At least D&D has a wealth of spells to select from, instead of retarded WOW Dragon Turd shit.
At least D&D has a wealth of spells to select from, instead of retarded WOW Dragon Turd shit.
You could plausibly say it was like Dragon Age when Sawyer was still talking about cooldowns (although even then it was different)
But now? It's D&D 4E, not Dragon Age. You'd think that's bad enough.
I think it's because Sawyer's ability system works similarly to powers.Please enlighten me how P:E is like 4E, except some basic principles are from 4E? Everything I've heard about it so far is nothing like 4E. Classes in P:E will be pretty different from each other based on the words of Sawyer. In 4E they all shared the exact same identical base, progression AND mechanics just with different spell-selection.
I think it's because Sawyer's ability system works similarly to powers.Please enlighten me how P:E is like 4E, except some basic principles are from 4E? Everything I've heard about it so far is nothing like 4E. Classes in P:E will be pretty different from each other based on the words of Sawyer. In 4E they all shared the exact same identical base, progression AND mechanics just with different spell-selection.
Also we haven't seen the classes being too distinct except for each one having their own gimmick so for all we know they might all work the same way, that's usually the result when one is obsessed with balance.
Also we haven't seen the classes being too distinct except for each one having their own gimmick so for all we know they might all work the same way, that's usually the result when one is obsessed with balance.
Now, I don't think that player skill and character skill need to be mutually exclusive, but the thing is that character skill must necessarily be the part that limits what you can do for a game to be considered an RPG. (...) Complaining about it is like buying a sport game and complaining that nothing ever happens in it but a bunch of morons chasing a ball all the time - well duh. (...)To hit rolls may not be necessary, but an RPG absolutely needs some success/failure mechanics that cannot be overridden by player's skill.
SoZ didn't fix anything, though the actual areas themselves were so small that you could clear them out in their entirety before ever needing to rest. The final dungeon was an exception, but there was nothing stopping you from just going outside and resting instead of using an alarm stone.Best way for Obsidian to implement resting in a IE-like game is the using the mechanics of SoZ, which they already know how it works. Since, you know, they made the game.
SoZ didn't fix anything
As I said, that's pointless. You can literally just take a few seconds to walk outside if you absolutely have to. With longer dungeons that could be minutes. Josh has observed people backtracking to safe rest spots if that's what it takes. Having every or nearly ever combat area lock the entrance on you would be contrived.SoZ didn't fix anything
SoZ fixed resting anywhere in the dungeon.
As I said, that's pointless. You can literally just take a few seconds to walk outside if you absolutely have to. With longer dungeons that could be minutes. Josh has observed people backtracking to safe rest spots if that's what it takes. Having every or nearly ever combat area lock the entrance on you would be contrived.SoZ didn't fix anything
SoZ fixed resting anywhere in the dungeon.
Is that out yet?
Is that out yet?
Also I wish games came with manuals; then we could have 300 spells again, like in Baldur's Gate 1. One of my favorite late childhood memories is reading the (thick as hell) BG 1 TotSC manual. Elminster even commented on some spells. I loved that. I loved how rustic it all was, and how each spell did something neat. Why can't being a wizard be fun anymore? I hate just blowing things up... I want lots of different spells, hundreds of them, multiple hundreds. I want the freedom to pick whichever I like, even if they might be sub-par. I want entertaining spells that enable different approaches to every situation.
I miss video games.
One doesn't need a manual to have a lot of spells since you can and should present all information in the game itself. There were also 104 spells in BG1 (plus 17 with the expansion), not 300. They needed a sequel to push 300. Anyway, the actual number doesn't mean anything. Neverwinter Nights 2 has over 400.Is that out yet?
Also I wish games came with manuals; then we could have 300 spells again, like in Baldur's Gate 1. One of my favorite late childhood memories is reading the (thick as hell) BG 1 TotSC manual. Elminster even commented on some spells. I loved that. I loved how rustic it all was, and how each spell did something neat. Why can't being a wizard be fun anymore? I hate just blowing things up... I want lots of different spells, hundreds of them, multiple hundreds. I want the freedom to pick whichever I like, even if they might be sub-par. I want entertaining spells that enable different approaches to every situation.
I miss video games.
It's not pointless to me. Resting in the dungeon was incredibly stupid. At least, I can rationalize leaving and resting outside. It would work even better with time limit and resource-eating mechanics.
Edit: And risk of random attacks while resting outside!
George Ziets said:It’s too early to reveal anything specific, as we’re still in the process of (gradually) developing them. I can tell you that I just saw a concept yesterday for a creature unique to PE, and it looked great. There will be more where that came from. We’ve also been talking about a creature that will feel familiar… but with an interesting twist that I really like. (I wish I could tell you more!)Anything you can tell us in terms of the monsters that we should be expecting in PE?
Some of these creatures may appear in future Kickstarter updates…
This was proposed during the original discussion and Josh says doing it is the equivalent of designing each area 1.5 times. Not going to happen because people prefer more content.Solutions:
- Make dungeons react to player invasion and absence.
Not much of a problem if you're resting after every fight or just backtracking to safe areas to rest.- Make ambushes while resting a real danger (have most in the party sleeping)
Hardly anyone likes time limits in RPGs and it'd be contrived to have one attached to every single combat area.- Put in some kind of timelimits.
Hardly anyone likes time limits in RPGs and it'd be contrived to have one attached to every single combat area.- Put in some kind of timelimits.
Yeah, no. You couldn't rest outside in SoZ i am pretty sure, so quite often you needed to run back to a city with half your party dead and praying that you didn't get noticed by rampaging monsters around. That was cool.As I said, that's pointless. You can literally just take a few seconds to walk outside if you absolutely have to. With longer dungeons that could be minutes. Josh has observed people backtracking to safe rest spots if that's what it takes. Having every or nearly ever combat area lock the entrance on you would be contrived.SoZ didn't fix anything
SoZ fixed resting anywhere in the dungeon.