Rake
Arcane
- Joined
- Oct 11, 2012
- Messages
- 2,969
And here i thought that the target audience were IE fans instead of YCS and SA inhabitantsLooks like Josh is pleasing the Target Audience.
And here i thought that the target audience were IE fans instead of YCS and SA inhabitantsLooks like Josh is pleasing the Target Audience.
josh's talk about grognards and how IE games suck should have told you otherwiseAnd here i thought that the target audience were IE fans instead of YCS and SA inhabitantsLooks like Josh is pleasing the Target Audience.
It's intentional. Roguey isn't a bad poster as long as you keep in mind that it has genuinely terrible taste in games and makes it's points in the most provoking/inflamatory way possible on purpose.Does Roguey has a personal vendetta against Sawyer?
I mean, he/she/it is responsible of probably half the hate for Sawyer in this forum, and if not responsible for the hate itself, certanly inflates the effect.
Theirs is a forbidden love.Does Roguey has a personal vendetta against Sawyer?
I mean, he/she/it is responsible of probably half the hate for Sawyer in this forum, and if not responsible for the hate itself, certanly inflates the effect.
Being such an overexagerated fanboy/girl/thing and celebrating the things he says that goes against the codex hivemind (grognards, hard counters and such) has to be one of the best ways to spread hate for the person you apparently have a fixation for.
Looks like Josh is pleasing the Target Audience. From YCS:
I was going to be all but then he had to keep talkingit's funny but after playing shit like wasteland 2 and dead state recently, playing the backer beta for this was very pleasant. i know i mentioned that the realtime combat was a little too fast for me before, but i'm just really tired of fuckin turn based games in which the combats are all random trash bullshit and not unique, well-thought-out encounters
Nooooooooooogame designers just suck shit at game design. good example of a turn-based game in which the combat isn't tedious because the combat encounters are meaningful and challenging and usually interesting, and the underlying combat mechanics have some interesting options: Temple of Elemental Evil
Roguey just likes trolling the Codex. The easiest way for him to accomplish that is to make us rage at all the complete bullshit Sawyer spouts on a regular basis.
These people also played the Infinity Engine games. They enjoyed them, but thought they had many problems, which J-Saw has helpfully corrected.And here i thought that the target audience were IE fans instead of YCS and SA inhabitants
Adam Brennecke said:It's looking pretty good for Thursday - Tomorrow Josh wants to do a balance pass over the backer beta before we release it. We have made adjustments to how DR and DT work, and combat is feeling too fast right now. He can talk about it when he gets a chance to pop on here. The save/load issue was fixed too. I'll keep this thread updated if things change.
Adam Brennecke said:It's way too fast, even faster than 364, because of the armor changes. Josh can speak to it more, imo characters are doing too much damage too quickly. I haven't played around with it enough to make a detailed analysis yet.
Adam Brennecke said:It's looking pretty good for Thursday - Tomorrow Josh wants to do a balance pass over the backer beta before we release it. We have made adjustments to how DR and DT work, and combat is feeling too fast right now. He can talk about it when he gets a chance to pop on here. The save/load issue was fixed too. I'll keep this thread updated if things change.
Interested to hear about these. The armor system did need adjusting, it will be interesting to hear what they did, and also how they plan to address combat. I have an idea myself, but I'll wait and see what they say first.
Adam replied to me
Adam Brennecke said:It's way too fast, even faster than 364, because of the armor changes. Josh can speak to it more, imo characters are doing too much damage too quickly. I haven't played around with it enough to make a detailed analysis yet.
I come and go. I'm mostly not-reading it.I thought roguey wasn't posting in this thread.
I come and go. I'm mostly not-reading it.I thought roguey wasn't posting in this thread.
Josh Sawyer said:melnorme asked: Is it possible that you've overcompensated for problems in the Infinity Engine games? That is, you identify some problem in the IE games, and make a change in PoE that addresses it, but then you make yet another change that is no longer necessary after the previous one? For example, pre-buffs are no longer as tedious or "no-brainer" with PoE's rest system as they were in the IE games, since you can't rest after every battle and cast them before every one, but you removed them anyway.
Sure, but it’s important to remember that pre-buffing isn’t something that’s limited to the per rest spells used by the traditional caster classes. Pre-buffing can also be done with consumables (in PoE, potions can’t be consumed outside of combat, only food and drugs, which have relatively minor effects — bugged super milk notwithstanding) and per encounter abilities like a barbarian’s Frenzy or fighter’s Vigorous Defense. And when traditional caster classes in PoE get to a high enough level, their per rest spells start converting over to per encounter.
I can say that both internally and from what I’ve seen people do on streams, a good chunk of players will always try to find a way to pre-buff by any means necessary Why wouldn’t they? If they can do it, it clearly gives them an advantage with no risk, just a resource cost. I certainly don’t fault players for trying to pre-buff, but it’s still my responsibility to balance the advantage of buffs with an associated cost. In PoE, it’s an activation time in the context of combat, making it an opportunity cost.
The problem then shifts to finding the right activation time to make it a worthwhile trade. I still need to tune a lot of the priest and druid spells, but I believe the wizard self-buffs feel solid in our local build. All wizard self-buffs are set to “instant” (actually about 20 frames) with no recovery. I did some tests with Aloth where I had him provoke fights and immediately go through a variety of self-buff sequences, usually:
* Arcane Veil
* Ironskin
* Flame Shield
* Mirrored Image
* Citzal’s Spirit Lance
* Citzal’s Martial Power
In about 4 seconds, he had six buffs on him and was ready to wade in and go nuts. What else could Aloth have done in 4 seconds? Among other options, he could have thrown at least one strong offensive spell and started another one, which seems like a reasonable trade-off. If I wanted to go crazier with him, I could have kept going: Llengrath’s Safeguard, Deleterious Alacrity of Motion, Eldritch Aim, etc. — but that would be another 2 seconds of self-buffing while enemies and allies are moving and resolving their own actions.
So while there is still more tuning to do on buffs, both in terms of power and activation time, I think this is the right direction to go with them.
If they can do it, it clearly gives them an advantage with no risk, just a resource cost.
If they can do it, it clearly gives them an advantage with no risk, just a resource cost.
Just? Really? So why play the game? Just tell us the story in a cinematic cutscene.
when traditional caster classes in PoE get to a high enough level, their per rest spells start converting over to per encounter.
And when traditional caster classes in PoE get to a high enough level, their per rest spells start converting over to per encounter.
melnorme asked: Why do characters in Pillars of Eternity run in combat instead of walk? Now it seems like you can't slow them down sufficiently without making the animation look a bit ridiculous.
Combat is the time when it makes the most sense for every character to move as fast as they possibly can. It’s also relatively easy to slow them down because the animation system uses a normalized movement rate on characters to determine what their base run and walk speeds are. Whether we set their movement lower on their prefab or they have their movement altered through game effects, it will attempt to speed up the cycle or slow it down until it passes a threshold where it switches over to a walk cycle.
Yeah, there are situations where it will look weird. Without making a bunch of different movement animations for each rig, that’s one of the trade-offs for allowing characters’ movement rates to be adjusted through game effects.
Sounding an awful lot like a simulationist there, Josh.Combat is the time when it makes the most sense for every character to move as fast as they possibly can.
Then do it!It’s also relatively easy to slow them down
Is it just me or this is very tacky? Instead of having single, strong buffs you gotta cast several watered-down ones to get a proper effect. That's tedious, mindless clicking - and as far as I'm concerned the problem with IE buffing was exactly the tedium involved.Infinitron gets the answers: http://jesawyer.tumblr.com/post/105443128241/is-it-possible-that-youve-overcompensated-for#notes
Josh Sawyer said:The problem then shifts to finding the right activation time to make it a worthwhile trade. I still need to tune a lot of the priest and druid spells, but I believe the wizard self-buffs feel solid in our local build. All wizard self-buffs are set to “instant” (actually about 20 frames) with no recovery. I did some tests with Aloth where I had him provoke fights and immediately go through a variety of self-buff sequences, usually:
* Arcane Veil
* Ironskin
* Flame Shield
* Mirrored Image
* Citzal’s Spirit Lance
* Citzal’s Martial Power
In about 4 seconds, he had six buffs on him and was ready to wade in and go nuts. What else could Aloth have done in 4 seconds? Among other options, he could have thrown at least one strong offensive spell and started another one, which seems like a reasonable trade-off. If I wanted to go crazier with him, I could have kept going: Llengrath’s Safeguard, Deleterious Alacrity of Motion, Eldritch Aim, etc. — but that would be another 2 seconds of self-buffing while enemies and allies are moving and resolving their own actions.
So while there is still more tuning to do on buffs, both in terms of power and activation time, I think this is the right direction to go with them.