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

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Looks like Josh managed to balance the fun out of P:E.
Unique items in an IE successor has enchantments that can be duplicated by the player on mundane items? :retarded: what I don't even...

I am not the biggest fan of BG/2, but the unique itemization was perhaps the strongest motivation for me to play BG/2 in that shitty clsuterfuck RTwP IE combat.
 
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Hormalakh

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Nov 27, 2012
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Finally got this unoptimized game to work on my computer...

a few suggestions right off the bat:

1- I concur about the craziness of combat: one glaring issue I see that I don't think has been mentioned yet is the relatively slow "death animations." With the very transparent selection circles under the enemies (too transparent to see), I don't know which enemies are down and which are not fast enough to select the next enemy. I am pausing battle every 2 seconds because I'm waiting for the enemy to go down to select the next one. Another issue is the lack of contrast among the various combatants. With the spell animations on top of the lack of defined edges of character silhouettes, I can't see where an enemy outline starts and where it ends. This along with the blended feel I get when looking at the battlefield makes it really tough to tell how many units are on the field.

If need be, go for the VATS style complete outline with a red or blue of the silhouette for each character, friend or foe. That should make telling characters apart easier.

2- The controls option requires two very important options: (1) scroll speed both with mouse and with keyboard. As I understand it, the current speed is locked to the FPS of the game. With a scroll speed, allow players to move multiples of 2/0.5 in either direction when moving the screen. Put another option for scrolling speed for keyboard only. (2) Mouse sensitivity/speed. I move my mouse much faster than the game is reacting. I need sensitivity.

3- What the heck is going on with these hotkeys? The hotkeys are extremely unintuitive and all over the place. Furthermore, the actual things that require hotkeys (abilities) have no hotkeys at all. Abilities require hotkeys because hotkeys allow a more useful approach to combat (the one time where speed and agility of the player actually matters). I don't care about a hotkey for the options (which should be utilizing the F-keys anyway. What I care about in hotkeys is the ability to reselect commonly accessed buttons (ABILITIES). This is where if Obsidian followed the RTS/MOBA approach, it would be ok.

Along the same lines, the current delineation of abilitiesh passive/active/per-rest/per-encounter is completely unintuitive. Filter these abilities based on increasingly fine categorizations. Passive abilities shouldn't even be shown on the hot bar in the bottom left. They're passive and so you can't even really toggle them. Modal abilities should be in a category of their own. It should be quickly evident which abilities are "switchable" (modal) and which are not. Right now some of the abilities which are modal are sitting next to active abilities and it's unintuitive. I haven't played with all the abilities, but I will try to sit down and look at each classes ability list up to level 5 today and come up with a better positioning for them.
 

Hormalakh

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Oh one more thing: the current inventory system as it stands doesn't need these silly filters (armor/weapons/etc). That would be better used in the stash where everything is a huge clusterf***. Put filters at the top of the stash box so that everything filters appropriately. But don't just darken the objects: get rid of them when filtered. Darkening them still makes players have to scroll through huge amounts of objects and makes looking through the stash a huge headache.
 
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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"

That's not really degenerative at all. The player is choosing which unit receives certain equipment based on another factor besides class/damage/proficiency. That's a huge part of what made BG2 itemization interesting, that certain weapons/armor/trinkets could patch up holes in a character's defenses. Do you want the Shield of Harmony in your Cleric's off-hand, or is the Shield of the Lost better for the character? Is Arbane's Short Sword a good thing to put in your Fighter's hands, which are used to Long Swords? That immunity to Hold spells can be pretty nice.

and combat degenerate to "put the right immune person at the front line".

But this isn't the fault of "hard counters", it's the fault of poor AI and narrow enemy design. Sword Coast Stratagems 2 is a proof-of-concept for how all of these issues could be fixed up.

No longer do enemies blow their limited use abilities on the first opponent they see; SCS2 scripting allows them to recognize (if in a slightly cheesy manner) when player party members have certain protections up and act accordingly. They also shift their attacks to more vulnerable members of the party. This means things like Illithids won't blow all their Psionic Blasts on your lone Berserker, allowing you to send in the cavalry and wipe up. Vampires disengage from Negative-Plane-Protected characters and target those weak to level drain, if possible. Mages don't cast into Spell Turning, Protection From Energy, and whatnot.

It also adds abilities to plenty of enemies to make them less narrow, to be able to interact on more axes. Illithids are granted additional abilities based on the special scripted abilities of the Athas halflings in the Planar Sphere as well as Psionic-focused splatbooks. This means something like Chaotic Commands, the Greenstone Amulet, or Berserking doesn't completely shut them down. Similarly, vampires have been granted a bunch of extra abilities beyond level-draining and domination. Constitution drain on-hit (which, by the way, I find a lot more elegant than Level Drain), the ability to summon swarms of rats or dire wolves, a Bat Swarm that functions similarly to Druidic Insect Swarms, as well as smart use of transformation abilities to get at weaker party members.

And while SCS2 doesn't really mess with the composition of many encounters, mixing and matching different enemies would make for even more complex fights that can't be stuffed by one or two countermeasures, and where the enemies can cover for one another, overlapping their abilities/strengths.

Take the fight against the final guardians of the seal in Watcher's Keep with SCS2 scripting. Among that group is a Hive Mother, a very tough Beholderkin. Even if you have the extremely cheesy Shield of Balduran of Cloak of Mirroring, that only protects two of your party members against her eye rays (and not necessarily the spells she casts), but she is completely free to target other characters while the battle rages. The hard counter items give the player some choice in how she directs the majority of her abilities, funneling them away from, at most, two characters. This provides certainties upon which tactics can be based; a cleric or a mage can be on dispelling duty without having to worry about being bombarded by Beholder rays.

And in symmetric systems, like D&D, "hard counter" abilities can help enemies stand up to players and differentiate encounters from one another in a more organic manner. Take SCS2 fighters, which are granted the ability to drink potions at a fight's onset. Often times they consume different countermeasure potions so as to make one type of spell effect not debilitate the entire group (e.g. one drinks a potion of free action, another a potion of clarity, another a potion of magic blocking, etc), forcing the player to mix it up.

Defense mechanisms such as these, in addition to forcing the player to swap tactics, often serve to make the player interact on the same axis as the opponent, rather than merely repeating the same lines of play that the party is "good at". A great example in vanilla BG2 are the host of spell/combat/illusory protections available to clerics and mages that force the player to consider the defensive abilities used and work around them, be it by proper use of anti-magic spells or using attacks that go around the enemies defenses (no enemy in vanilla BG2 makes impregnable setups and even SCS2 only has a few that really stack the protections). Interacting differently makes encounters feel different, builds feels of variety, and makes for a more fun and interesting game experience.

Tangentially related, I like how BG2's "hard counter" abilities tend to be systemic; they work the way the manual (or in-game documentation) describes and are often available to the player themselves. Players know how potions, spells, and innate abilities should work and there's feedback in the combat log. I like this a lot more than hardcoded, DM-fiat immunities, and it's probably no surprise that most of the consternation around BG2 enemies came from unintuitive resistances/immunities and the way they interacted with the systemic defense methods. Things like liches being immune to spell levels one through five or mariliths casting Protection From Magical Weapons while retaining their innate immunity to normal armaments.

This is basically a tl;dfr read of saying that Sawyer drew the wrong conclusions from BG2; it wasn't hard counters that caused problems it was AI and encounter/enemy design that could have been even better. And from this flase conclusion, a lot of awkward designs spring up. No longer can players have certainties in combat from which they can base tactics around. No more using countermeasures to exploit environmental/magical asymmetries to the player's advantage. Want to do the old Free Action plus Web trick? Under the doctrine of "No Hard Counters" this is bad and players need to have a small chance to be webbed up because...why? It would be like a squad tactical game having infrared/NV-goggles randomly fail at times when you are trying to execute operation with smoke grenades or at night. So fun, so balanced!

And it leads to idiotic designs like this. It's BG2's Minor Spell Turning, but utterly FUBAR'd because of Sawyer's axe to grind against "hard counters". Spell Turning is a pretty narrow defensive measure. It can only be cast by mages on themselves, only reflects spells of up to a certain level, only reflects a certain power level of spells, and only reflects directly targeted spells. It has a non-trivial tempo and resource cost. Basically, it's only useful against certain things, but guaranteed protection against that limited subset of offensive maneuvers. In a word, balanced.

Sawyer's version injects in pointless randomness. Now you have a defensive mechanism that is extremely narrow, yet still prone to failure ostensibly because of The Saw™'s crusade against "hard counters". And when facing this ability, the randomness takes away one of the more creative (and fun) interactions with Spell Turning that existed in BG2: bouncing buffs off of the protective magics, which was helpful if you were all out of Spell Thrust, Secret Word, Dispel/Remove Magic, or any other appropriate anti-magic.

Just plain silly.

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

Meh, plenty of spells and effects completely bypass the saving throw system, especially in higher level D&D. It only makes sense to have defensive measures that do the same.
 

mastroego

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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.

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

It's not like you could make everyone immune to everything.
Take the Ring of Free Action: equipping it meant losing a different ring to begin with, then, while you were Immune to Hold, Web and Slow you were also not affected by Haste and Improved Haste, which was desperately needed, especially in ToB.
Some items really were super-powerful though: you got to decide whether you wanted to spread them out or give them all to one char (as I did), so that one always survived and the others died all the time.
That might have been a "bad" choice, but the point is that I could make it and see its effects.

A watered-down system created - for unfathomable reasons - in FEAR of things like hard-counters and imaginative, unique items deserves only to uneventfully fade from memory, as this will most probably do.
 

imweasel

Guest
I took a closer look at the attributes system. For example:

Might 3 (minimum):
Dkbpq1S.jpg


Might 18 (maximum):
J9fRR1L.jpg


The damage ouput (and healing too) increases by about 30%, that is all that min-maxing might does.

Fucking around with the numbers changes the build so minimally, that it doesn't matter what you do. You might as well just put 13 points in every attribute:

Might 13:
ffpQki8.jpg


That is just 10% less damage than maxing out might, and this works analogously for every attribute. After you dump intellect (which you should for classes that have no use of AoE) then the advantage is even more generous. I wonder why the game even has attributes, the only reason they seem to exist in PoE is to give the illusion that the game is more complex than it actually is, simply to deceive the player into thinking that his choices actually matter. It is a placebo effect and nothing more.

This balance is just amazing. Right Roguey?
:balance:

(BTW If you are obnoxious and gloat that you can do it better than D&D and everyone else, then it would probably be wise to try and create something better than this. Just sayin')
 

Infinitron

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This is basically a tl;dfr read of saying that Sawyer drew the wrong conclusions from BG2; it wasn't hard counters that caused problems it was AI and encounter/enemy design that could have been even better.

Asking for enhanced AI to make everything better is basically the almighty "ADD MOAR CONTENT" trump card for balancing a system. With enough enhanced content you can work around every imbalance and balance it out, turning a minus into a plus. That's always been true.

I would say that maybe things like SCS-caliber EXTREEM TACTICS can only ever be the province of mods made on a fan's free time. Game developers work with a limited time and budget.

And it leads to idiotic designs like this. It's BG2's Minor Spell Turning, but utterly FUBAR'd because of Sawyer's axe to grind against "hard counters". Spell Turning is a pretty narrow defensive measure. It can only be cast by mages on themselves, only reflects spells of up to a certain level, only reflects a certain power level of spells, and only reflects directly targeted spells. It has a non-trivial tempo and resource cost. Basically, it's only useful against certain things, but guaranteed protection against that limited subset of offensive maneuvers. In a word, balanced.

Sawyer's version injects in pointless randomness. Now you have a defensive mechanism that is extremely narrow, yet still prone to failure ostensibly because of The Saw™'s crusade against "hard counters". And when facing this ability, the randomness takes away one of the more creative (and fun) interactions with Spell Turning that existed in BG2: bouncing buffs off of the protective magics, which was helpful if you were all out of Spell Thrust, Secret Word, Dispel/Remove Magic, or any other appropriate anti-magic.

Just plain silly.

It looks pretty cool to me. Personally, I thought the LOOK AT ME ALL THE SPELLS ARE BOUNCING OFF OF ME I'M INVINCEEBEEEEEEEL stuff in BG2 was pretty derpy. Don't see anything wrong with adding more risk factors into the equation - especially if you have ways of mitigating them. Who says Sawyer is against complexity?

Meh, plenty of spells and effects completely bypass the saving throw system, especially in higher level D&D. It only makes sense to have defensive measures that do the same.

Well, yeah, that's kind of the point.
 
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Shadenuat

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Infinitron got new counter argument for lots of stuff - that basing system on appropriate content, and content on game's system, is bad.

ffs

If a particular mechanic requires exceptional execution but provides great gameplay rewards it doesn't mean it's inherently bad because you can't get same rewards with two stones and a stick instead.
 
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Volourn

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"D&D Bless is +1 to hit. That's a 5% increase chance to hit."
\
Is it? Is it really?

let's say you have a level 1 fighter with weapon focus, 14 stength, and the + to attack as a L1 fighter. That gives him +4 to attack. That +1 makes it +5> That's WAY more than +5% you stupid dumbass.


"As an example from Pillars of Eternity, we have maces and padded armor, two things that generally get short shrift in a lot of RPGs. In most RPGs, maces are slow and do poor damage with few elements in the "+" column"

Oh, FUCK OFF. maces are one of the most used and popular weapons in RPGs. I mean, it's a fukkin' priestly staple for a fukkin' reason. Neevr fukkin' heard of the fabled mace of disruption/ .. I'll give him padded armour but mac? GTFO
 
Weasel
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Asking for enhanced AI to make everything better is basically the almighty "ADD MOAR CONTENT" trump card for balancing a system. With enough enhanced content you can work around every imbalance and balance it out, turning a minus into a plus. That's always been true.
Doesn't making the dialogue/conversations tie into the attribute system do the same though? Layering content onto the system to balance it? And Sawyer even mentions a character "good at navigating conversations" which is obviously only useful if this extra content makes the choice useful.
 

Shadenuat

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Armor is probably one of least unbalanced things about PoE beta, except brigandine that gives 10 armor and -50 speed while plate gives 12 and... -50 speed. There is some use for every armor, although if you ask me, a proper powahgamer would probably wear clothes with 0 armor and 100% speed for anyone not on the front lines, and choose 1 punching bag and give it plate armor (say, 2-3 naked guys with guns, 2 naked wizards and 1 plate armored dude).
From spellcasters to archers (ESPECIALLY musketeers) all ranged characters benefit from wearing nothing. A DPS oriented melee probably would use Fine light armor imo.

Maces and other blunt weapons were mandatory in IE because of resistances (even skeletons in IWD1 had resistance), BG2 also featured very good magical examples.

As for weapons, PoE is probably more advanced, but I found out that anything with DR-ignoring on it is superior to everything else. Like my barb with estoc ended up doing more than 9000 damage (literally) per playthrough compared to 3700 fighter did. Although maybe it's the nature of barb since he also does small aoe dmg and he wore light armor.
 
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bonescraper

Guest
Eh, i thought it's already established that attributes don't matter at all. You can distribute them at random, and you won't feel a difference. Now, combine that with quest only xp, fairly linear character progression, limited customization, no specializations (strength is the ultimate stat, every character can pick locks etc.), banal shit boring itemization and spells, and you end up with a game where every playtrough will look exactly the same (sans some scripted dialogue choices).

It's like the Call of Duty of cRPGs. A game that forces you into a carefully designed maze. Not quite what i expected.
 

Shevek

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Those AI mods for BG2 (Sword Coast Strategems, etc) didnt make the game any better. It just mandated prebuffing (since the enemies were prebuffed) and having a mage in the party to play rock paper scissors (taking down mage protections).

I also think that people complaining that the magic in PE isnt fancy enough need to step back and remember that this is the low/mid levels we have seen. Think back to BG1. I didnt recall magic knocking off my socks there either (even towards the end). Think about Icewind Dale. Were Good Berries more epic than what we have seen here? Maybe in an expansion or sequel, when we get to the high teens, we will be able to summon demons and crap like that.

As of now, people need to recognize that this system is SUPERIOR to the IE games. More characters have crap to do. That is a good thing. Instead of multiple classes dipping into the SAME arcane or divine magic pools, we now have classes with their own diverse skill sets. That makes classes more diverse and party composition more impactful.
 

Infinitron

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Asking for enhanced AI to make everything better is basically the almighty "ADD MOAR CONTENT" trump card for balancing a system. With enough enhanced content you can work around every imbalance and balance it out, turning a minus into a plus. That's always been true.
Doesn't making the dialogue/conversations tie into the attribute system do the same though? Layering content onto the system to balance it? And Sawyer even mentions a character "good at navigating conversations" which is obviously only useful if this extra content makes the choice useful.

The goal is to not have to rely on conversation checks for balance. That allows the writers more freedom to use what checks they want (although I do think they plan to do some balancing around those too - see the "karma police").
 

J_C

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Project: Eternity Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
I took a closer look at the attributes system. For example:

Might 3 (minimum):
Dkbpq1S.jpg


Might 18 (maximum):
J9fRR1L.jpg


The damage ouput (and healing too) increases by about 30%, that is all that min-maxing might does.

Fucking around with the numbers changes the build so minimally, that it doesn't matter what you do. You might as well just put 13 points in every attribute:

Might 13:
ffpQki8.jpg


That is just 10% less damage than maxing out might, and this works analogously for every attribute. After you dump intellect (which you should for classes that have no use of AoE) then the advantage is even more generous. I wonder why the game even has attributes, the only reason they seem to exist in PoE is to give the illusion that the game is more complex than it actually is, simply to deceive the player into thinking that his choices actually matter. It is a placebo effect and nothing more.

This balance is just amazing. Right Roguey?
:balance:

(BTW If you are obnoxious and gloat that you can do it better than D&D and everyone else, then it would probably be wise to try and create something better than this. Just sayin')
What is.... How does .... But Josh.... I .... Seriously dammit! I respect, respected at least, Sawyer's knowledge about RPGs, he is clearly a guy who knows about this stuff. But this is the best he could come up with? I know I'm stretching it a little, but this is worse than all the popamole crap we got in the past years, because in those, you at least had to be careful what attributes and abilites you upgrade, because they meant something. But according to this, you can just blindly assign points in this game, and you will get an almost identical result.

Everybody was screaming at Josh about this balance bullshit from the very beginning, and he took a dump on that feedback. I really hope they fix this, because if this stupid ruleset fucks up my dream RPG, I will murder someone.

Someone really should post this on the Obsidian forums, so Josh sees it. I wonder if he has anything to add.
 
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Volourn

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"As of now, people need to recognize that this system is SUPERIOR to the IE games."

L0L
 

Frusciante

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What is.... How does .... But Josh.... I .... Seriously dammit! I respect, respected at least, Sawyer's knowledge about RPGs, he is clearly a guy who knows about this stuff. But this is the best he could come up with? I know I'm stretching it a little, but this is worse than all the popamole crap we got in the past years, because in those, you at least had to be careful what attributes and abilites you upgrade, because they meant something. But according to this, you can just blindly assign points in this game, and you will get an almost identical result.

Everybody was screaming at Josh about this balance bullshit from the very beginning, and he took a dump on that feedback. I really hope they fix this, because if this stupid ruleset fucks up my dream RPG, I will murder someone.

Someone said it a few pages back, but I think it's clear that Sawyer doesnt want to have attributes at all. He should make a clear decision: either have no attributes or have meaningful attributes.

Edit: someone should post these pictures (from the weapons and aoe spell circle) on the obsidian forums to try and change things.
 

Shadenuat

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Those AI mods for BG2 (Sword Coast Strategems, etc) didnt make the game any better. It just mandated prebuffing (since the enemies were prebuffed) and having a mage in the party to play rock paper scissors (taking down mage protections).

I also think that people complaining that the magic in PE isnt fancy enough need to step back and remember that this is the low/mid levels we have seen. Think back to BG1. I didnt recall magic knocking off my socks there either (even towards the end). Think about Icewind Dale. Were Good Berries more epic than what we have seen here? Maybe in an expansion or sequel, when we get to the high teens, we will be able to summon demons and crap like that.

As of now, people need to recognize that this system is SUPERIOR to the IE games. More characters have crap to do. That is a good thing. Instead of multiple classes dipping into the SAME arcane or divine magic pools, we now have classes with their own diverse skill sets. That makes classes more diverse and party composition more impactful.
а) Yes they fucking did, purist SCS only updated AI and removed bugs (don't mix them with Tactics mod, that one was pure metagaming scripted shit);
b) Magic isn't fancy because effects are often marginal, only stacking some shit on top other shit makes it look like you did something, and it is also not fancy because visual presentation is not as sharp as IE games;
c) Except that you still have not enough of a tactical windows to do everything you would probably do in a turn-based game.

Btw, there are obvious winners in spellbooks in beta, as well as some obvious winners in classes. One of those I think is Cleric, whom I can't really see any replacement for. With the nature of AI, stamina and damage and all that, his stacks of AoE heals are what you're probably end up rotating every combat with more than 2-3 weak creatures.
Druid, sadly, is just full of some hard-to-land not-as-cool-as-fireball damage spells, his summon is buggy and shitty, and his heals require higher slots I believe.
As a druidfag I'm a bit dissapoint I can't even summon a bunch of wolves to distract enemies. Can't have animal companion cause it's Ranger-only feature... which I don't really need, don't want to fall down in combat because someone landed a crit on my wolf pet.
And animal shape turns you into a furry. urrh
 
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bonescraper

Guest
I took a closer look at the attributes system. For example:

Might 3 (minimum):
Dkbpq1S.jpg


Might 18 (maximum):
J9fRR1L.jpg
Yeah, and your average level 5 character has ~140 health. I'm looking forward to a mod which doesn't let you raise your attributes at all.
 

Volourn

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"You NEED to! Face the truth, faggot!"

The truth is I still believe PE will be a playable fun game with potential greatness but it will be IN SPITE of Mr. Sawyer not BECAUSE of him.
 

Infinitron

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Re: attributes and their effect, this excerpt from Sawyer's recent article should be instructive with regard to how he intends to deal with our feedback:

Doubling and Halving
How do we tune? The Sid Meier way: doubling and halving. For many people, the instinct when tuning is to try small incremental adjustments. This is usually not an efficient process. It's almost always much faster to halve or double the values being adjusted and only make smaller tweaks after you've already passed the target. Is this unit too slow? Double its speed. Is this class not gaining health fast enough? Double its health per level. Is this weapon mod doing too much damage? Halve it. Is this encounter too big? Remove half of the combatants.

Once you've confirmed you've gone too far, you can roll back so you've gone just far enough. With enough field testing and adjustment, we can get all of the systems and content into a place where we feel like they are solid and provide a wide variety of viable choices for players. After that, the game has to survive contact with the players.

When the fixes come, they will be large.
 

Zed

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values are not the problem, functionality and design is. I don't care if "might" gives 10% per point rather than 2%, it's still boring flavorless over-streamlined design.
 

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