Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

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

waywardOne

Arcane
Joined
Aug 28, 2010
Messages
2,318
Traps as on/off damage mechanisms is bad design. If that's all it's supposed to do, you should skip the "if" part and just come up with a system that turns one of your healing potions into poison, or makes your cleric lose just enough faith that the next healing spell is only at 10% efficiency. If nothing else, set the trap as an alarm for whoever set it in the first fucking place. Otherwise you might as well just assign a 20% chance every hour that some character loses 1/2 his maximum health, -5% for every thief in the party, blah blah blah. BSB incarnate.
 

Sensuki

Arcane
Joined
Oct 26, 2012
Messages
9,878
Location
New North Korea
Codex 2014 Serpent in the Staglands Shadorwun: Hong Kong A Beautifully Desolate Campaign
Screenshot is awesome. When is combat demo coming?

At Rezzed.

http://www.vg247.com/2013/03/18/rez...s-avellone-to-debut-project-eternity-at-show/

Organised by the same team that brought you Eurogamer Expo, Rezzed 2013 will take place at the the NEC in Birmingham, Saturday 22and to Sunday 23rd June. Up to 10,000 gamers are expected to attend the show.
Rezzed will feature appearances from some of the indie and PC scene’s brightest stars, courtesy of media partners Eurogamer and Rock, Paper, Shotgun, and will include a live Project Eternity showcase hosted by Obsidian’s Chris Avellone.
 

imweasel

Guest
The stamina/health division is an abstraction, not a simulation mechanic. The intention is to allow characters to lose about 4 times their total stamina over the course of their adventures before they have to rest.
It's an abstraction of Sawyer faggotry.

Looks like Adam Brennecke is being told.

http://instagram.com/p/aRimurqf12/#

611f50accfbf11e2bb5122000a9e2955_7.jpg
Brennecke: Dude, just give the players what they
Dude with glasses: ha duh. listen good
Sawyer: Fuck the players, I am gonna fill this game up with my super special faggotry. I am gonna "Goatse" this game hard, cuz Fergie said I can.
Dude with glasses: ha duh dubba dub dah dub
Brennecke: The Codex is gonna hate your sorry ass. They already changed the topic of our thread there, look at it you stupid faggot.
Dude with glasses: ya nuh. Sawyer fag. ha dubba dub
Sawyer: Sorry Adam, I'm a stupid aspergers faggot with shitty tats, a pea brain and a bicycle seat up my ass. And Fergie is busy stuffing his face with pudding and oreos. So HAH!
Dude with glasses: huihuhuuh huuuu hah hhihi

/story of sawyer faggotry²
 

felipepepe

Codex's Heretic
Patron
Joined
Feb 2, 2007
Messages
17,314
Location
Terra da Garoa
Yeah, I only learned about it myself a after it happened, otherwise I would have gone and taken a picture with MCA, just to make the Codex jealous. :P
 

Duraframe300

Arcane
Joined
Dec 21, 2010
Messages
6,395


So, in PE, if stamina regenerates outside of combat, then does it make sense to have traps that inflict stamina damage outside of combat? Maybe they should do health damage only. In general, what do you think is the purpose of traps outside of combat?


It's generally best for damage to hit Stamina first since some characters (e.g. barbarians) have a different formula for converting Stamina damage into Health. Even though the Stamina damage will roll off rapidly (assuming the trap doesn't go off in combat), the Health damage won't.

I think we place traps in levels for a few reasons. We want to make environments feel dangerous outside of the actual enemies in them. We want to encourage players to be cautious by providing a disincentive for running around. We want to emphasize that certain types of enemies are craftier or more underhanded/devious by placing traps in their areas.

Finally, though I don't think this is a good reason on its own, I think we continue to use traps because they are part of RPG tradition. I like the motivations above as long as the mechanics aren't frustrating and the presence of traps makes the game more enjoyable.
 

Blaine

Cis-Het Oppressor
Patron
Joined
Oct 6, 2012
Messages
1,874,795
Location
Roanoke, VA
Grab the Codex by the pussy
"Never frustrating" equates to shit-tier casual difficulty, is anyone in the market for a signed limited edition box?
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
100,126
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
That was my question.

"Never frustrating" equates to shit-tier casual difficulty, is anyone in the market for a signed limited edition box?


Oh will you quit whining. The Infinity Engine games let you rest anywhere, whenever you wanted. They allowed that to make the game less frustrating. You just never thought of it that way because nobody explicitly said it.
 

Blaine

Cis-Het Oppressor
Patron
Joined
Oct 6, 2012
Messages
1,874,795
Location
Roanoke, VA
Grab the Codex by the pussy
Infinitron
When I played the IE games, even though there was no real disincentive for resting that I can recall, I very rarely utilized the option. Felt like cheating. It was a free full heal/spell reset.

Weaksauce traps are shit, designed to "not frustrate" the masses. Fuck that.
 

Sensuki

Arcane
Joined
Oct 26, 2012
Messages
9,878
Location
New North Korea
Codex 2014 Serpent in the Staglands Shadorwun: Hong Kong A Beautifully Desolate Campaign
I usually didn't rest until all of my resources ran out, or I *really, really* needed a particular spell to come back, like Breach (and usually my level 5 slots were mostly Breach).
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
100,126
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
Infinitron
When I played the IE games, even though there was no real disincentive for resting that I can recall, I very rarely utilized the option. Felt like cheating. It was a free full heal/spell reset.


Weaksauce traps are shit, designed to "not frustrate" the masses. Fuck that.
Who said the traps would be weaksauce? He said the "mechanic" wouldn't be frustrating - it probably has more to do with the exact mechanics for detecting and disarming traps, not the damage they do if they're sprung.

Besides, it's not like traps were such an important factor in the IE games anyway. They were basically a non-obstacle unless you were dumb enough not to travel with a thief. Like Josh says, "RPG tradition" is a big reason for keeping them around because in pure game terms they're often a triviality.
 

Blaine

Cis-Het Oppressor
Patron
Joined
Oct 6, 2012
Messages
1,874,795
Location
Roanoke, VA
Grab the Codex by the pussy
Okay, but if the traps don't instantaneously kill the entire party when sprung, my signed collector's edition is going on eBay. :rpgcodex:
 

Gozma

Arcane
Joined
Aug 1, 2012
Messages
2,951
It's weird that infinity engine traps were the boring shit they refuse to take out for tradition's sake. It's probably just that it's so easy to implement that it's useful as "mechanical filler"
 

Sensuki

Arcane
Joined
Oct 26, 2012
Messages
9,878
Location
New North Korea
Codex 2014 Serpent in the Staglands Shadorwun: Hong Kong A Beautifully Desolate Campaign
I sincerely hope that the Megadungeon has deadly traps out the wazoo like Durlag's Tower did. I doubt it though.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom