At the end of the day the problem is that Sawyer wants positioning to be importand in battles.
Sawyer:At the end of the day the problem is that Sawyer wants positioning to be importand in battles.
Yep.
All Zealous auras apply to paladins as well as the people around them. That said, scattering the party is playing against the benefits of the paladin just as having a barbarian solo a singular powerful enemy is playing against the barbarian's benefits (specifically, Carnage AoE melee damage) and having a wizard try to dump low-damage AoEs on one or two targets is playing against the wizard's benefits.
Positioning is often an important element of IE combat and we believe it should be in PE as well. Fighters works well as islands. You can plant them in the middle of a hallway (even a wide one) and they can lock down melee combatants running through the area. They work less well (or rather, provide less benefit) in immediate proximity to their allies because they can't force anyone to engage them over someone else. They also have trouble when enemies are primarily ranged-based and spread out.
Paladins do not work well as islands. They work well with one or more allies around them. They don't have to be holding hands, but they can't be on opposite sites of a battlefield. Yes, a wizard, ranger, and rogue in the party could spread far out from the paladin (I don't really think most of them need to), but in many cases, a full party will likely have two more melee-oriented characters in the party (most IE parties have 2 or 3). A paladin standing 10' in front of a ranger and wizard can provide the same Zealous Barrage benefits to shooters and casters that he or she would if he or she ran up alongside a monk and a barbarian. Even if a ranger or wizard are on the other side of the battlefield, if they are the closest ally attacking the paladin's current target, they'll gain the benefit of Coordinated Attacks.
Paladin Talents will unlock more offensive capabilities for them, but the bog-standard paladins won't hit like wet noodles just because they don't have Abilities specifically dedicated to smashing in faces. It makes sense that in a tabletop game like D&D, a "buff beacon" character should be avoided because the player experience can be boring. That's why 4E buff abilities are often minor actions or they are side effects of attacks (e.g. Healing Strike). In a party-based CRPG where the player is controlling up to six characters, every class doesn't need to be a self-contained murder machine with the same number of active use (or even offensive) abilities.
At the end of the day the problem is that Sawyer wants positioning to be importand in battles. And in RTwP that is tricky. I loved IE combat, but that worked because IE ignored positioning. NWN2 made it matter(less than PE for all we know) and we know how that ended.
I won't say it can't be done right, but the potential for fuckup is there.
THERE IS NO COLON IN PROJECT ETERNITY DAMMIT
Josh Sawyer said:We will be doing an update on the technology of P:E, but in brief, the firearms of this world are relatively recent inventions and equivalent to the single-shot wheellock weapons found in 16th century Europe. Their use is uncommon and for specific purposes.
RTS games revolve around bulk quantities of disposable units, though.positioning works in RTS games though
RTS games revolve around bulk quantities of disposable units, though.positioning works in RTS games though
Even if positioning is important they give you generous margin of error.
Slomo is definitely better than pause in a lot of way. Not having to toggle it all the fucking time being the first.I feel like slow motion will be the new pause, or even the default way to do combat in general in P[STILLNOCOLONMOTHERFUCKER]E. Sounds pretty good to me, especially if they actually allow for a range of speeds instead of just 1 togglable option - you'd only do really easy encounters in real time. At least that's how I hope I'll be playing.
So the average price per gamer came down to 56$. I wonder how much they will sell when they released the game.74,405
backers
$4,188,927
I feel like slow motion will be the new pause, or even the default way to do combat in general in P[STILLNOCOLONMOTHERFUCKER]E. Sounds pretty good to me, especially if they actually allow for a range of speeds instead of just 1 togglable option - you'd only do really easy encounters in real time. At least that's how I hope I'll be playing.
I was guessing about 15-20 thousand first couple weeks at 60$ and maybe 5-10 thousand in 10$ steam sale. Everyone who was into this genre probably paid already and those who didn't will buy it in first week.
Comparing this to the Last shitty DMC that sold 1.1 million is little sad.