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Pillars of Eternity Beta Discussion [GAME RELEASED, GO TO NEW THREAD]

Harold

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Joshua Dak'kon Eric Sawyer in the kotaku article said:
Even the most well-designed spreadsheet fails to capture the reality of how systems will function within the context of a game environment.
Yeah, no shit. :lol:
 

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
There would be no immunity to charm. It would increases defense against charm, so you'd be less likely to be charmed and then have a lower duration, but no hard counters.

Yep, that's exactly what The Saw™ would say.

That's probably my biggest beef with him, his fixation on "hard counters" and how they're somehow work of the devil. If bashing them wasn't such a huge hobby horse for him I feel he'd be a much, much more palatable designer, much more amenable to fun and interesting designs.

My problem with the powerful Items of Immunity in BG2 especially was that they kinda made equipment loadout degenerate to "who gets what immunity" and combat degenerate to "put the right immune person at the front line". Things could probably be a bit more interesting than that.

It's also weird to me how that sort of stuff tends to make the entire saving throw system superfluous.
 

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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
There are also no bad and well balanced RPGs. Or any well-balanced RPGs.
 

felipepepe

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My problem with the powerful Items of Immunity in BG2 especially was that they kinda made equipment loadout degenerate to "who gets what immunity" and combat degenerate to "put the right immune person at the front line". Things could probably be a bit more interesting than that.
And how having a system of "put the right high-resistance person at the front line" is any better?
 

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 problem with the powerful Items of Immunity in BG2 especially was that they kinda made equipment loadout degenerate to "who gets what immunity" and combat degenerate to "put the right immune person at the front line". Things could probably be a bit more interesting than that.
And how having a system of "put the right high-resistance person at the front line" is any better?

Well, if his resistance fails - and in the long run, it always will - you need to have a backup plan ready.
 
Self-Ejected

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My problem with the powerful Items of Immunity in BG2 especially was that they kinda made equipment loadout degenerate to "who gets what immunity" and combat degenerate to "put the right immune person at the front line". Things could probably be a bit more interesting than that.
And how having a system of "put the right high-resistance person at the front line" is any better?

Well, if his resistance fails - and in the long run, it always will - you need to have a backup plan ready.

Reload.
 

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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
And that's why you also need effects with short durations that don't take out a character for so long that people say "fuck it, reloading", Bubbles

(And the ones that still do, well, there's nothing to be done for them. Life's not perfect. :M )
 

Liston

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My problem with the powerful Items of Immunity in BG2 especially was that they kinda made equipment loadout degenerate to "who gets what immunity" and combat degenerate to "put the right immune person at the front line". Things could probably be a bit more interesting than that.
And how having a system of "put the right high-resistance person at the front line" is any better?

Well, if his resistance fails - and in the long run, it always will - you need to have a backup plan ready.

That just encourages degenerate save scumming. :smug:

I think that D:OS did a great job with resistance. Enemies have total immunities to entire schools of magic rendering a good portion of your abilities useless, and there is nothing you can do about it. This approach forces you to constantly change your tactics from one encounter to another. Much better than both BG "correct resistance or party wipe" and POE "you can win that way too, it's just less effective".
 
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There would be no immunity to charm. It would increases defense against charm, so you'd be less likely to be charmed and then have a lower duration, but no hard counters.

Yep, that's exactly what The Saw™ would say.

That's probably my biggest beef with him, his fixation on "hard counters" and how they're somehow work of the devil. If bashing them wasn't such a huge hobby horse for him I feel he'd be a much, much more palatable designer, much more amenable to fun and interesting designs.

can you or somebody explain his reasoning on his 'no hard-counters' stance? He seems somewhat obsessive about certain things, I do like some of his design choices, I guess I just sort of wish he were not LEAD designer and were more like an associate designer without as much overriding power.
 

tuluse

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Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
That just encourages degenerate save scumming. :smug:

I think that D:OS did a great job with resistance. Enemies have total immunities to entire schools of magic rendering a good portion of your abilities useless, and there is nothing you can do about it. This approach forces you to constantly change your tactics from one encounter to another. Much better than both BG "correct resistance or party wipe" and POE "you can win that way too, it's just less effective".
In all seriousness you won't reload because your dude would just incapacitated, not killed. So when you eventually beat the encounter he'll get back up.

can you or somebody explain his reasoning on his 'no hard-counters' stance? He seems somewhat obsessive about certain things, I do like some of his design choices, I guess I just sort of wish he were not LEAD designer and were more like an associate designer without as much overriding power.
Degenerate gameplay.

Hard counters leads to either guessing the situation correctly (or using meta knowledge) and cakewalking, or guessing incorrectly and having an extremely difficult time or reloading. He wants more granularity.

TOEE? Unless you're talking about encounters too. KOTC kinda if you ignore crafting, as that's only one feature and not a set of unbalanced features.
D&D is not balanced and one has ever claimed this.
 

Shadenuat

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They say 4th edition is p. balanced.

Probably why 5th edition seems to draw more from Pathfinder than 4th edition.
 

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