Thane/Thain is a pretty well-known title among fantasy nerds since it's used by hobbits in Middle Earth.
the stat master said:if you really want to make use of consumables, including potions and traps, I think spreading the skill points around a little is not a bad idea. Ultimately, if you have a party of any significant size, you're eventually going to get skill overlap, so having at least one generalist won't hurt and will probably help. We used a triangular progression specifically to help keep generalists from falling too far behind the specialists. We also try to have our checks often target non-specialist levels so generalists will get a broader array of hits in conversations (though they will miss out on the highest checks, of course).
Well, here are my suggestions:
RAARGH!—damage stat
Ooga Booga—dexterity/speed stat
Bonk Tok—constitution stat
RRRRUH?—perception/awareness stat
Grok Thunk—intelligence stat
Unga Bunga—charisma stat
Referring back to my old suggestions regarding how to make this one-size-fits-all attribute system more interesting:
Well, here are my suggestions:
RAARGH!—damage stat
Ooga Booga—dexterity/speed stat
Bonk Tok—constitution stat
RRRRUH?—perception/awareness stat
Grok Thunk—intelligence stat
Unga Bunga—charisma stat
Gameplay-wise Original Sin is a technical marvel and I'm afraid even if PoE would get all patched up it never would be as amazing as Original Sin combat.Slightly OT but you guys keep talking about D:OS. Could not get into that. Didnt like (ok, hated) the art style. Didnt like the dialogue, didnt like the story, didnt like the characters. Hated the UI. Combat was good but nog enough to put up with the rest of the game.
Played a bit more. A lot of people might be unhappy with stats and some other things, but I am actually having fun and have enjoyed all the classes I have tried so far: Monk/Wizard/Chanter/Cipher. The Fighter isn't the meat shield I hoped he would be, but at the same time, healing him hasn't been an issue so far.
On dump stats. There are certainly some dump stats. I see no reason to give my fighter high intelligence. Give him lots of might and constitution. Resolve isn't that important either, other than will saves.
One the game is working, I am having fun. I can't deny that. Still, they could probably make some stats more useful.
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's like Dragonball, basically.
Cross-posting from Obsidian forums: http://forums.obsidian.net/topic/67...-more-attribute-builds-in-character-creation/
I think that actors need a 1 pixel black border around them, and that would solve it. I don't think it's the selection circles, but the melding of actors and background.I have a question to whom it may concern. While undoubtedly the characters stand out less than they did in IE games (256 color pallet on top of full color will do this), is the problem that they don't stand or that the selection circles aren't very good? They seem to disappear behind stuff a lot.
What's the difference between a stat penalty and all DCs being raised by 4?That won't work unless the stats actually PENALIZE a player. In the 3rd edition games, 10 was the threshold because below that, stats would give you penalties, often very crippling ones. If you dumped WIS to 3, -4 to your will saves is a pretty serious penalty. Same goes with dumping INT, losing your skillpoints and having to choose between Concentration and Spellcraft. The only stat that was dumpable without consequence was probably Charisma.
In this game however, it seems to be dumbed down to the point that stats only give bonuses, not penalties. This means you can actually dump any stat with very little consequence. Now all stats are dump stats. BALANCE!!!![]()
What's the difference between a stat penalty and all DCs being raised by 4?
It's about magnitude, impact and appearance. Nothing but bonuses is not the IE way.agris said:below a certain ability point threshold, the player should incur a malus to a given derived attribute. I understand that this is functionally equivalent to a system balanced around any arbitrary derived attribute (defense, accuracy, etc) score, but the concept of "nothing but bonuses" is not consistent with the IE experience. If you played a wizard, you knew that the bare-minimum you could take in INT (enough to memorize X level spells). If you played a fighter, you knew that a 10 STR was going to gimp you, or a CON imparting a negative HP/level modifier was a stupid choice. Such bonus/malus mechanisms can be continued on in spirit in PoE, without creating character builds that fail.
I'm sorry but what's the difference. If you take one system where you go from -5 penalty to +5 bonus and other where you go from +0 to +10 bonuses, the difference in strength of two characters on the far ends of the scale should be the same.
What's the difference between a stat penalty and all DCs being raised by 4?
They feel pretty samey. The attributes do little to differentiate characters.Are the stats different enough that you could randomly allocate the points for a couple characters and the game would play differently with the same classes? Sawyer made it sound like his goal was to let people make viable strength wizards etc. and avoid dump stats, but is it a source of game variety too or is it too marginal?
Although I've got to say, some tips:
- Start a New Game, you only have ONE life. If you Load Game you will instantly see the game becoming more buggy almost immedietly (saving the game can cause instabilit too). So, so long as you're not loading the game, you're mostly fine, the beta is most stable until you save or load game.
- Don't talk to Medreth in the beginning, go to Nyfre first instead. Don't talk to Rumbald or any other Quest-giver in town.
- Try to survive without saving or loading for as long as you can (Defeat the Ogre, take the head, go to the Egg, return) etc. this is what I am trying to do, completing Quests backwards (because Quest-givers & Quests are buggy if doing them linearly straight up).
I hope that Obsidian will put some effort into coding a beefy heuristic for determining when enemies should take the hit and break out of melee engagement.
Question: am i being a whiny fag, or is combat actually boring? (I haven't read all the replies here but it seems more like combat is considered badly implemented rather than boring, and while bad implementation can be fixed, boredom can still happen with well implemented combat...)
Looking at it closely I think it reads: On Attack: +4 Melee Accuracy, +4 Ranged Accuracy, x1.25 Damage. Just look at where the commas end. But they way they put it there is really whack.
Edit: They really need to fix it. The way they present the information here is awful.
tuluse said:There is an oddity in the system that ranged characters can dump con and resolve easily so might is more beneficial for them than melee characters.
Frusciante said:2. Per encounter abilities: if it was up to me there would only be per encounter abilities in this game. Per rest abilities generate startegical considerations. Limited per encounter abilities generate tactical considerations. In moment to moment gameplay tactical considerations are much more interesting then strategic ones in an IE like game (I can elaborate on this if anyone is interested).
3. Resting + health + stamina: I like the interplay between resting and health. Basically you cannot rest after each encounter so you need to manage your long term resource: health. In combat encounters you thus need always be on your best because otherwise you will get into trouble later on in the dungeon/area. Also I like that you dont have to load your priest full of healing spells anymore to survive an encounter.