serch
Magister
Sawyer understands how to make a tactically sound combat system. SoD sucks: too much luck, or too much scissor, paper or rock dynamics involved
What about merely situationally hard counters?Sawyer understands how to make a tactically sound combat system. SoD sucks: too much luck, or too much scissor, paper or rock dynamics involved
Don't know if this has been posted yet (at least 4-days old), bit off-topic
Chris Avellone on Time Limits
http://criticalpathproject.com/?v=66746207
Ok, someone please as Josh if there are spells that cannot be learned on level up-E.G, some spells can only be found in grimoires. I seem to remember him talking about this, but that was during the kickstarter.
Ok, someone please as Josh if there are spells that cannot be learned on level up-E.G, some spells can only be found in grimoires. I seem to remember him talking about this, but that was during the kickstarter.
Asked
Sawyer answer said:
JESawyer
I'd really like to. If we have time, I would like to have unique spells for the player to find (or possibly make/help make).
smile
DoneWhat about merely situationally hard counters?Sawyer understands how to make a tactically sound combat system. SoD sucks: too much luck, or too much scissor, paper or rock dynamics involved
Headshots are a good example here. They are commonly implemented in FPS games, and there is no way there to immunize your character against them. Yet, they are far from random and no one but shitty players complains about randomly dying to them. That's because there are situationally specific methods of avoiding headshots, necessitating special playstyle from defending player. OTOH this special playstyle can be anticipated and exploited by the attacker, but this also means that the defender can anticipate what attacker might to do to exploit his defense and so on.
This yields far more interesting gameplay than either hard counters, luck-based saves or no instakill mechanics at all.
Good designer should not only play other games, but he should play other genres as well - it really opens up your mind (though probably not as much as a headshot).
Edit:
I wouldn't mind if someone forwarded this to Sawyer - I'm curious about his response, but don't necessarily feel like registering on formspring or whatever just to make a comment.
As long as you can save certain phrase combos to re-use them and/or queue them up, it should be fine.So chanter = FUS RO DAH done right? Sounds good to me. I didn't really have any specific hopes for Eternity, just a general fuck yeah, and I'm pretty happy about how the classes are becoming interesting and pretty unique, including the Monk.
The chanter *could* just be the bard with longer ability names, the idea about stringing phrases seems like it's more complicated than 'set x song and stay still' bard but I'd imagine it's not too complicated or it would be hard to manage in a party game (clearly, this is what Skyrim needed to do instead of giving Force Push a Nordic sound file and calling it a day). I wonder if there are options to have two chanters and have them collaborate in a cacophony.
wutWizards have always been the shittiest spell-related class and it appears PE is no exception.
Indeed. Single action kills happen consistently (whether by player or an AI), not just on a bad roll.It's pretty rare to be head-shotted in a single player FPS.
Also, surely there is a difference between single action kills based on player skill vs rolling too low on a single die.
They are far from random in FPS games where accuracy is primarily determined by player skill. Accuracy in PE, like the IE games, is determined primarily by character stats, not player skill. Hard counters in a single-player RPG are obnoxious, IMOBecause either you're prepped for them or you aren't. If you aren't, you reload and voila, you are. If you prepared save-or-die tactic that the enemy is immune to, you're hard countered through no fault of your own. If not, you steamroll the enemy.
Or you do what many players do, which is reload until the primary target fails its save and the entire tactical challenge of the fight is rendered trivial/pointless.
What I mean is there should be a series of actions that lead to the single action kill. Moving to a good vantage point, aiming skillfully, the targetted character not having good cover, then the head shot can happen.Indeed. Single action kills happen consistently (whether by player or an AI), not just on a bad roll.
Dice are there to force player to be robust in their planning, not for player to count on any particular result of a roll.
That's not an exploit, it's working as intended. Those scrolls are for bad players who need them to win.Off-topic : am I just misremembering Kangaax being ridiculously easy to beat because he basically becomes useless if you cast "Protection from Undead" scrolls on your entire party? It's probably an exploit, but still...
Off-topic : am I just misremembering Kangaax being ridiculously easy to beat because he basically becomes useless if you cast "Protection from Undead" scrolls on your entire party? It's probably an exploit, but still...
It's not a matter of being a 'bad player' or a 'good player'; the fight is just gimmicky, the only way to win without losing half your party is to be immune to imprisonment. Other than that, it's easy.That's not an exploit, it's working as intended. Those scrolls are for bad players who need them to win.
Bad players need to buy things to help them win instead of relying on the tools they have available.It's not a matter of being a 'bad player' or a 'good player'; the fight is just gimmicky, the only way to win without losing half your party is to be immune to imprisonment. Other than that, it's easy.