Yeah, they need to make sure the AI routines support it properly. No enemies constantly trying to reach your weak mage not realising they are running into the barbarian, or...
...whoa. I just realised. This means if you have 4 party members surrounding a single strong enemy in a small room, you could surround the enemy and retain a small distance, ensuring that whenever it exits one engagement it runs into another engagement. The adventurer's equivalent to a mosh pit. :D
Right, but making engagement that extensive would entail many other changes in encounter design. E.g. the conventional encounter design of peppering many-weak-enemy encounters & single-big-enemy encounters would need to be revised; the design behind such 'big lumbering hulks' would need to be modified, perhaps running the risk that they become phased out. Obviously, such extensive modifications would raise all hell on the Codex.
I'd be happy with a simple and sensible way of accounting for polearms so that they're more than just Big Axes.
Edit: Also, ironyuri ARCANUM LP YOU BASTARD.
I promised something soon in the Expeditions news thread, and I've talked to Esquilax over PM about it. I'm getting back onto it, bro don't worry.
Also, I would wholeheartedly support a radically revised encounter design. One of my biggest peeves about RPG design is bland encounters. I'd rather have some well tailored encounters without x trash enemies, y mini-boss enemies, z level boss enemy.
Going into a room where you're confronted by, say, two huscarls with locked shields and an overlapping area of engagement, supported by a single archer, and mage kept well behind would encourage real strategic thinking. The day can't come soon enough when encounter design is more sophisticated than copy-paste 12 kobolds here, there, here, there, then suddenly MEGA KOBOLD.
I think he just talks about the problems those games supposedly had.he sure does talk a lot about how those games he's supposed to revive and capture the magic of really just suck huh
in fact that almost all he ever talks about
I think he just talks about the problems those games supposedly had.he sure does talk a lot about how those games he's supposed to revive and capture the magic of really just suck huh
in fact that almost all he ever talks about
I think he just talks about the problems those games supposedly had.
Nuance? In my Codex?
The more I hear from Josh Sawyer directly, the less I appreciate him. It seems I liked him far better when he was little more to me than a name on a credits scroll, a picture of some nerd, and a general list of his contributions to various projects.
It was a temporary joke http://instagram.com/p/V5z1leJx8q/I wonder if Josh shaved his moustache after I made that post comparing him with Herve...
i liked that moustache
he sure does talk a lot about how those games he's supposed to revive and capture the magic of really just suck huh
I think he just talks about the problems those games supposedly had.he sure does talk a lot about how those games he's supposed to revive and capture the magic of really just suck huh
in fact that almost all he ever talks about
Nuance? In my Codex?
Do you come into this thread with purposes other than to throw around tired, trolly one-liners directed at my arguments? I'll bite one last time: I love the IE-games, Obs made a pitch saying "we'll bring IE back". Why would I want him to spend a bunch of videos telling me why they sucked?he sure does talk a lot about how those games he's supposed to revive and capture the magic of really just suck huh
And here I thought you wanted people to be critical
Except from the description it sounds still very passive and even worse like TANK/DPS design ideas from MMOs.
A good melee is always reactive with many activated option unlike the dumb Defender mode; e.g. Grappling, Tripping, Disarming, stunning, charging etc instead of this modes bullshit.
Otherwise, link me to the videos where he talks about all the great things that IE did
I've reiterated a bunch of times that I think I'll enjoy this game, but I don't understand why that means I should just shut up like the rest of you and nod approvingly whenever Josh trashes some of my favourite games in his design videos when he originally said those games was what he wanted to emulate.
What part isn't being emulated? Looking at the next-to-last quote in my sig he believes they were enjoyable in spite of their ruleset (except BG2 which he hated) so he's making a better one.Project Eternity will take the central hero, memorable companions and the epic exploration of Baldur’s Gate, add in the fun, intense combat and dungeon diving of Icewind Dale, and tie it all together with the emotional writing and mature thematic exploration of Planescape: Torment.
I've reiterated a bunch of times that I think I'll enjoy this game, but I don't understand why that means I should just shut up like the rest of you and nod approvingly whenever Josh trashes some of my favourite games in his design videos when he originally said those games was what he wanted to emulate.What part isn't being emulated? Looking at the next-to-last quote in my sig he believes they were enjoyable in spite of their ruleset (except BG2 which he hated) so he's making a better one.Project Eternity will take the central hero, memorable companions and the epic exploration of Baldur’s Gate, add in the fun, intense combat and dungeon diving of Icewind Dale, and tie it all together with the emotional writing and mature thematic exploration of Planescape: Torment.