I don't see any reason they can't combine the IE interface with the NWN2 quick casting bars.Make the spellcasting part of the GUI not-shit. Don't repeat the interface-flaws of the past out of misplaced nostalgia, that would be stupid.
Bah, not at all. It looked very nice, simple and was usable. I don't see the problem in having a similar van in PE.lol, the UI in IWD2 was the most boring/ugly/streamlined/popamole one, and ofcourse they are going with this. Why am I not surprised
Zed ones is much better
I disagree, because you don't win in FPS by exposing yourself to headshots hoping the other player or AI will have shitty aim.DraQ
Sawyer answered.
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.
I disagree, because you don't win in FPS by exposing yourself to headshots hoping the other player or AI will have shitty aim.
Similarly, you should be able to avoid exposing yourself to instakill attacks and effects in an RPG by using tactics minimizing such exposure instead of applying unconditional immunity.
Simple example:
if you have giant who can oneshot any party member regardless of their HP by invoking chunky salsa rule (if character's head can be expected to turn into chunky salsa as the result of attack, said character is dead after the attack succeeds regardless of their HPs prior ot attack), then you avoid getting splattered not by charging the giant and hoping for the best, but by keeping your distance and using whatever means help in keeping the distance - terrain advantage, spels that slow the giant or are effective area denial, traps and so on.
If there is any tactics (not necessarily easy one) which should work even assuming you fail your saves, then instakill or severely crippling atatus attacks have their place in game. If there isn't, then drop all the pretense of tactics - the game is simply number incrementation excercise to make player feel good asbout themselves.
If the only way to avoid being instakilled is a saving throw, then it's not a good magic system. Even in D&D spells can be countered or interrupted. And I see nothing wrong with using range as another factor.
I'm not actually a fan of such spells, I'm just saying that they work better when the system is more complex and allows for active counters.
There's seriously a guy over at the update thread on the Obsidian boards who suggests a DOTA UI for PE... Urgh.
It was the best one considering it was made for a resolution larger than 640x480.lol, the UI in IWD2 was the most boring/ugly/streamlined/popamole one, and ofcourse they are going with this. Why am I not surprised
There's seriously a guy over at the update thread on the Obsidian boards who suggests a DOTA UI for PE... Urgh.
There's seriously a guy over at the update thread on the Obsidian boards who suggests a DOTA UI for PE... Urgh.