arrows, eight stacks of potions, five scrolls, and assorted gems is now a shared backpack that can hold all of that and more. I'm not going to come up with a lore reason for why it works that way because I don't think the majority of players care. Additionally, I think any lore explanation I would come up with would be absurd. I'd rather just say, "This is how the inventory, pack, and stash systems work," and spend our narrative/world building time on designing interesting areas, characters, factions, and choices for the player to interact with.
Your beloved poof and Chris Avellone have forsaken you. :smug:
 

Captain Shrek

Guest
[...]
Not getting rid of it, though, leads to some people being OCD about collecting and selling as much as possible. Of course, I don't think that just making a place where you can dump everything and sort it out later is the best solution to that "problem".

I would say that this entire Finding good item in a pile of trash idea is not nice. Simply because it smacks of a mini game and a bad minigame at that. Removing such things completely is in line with reducing annoyance.
You disagree with the "we don't wan't to put a big blinking 'Important!' light over things" concept or if you prefer a rephrasing, you believe that we should not have to worry about incomplete information [Or is it just the scale of the incomplete information that you don't like - certainly, it isn't an all or nothing choice]? Is that only in regards to inventory, or does it apply to the other aspects of the game as well?

Fundamentally, the problem of sifting the good from the bad is a representation of the problem of incomplete information. My specific example was merely a sample of a system I enjoyed (I liked that aspect of the Gold Box games.), and certainly may not be perfect, but the basic behaviour of figuring out what is important remains unless you get rid of the incomplete information problem - essentially, an inventory parallel of the "this is the important path(s)" solution to the incomplete knowledge about locations problem.
Well.

I like to think that only relevant information need be abstracted. The rest only contributes to a lot of unnecessary hassle.

For example I would say that everyone drops stuff, it is not nice that all of it be powerful. If all of it is NOT powerful then it makes no sense to search through it all the time. The best way to solve the problem is to change it to a real skill based 'encounter'.


How about this:

Make it a dialogue/interaction option:

There is a pileand on encountering it, a dialogue tells you what you see and if you have the right spell/ability ready you make the right choice or else pick up the trash.
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
36,958
Avellone isn't even a system designer. He's purely narrative, has dabbled in areas in the past and on Wasteland 2.
 

Hormalakh

Magister
Joined
Nov 27, 2012
Messages
1,503
And this was quoted earlier in the thread but I must emphasize certain aspects since it looks like some here overlooked them
http://forums.somethingawful.com/showthread.php?goto=post&postid=410740776
The team did not discuss alternatives because no one objected to anything in the system Tim and I proposed. Also, we were trying to solve two problems: forced marching back to merchants and also continual inventory shuffling. Your individual character backpack that was large enough in BG to carry three suits of armor, five longswords, 200 arrows, eight stacks of potions, five scrolls, and assorted gems is now a shared backpack that can hold all of that and more. I'm not going to come up with a lore reason for why it works that way because I don't think the majority of players care. Additionally, I think any lore explanation I would come up with would be absurd. I'd rather just say, "This is how the inventory, pack, and stash systems work," and spend our narrative/world building time on designing interesting areas, characters, factions, and choices for the player to interact with.
Your beloved poof and Chris Avellone have forsaken you. :smug:
:bro: thanks. yeah i forgot about this last quote. He's got a lot of stuff he writes on SA. When i read that stuff several days (yesterday?) ago it's when i told myself the inventory is fine: he explained it fairly well. I even linked to it if I'm not mistaken.

As for Darklands, I think that would be a cool way of doing "camps" in any case. Hope he looks into it.
 

Hormalakh

Magister
Joined
Nov 27, 2012
Messages
1,503
Josh Sawyer said:
All this is to say, please be mindful of bloat on active abilities!

We are. Wizards will have among the most and fighters among the fewest, not because they "should", but because that's how we're choosing to design them. Among fighter abilities, many are modal, like 3E/3.5 Power Attack, so their strong tendency will be toward lower maintenance overall, but there will still be a range. Similarly, while wizards can select Talents that are more on the passive side, all of their spells are active abilities. You effectively can't play a fully passive wizard, only various flavors of active.

i take back everything bad i said about Josh. He's a bro.
 

Alex

Arcane
Joined
Jun 14, 2007
Messages
9,391
Location
São Paulo - Brasil
I am all for discussing minutia and what appears to be pointless details, but you guys should chill. Flinging insults is not going to make the other party see your point better, much less agree with what you perceive, but they disagree, is the point of roleplaying games. Take Hormalakh or Roguey, for example. I don't usually even read their posts cause I know it is just going to be stuff we disagree about. If they want their game to be more like 3e or 4e, more closed and generic like chess, that is just how their taste goes. I am not going to convince them of the glory and beauty of the OSR, for example. I mean, sure, I made a lot of posts about that before, but I am not trying to prove a point of view wrong. I am trying to explain how I see things. Maybe you guys should keep this in mind?
 

Blaine

Cis-Het Oppressor
Patron
Joined
Oct 6, 2012
Messages
1,874,796
Location
Roanoke, VA
Grab the Codex by the pussy
Alex, I hope you realize that when the shit hits the fan, both sides will shoot the holier-than-thou peacekeeper first before turning on each other.
 

Blaine

Cis-Het Oppressor
Patron
Joined
Oct 6, 2012
Messages
1,874,796
Location
Roanoke, VA
Grab the Codex by the pussy
That's pretty impressive.

Unfortunately, a few of my arguments have been a little too effective in the past (not that I'm perfect mind you, but I have my moments), causing a few dimwitted posters to resort to newfag insults. I'm not sure whether that truly counts as an insult fight, though.
 

Apexeon

Arcane
Joined
Nov 10, 2012
Messages
864
Josh -> Can I farm pigs in your game and stash the bacon in my backpack?

Games need more bacon.
 

Captain Shrek

Guest
http://forums.somethingawful.com/showthread.php?goto=post&postid=410740776
The team did not discuss alternatives because no one objected to anything in the system Tim and I proposed. Also, we were trying to solve two problems: forced marching back to merchants and also continual inventory shuffling. Your individual character backpack that was large enough in BG to carry three suits of armor, five longswords, 200 arrows, eight stacks of potions, five scrolls, and assorted gems is now a shared backpack that can hold all of that and more. I'm not going to come up with a lore reason for why it works that way because I don't think the majority of players care. Additionally, I think any lore explanation I would come up with would be absurd. I'd rather just say, "This is how the inventory, pack, and stash systems work," and spend our narrative/world building time on designing interesting areas, characters, factions, and choices for the player to interact with.
Your beloved poof and Chris Avellone have forsaken you. :smug:

I am with you on this one Roguey. This indeed is terrible.
 

Apexeon

Arcane
Joined
Nov 10, 2012
Messages
864
The team did not discuss alternatives because no one objected to anything in the system Tim and I proposed. Also, we were trying to solve two problems: forced marching back to merchants and also continual inventory shuffling. Your individual character backpack that was large enough in BG to carry three suits of armor, five longswords, 200 arrows, eight stacks of potions, five scrolls, and assorted gems is now a shared backpack that can hold all of that and more. I'm not going to come up with a lore reason for why it works that way because I don't think the majority of players care. Additionally, I think any lore explanation I would come up with would be absurd. I'd rather just say, "This is how the inventory, pack, and stash systems work," and spend our narrative/world building time on designing interesting areas, characters, factions, and choices for the player to interact with.
Your beloved poof and Chris Avellone have forsaken you. :smug:[/quote]

Looks like mega dumb down to me. Why don't they give the party a pick up truck option and some rednecks with shotguns to guard the lootzzz!!! And the truck has a town teloporta that runs on moonshine to get da lootzz to market.

Ps if the pick up truck can haul pigs then they got me :?.
My only weakness :(
Shame WOW went for panda's and not pigs.
 

marooned

Liturgist
Joined
Dec 18, 2009
Messages
313
I kinda wish this update would have brought something more lulzy/raging/interesting to discuss these holidays rather than a looting mechanic.
 

Captain Shrek

Guest
I kinda wish this update would have brought something more lulzy/raging/interesting to discuss these holidays rather than a looting mechanic.
It did.

There is the description of DA abilities and DPS being affected by defense mode. Also, how rogues can 'teleport' out of the combat and can backstab in an actiony manner.
 

mediocrepoet

Philosoraptor in Residence
Patron
Joined
Sep 30, 2009
Messages
14,258
Location
Combatfag: Gold box / Pathfinder
Codex 2012 Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is. MCA Project: Eternity Divinity: Original Sin 2
Looks like mega dumb down to me. Why don't they give the party a pick up truck option and some rednecks with shotguns to guard the lootzzz!!! And the truck has a town teloporta that runs on moonshine to get da lootzz to market.

Ps if the pick up truck can haul pigs then they got me :?.

What if you could get the pick up to haul your entire stash back to town and then vendor it for you and bring you back the gold? It could also pick up some common potions and magic items and deliver them to you if you started to run short of, say, healing potions. Imagine the convenience.
 

Hormalakh

Magister
Joined
Nov 27, 2012
Messages
1,503
so i need someone who has somethingawful access to go here, download the attachment and give the rest of us access, please.

I'm sure we'd all appreciate it and we can shoot the shit about damage and numbers.

thanks!
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
100,194
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
so i need someone who has somethingawful access to go here, download the attachment and give the rest of us access, please.

I'm sure we'd all appreciate it and we can shoot the shit about damage and numbers.

thanks!


Uh.

wU2Jo.jpg
 

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