Frusciante
Cipher
- Joined
- Aug 24, 2012
- Messages
- 716
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Thank you for reading my post
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20 pages in a day![]()
Conclusion: PoE still promises to be a very good but not perfect crpg. It has great 2d art, music and dialogue so far. Good innovations like the health system, rest system, scripted interactions, faction/reputation system are great additions to the IE formula. I believe combat will be at least on par with the IE games. Major flaw compared to IE games will be character building/progression.
I think talents are mostly supposed to be cross-class.The Paladin is really weak. Even the Fighter is better. They said there are plenty of talents missing in the Beta, anyone have any idea how many of them are Paladin talents?
Conclusion: PoE still promises to be a very good but not perfect crpg. It has great 2d art, music and dialogue so far. Good innovations like the health system, rest system, scripted interactions, faction/reputation system are great additions to the IE formula. I believe combat will be at least on par with the IE games. Major flaw compared to IE games will be character building/progression.
Your post was great, possibly the best in this thread. It amazes me how many people did not bother to read, or are completely ignoring, the numerous points Obsidian specifically said are still wonky or missing in the Beta, such as Pathfinding.
Anyhow, I have to disagree with you on the bolded part above. Your statement is so out of whack to be honest, that I am thinking you must be adding NWN 1 & 2 into the IE games by mistake.
With the exception of IWD 2, all the IE games used the AD&D ruleset. Even with the addition of kits, this meant that non casters had a fixed and bland progression. You could not choose abilities for them at level up, aside from weapon proficiencies and thief ability percentages. Spellcasters got spells you could memorize. And that was it.
PoE has a much more robust character generation and progression system. It remains to be seen however, if each new ability you can gain at level up and the Talents are distinct enough from one another to really matter.
Right now Wizards seem to be offensively the most powerful characters to me.
Ok so I've read a bit through the thread to see what this all is about.
If it ain't broken....
It is broken because it means people taking non combat routes are not rewarded as highly as those who elect to kill everything in their way to get to the quest goal.
Whether or not this is a good fix is up for debate, I think it works fine, but people who love2grind or enjoy seeing "Your numbers went up" in the log after a tough fight (and I'll admit that I do miss that when playing the beta) would prefer a direct reward for killing shit.
Actually, someone quoted me so I had thought this was another thread I had posted in. Since the first 10 or so pages were all the usual arguments about the retarded stats, I assumed that that's what this was about, as usual. My bad for just clicking the notification and not reading the thread title.20 pages in a day![]()
That's what happens when a closed beta becomes "public". At least there'll be no shortage of feedback now.
Looks like Steve has finished his rewrite of the pathfinding system. Looking forward to the update.
with all the time you waste creating alts and posting bullshit, you could certainly finish that LP, man.It's probably too late to implement this, but no xp for monster killing needs to go. Other wise there is no incentive to fight critters, and that just doesn't feel right for a CRPG.
I think talents are mostly supposed to be cross-class.The Paladin is really weak. Even the Fighter is better. They said there are plenty of talents missing in the Beta, anyone have any idea how many of them are Paladin talents?
The paladin is supposed to be more of a support character however.
Looks like Steve has finished his rewrite of the pathfinding system. Looking forward to the update.
Where do you see that?
Our pathfinding system just received a huge update and will be released in the next backer update.
"Might" really means "Soul Power" in this setting, they're just too scared to actually write that on the attribute screen.
Looks like Steve has finished his rewrite of the pathfinding system. Looking forward to the update.
Where do you see that?
Nick Carver said as much regarding a bug report
Our pathfinding system just received a huge update and will be released in the next backer update.
Soul power also affects the caliber of your ammunition?"Might" really means "Soul Power" in this setting, they're just too scared to actually write that on the attribute screen.
It hurts so much. I'm just going to replay SRR, the beta so far is a massive disappointment. I'd be deathly ill at this point, were it not for D:OS turning out to be so amazing.
Were you this butthurt on week 1 of the Divinity: Original Sin Early Access too? Or just short-term memory? (Crashing, glitching, clipping, imbalance, exploits, bugs, etc. etc.)
Soul power also affects the caliber of your ammunition?"Might" really means "Soul Power" in this setting, they're just too scared to actually write that on the attribute screen.
Soul power also affects the caliber of your ammunition?
Just face it. It's not supposed to make any sense.
lol okay grampsHave to play it in a window cause I have 3:4 monitor.