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

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Nov 19, 2009
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So you'd choose how many stacks get dumped in the party inventory on rest? What would be the point given that the party inventory is bottomless?
 
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The border of the imaginary
I don't see the point of limited standard arrows, as the party cart or whatever has infinite space. Might as well buy 100 stacks of standard arrows and dump it there, at each rest pull a few stacks to top of pack. And after every encounter equip a stack of arrows from the top of pack.
Might as well have a Quiver of Unlimited Standard Arrows.

Magical/higher Quality/Elemental Arrows on the other hand should be limited.

What about bullets. Guns are there ingame.
 

Lancehead

Liturgist
Joined
Dec 6, 2012
Messages
1,550
If it's even remotely like BG, just make it unlimited. The only point of making anything limited is if it's either scarce, costly or takes up inventory space/weight. If it's none of these, it's just an exercise in how many times you're willing to click on an icon in a shop.
The backpack space is limited.
 

Infinitron

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Codex Year of the Donut 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
So you'd choose how many stacks get dumped in the party inventory on rest? What would be the point given that the party inventory is bottomless?

The party inventory isn't bottomless. Only the stash is, and you can't use things in the stash.

I imagine that in such an implementation, you'd just have one big stack of arrows on each party member. It might not even be represented as a standard inventory item.
 
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I assume you can take stuff out of there out of combat or in towns right? So just put an endless stack of 1GP arrows and whatever in there. Is there any reason not to?
 
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Fine, then put endless arrows in there and have one less clicking minigame. And if they make ammo weightless and stack sizes insanely large (like in ToB), then just make it infinite in the backpack and skip another clicking minigame.
 

Lhynn

Arcane
Joined
Aug 28, 2013
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Then weapons should be breakable from use. Don't know if this is the case in this game though so far. Punishing ranged users only without making the same sort of preparation necessary for melee is imo shitty.
Weapon duration is a stupid idea, wouldnt mind a mechanic to keep them sharp tho.
There is a thin line between busy work and enforcing limitations of a class or combat style.
 

April

Educated
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Apr 9, 2013
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Let's hit a rock for 5 hours with my sword, let's hit a rock for 5 hours with arrows fired from my bow. Both actions would result in losing access to weaponry when factoring realism, in a game without durability systems but finite ammo only the archer would run out.

Durability for melee weapons when in game is essentially the same as ammunition limitation, don't see why one should be limited when the other isn't.
 

Lhynn

Arcane
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Let's hit a rock for 5 hours with my sword, let's hit a rock for 5 hours with arrows fired from my bow. Both actions would result in losing access to weaponry when factoring realism, in a game without durability systems but finite ammo only the archer would run out.

Durability for melee weapons when in game is essentially the same as ammunition limitation, don't see why one should be limited when the other isn't.
did you really just put as a realistic adventuring example hitting a rock for 5 hours? :retarded:
 

Ninjerk

Arcane
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Jul 10, 2013
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Let's hit a rock for 5 hours with my sword, let's hit a rock for 5 hours with arrows fired from my bow. Both actions would result in losing access to weaponry when factoring realism, in a game without durability systems but finite ammo only the archer would run out.

Durability for melee weapons when in game is essentially the same as ammunition limitation, don't see why one should be limited when the other isn't.

Relative safety, although that depends on a lot of other factors.
 

April

Educated
Joined
Apr 9, 2013
Messages
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did you really just put as a realistic adventuring example hitting a rock for 5 hours? :retarded:

Yep. :)

My point is that the designer should be consistent, either someone can swing a sword at a rock for 5 hours (like you can in a system without durability) and then firing unlimited (standard) arrows should be possible, or neither of the two should be possible.
 

Infinitron

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Codex Year of the Donut 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
My point is that the designer should be consistent, either someone can swing a sword at a rock for 5 hours (like you can in a system without durability) and then firing unlimited (standard) arrows should be possible, or neither of the two should be possible.

You're making a false equivalence here. If the game designer decides that ranged weapons have a significant tactical advantage over melee weapons, then there's absolutely nothing wrong with him placing usage limits on the former but not the latter.

Plus, remember that the bows themselves would also suffer from durability loss, so you'd be penalizing ranged weapons twice.
 

Gurkog

Erudite
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Project: Eternity
did you really just put as a realistic adventuring example hitting a rock for 5 hours? :retarded:

Yep. :)

My point is that the designer should be consistent, either someone can swing a sword at a rock for 5 hours (like you can in a system without durability) and then firing unlimited (standard) arrows should be possible, or neither of the two should be possible.

Better yet, carry a fucking melee weapon on your archer so you can bang on rocks with that. This isn't some retarded game where classes are limited to specific weapons. :rpgcodex:
 

Lhynn

Arcane
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did you really just put as a realistic adventuring example hitting a rock for 5 hours? :retarded:

Yep. :)

My point is that the designer should be consistent, either someone can swing a sword at a rock for 5 hours (like you can in a system without durability) and then firing unlimited (standard) arrows should be possible, or neither of the two should be possible.

Better yet, carry a fucking melee weapon on your archer so you can bang on rocks with that. This isn't some retarded game where classes are limited to specific weapons. :rpgcodex:
Having training on a weapon and not on another is a thing on rpgs... Having classes that favor a weapon over another is also a thing on rpgs.
 

Delterius

Arcane
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Dec 12, 2012
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Entre a serra e o mar.
Having training on a weapon and not on another is a thing on rpgs... Having classes that favor a weapon over another is also a thing on rpgs.

Having everyone carrying different weapons is a thing in RPGs. Having everyone carrying bows and melee weapons even though they aren't specialists is also a thing in RPGs.

But the real question is: what's an RPG?

No, scratch that. Having everyone carrying bows as low level adventurers captures the SOUL of Baldur's Gate! So an even better question is: what makes up the nature of the IE Experience®?
 

jdinatale

Cipher
Joined
Sep 28, 2013
Messages
422
My point is that the designer should be consistent, either someone can swing a sword at a rock for 5 hours (like you can in a system without durability) and then firing unlimited (standard) arrows should be possible, or neither of the two should be possible.

You're making a false equivalence here. If the game designer decides that ranged weapons have a significant tactical advantage over melee weapons, then there's absolutely nothing wrong with him placing usage limits on the former but not the latter.

Plus, remember that the bows themselves would also suffer from durability loss, so you'd be penalizing ranged weapons twice.

Never let logic get in the way of people complaining.
 

Duraframe300

Arcane
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Dec 21, 2010
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media
 
Joined
May 27, 2013
Messages
310
I don't think ammo should be unlimited. In the IE games ranged weapons were important and tactically powerful. Dealing some damage before the enemy closed in for melee was very useful and it was often vital to interrupt a spellcaster with ranged weapons until you could engage them in melee combat.
 

tuluse

Arcane
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Jul 20, 2008
Messages
11,400
Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
Every 3rd Kobold dropped a pack of arrows. The supply of arrows was never a concern in any BG game. It was never a strategic or tactical concern. The only reason to oppose this is on the grounds of breaking your immersion.
 

Lancehead

Liturgist
Joined
Dec 6, 2012
Messages
1,550
Every 3rd Kobold dropped a pack of arrows. The supply of arrows was never a concern in any BG game. It was never a strategic or tactical concern. The only reason to oppose this is on the grounds of breaking your immersion.
Not if the AI actually uses its inventory, meaning enemies can run out of arrows.
 

Lhynn

Arcane
Joined
Aug 28, 2013
Messages
9,962
Every 3rd Kobold dropped a pack of arrows. The supply of arrows was never a concern in any BG game. It was never a strategic or tactical concern. The only reason to oppose this is on the grounds of breaking your immersion.
bolts/stones/axes?
 

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