Crescent Hawk
Cipher
- Joined
- Jul 10, 2014
- Messages
- 664
I still prefer Expeditions Conquistador over DivOS. Again I hope they improve 3d models and animations in POE.
I still prefer Expeditions Conquistador over DivOS.
I still prefer Expeditions Conquistador over DivOS. Again I hope they improve 3d models and animations in POE.
I think that from the perspective of most laymen, DivOS definitely has a wider scope than than Pillars (or any other purely Kickstarter-funded game). However, from a pure "systemfag" perspective what Grunker is saying isn't inaccurate.
Well, I guess since everybody is disagreeing with me on this I should throw in the towel here. I just don't equate breadth of content with scope. Maybe I should. But that would mean conceding that Skyrim has a vast scope
Perhaps it has. Then I will accept your definition and change my statement to this: PoE has more depth of content and more complexity in its systems (and I'm not refering to just the character system here, obviously, also stuff like reputation mechanics etc).
The Skyrim comparison is disingenuous, imo. It's not just about "breadth of content". It looks to me like you can't recognize D:OS for what it is, which is much more -- more significant and wider in scope -- than merely a combat-focused RPG with good encounter design that you're presenting it as. I think D:OS goes in a completely opposite direction to the CRPGs most of people here have been used to (i.e. the BG2 template or the Fallout template), it does many sweeping and revolutionary things that haven't been there in any CRPG than came before it, and it manages to create a full-grown RPG based on those "experimental" things. Whereas Skyrim's "sandbox" is based on breadth of content, D:OS' "sandbox" is in fact systemic; it's just not the same kind of "systems" as character development or reputation -- which is something that Obsidian/Troika/Black Isle/Bioware have been iterating on since the 90s, and which may or may not reach its next peak in PoE. These games focus on different things and approach the very groundwork of RPG design differently to a point where it even becomes pointless to compare them directly.
Just wanted to explain why some people (e.g. me) disagree with you there, and why your Skyrim comparison shows you don't really understand the nature of that disagreement.
Not willing to argue this further
I wonder where did they get the inspiration for such magnificent system. Oh wait, MMORPGs and Mass effect, fucking hell!Finally managed to get to level 8. Pure luck, game crashed once but reload did not wipe out quests. I also got experience triggers right, like visiting some places and dealing with the ogre, for example.
Now I understand why Sensuki things leveling is dull. Empty levels, feats that just pump already existing abilities, and abilities that just pump stuff class is already good at. Fighter gets more defense in various ways, Rogue more DPS. And holy hell, the spells. Say Cleric, he gets seal you can put on the floor on level 2, another one at level 3, another one at level 4... neither Wizard or Cleric get summoning spells, or new utility spells, or something that just feels fresh compared to previous levels. Magic missiles too. You get a level 1 magic missile, level 3 missile, level 4 missile... wtf. I hope you get more interesting spells during adventuring at least. Some stuff looks interesting like Phantom (BG Projection), and Invulnerability Sphere is in, but there's also a spell every level that does same shit Wizard's starting ability does - improves deflection. +10, +20, +25, urrh
Fact that Wizard's spells are actually Feats, so on level 6 or what you can improve your grimoire or take 4 level spell... wat.
And blank levels with only skill points suck.
Game would be better with say... 10-12 level being max level, but you'd get feat every 1-2 levels.
You also get levels too fast in beta, 1 level/quest basically.
I agree with you on the banality of the spell-design, and I think this is partially a result of designing a system where the "power" of the spells do not progress with the caster's levels, therefore the caster has to get a new version of the same spells every few levels.
In regards to the speed of progression in the beta, IIRC, the noted in the beta update that the experience points given in the beta quests were intentionally overinflated so that characters would level up at a faster than normal rate.
A bit more of variety wouldn't hurt. They could have been more creative with magic, if power scaling was a problem then they could have added more flavour to low level spells so that they would have been useful and fun to use at higher levels and without the need of copycats. Make them scale (in power and by adding different effects) with intelligence (for the matter, awarding a bonus stat point for every odd level should have helped and more customization for us).
SCS is definetely a question of man hours and testing. The mod wouldn't have been possible without the first iteration of Tactics, multiple years of forum discussion and 22 iterations of the final version of compiled scripts. It's a result of one of the most extensive periods of playtesting for a game, and someone with the time and skill to react properly to said testing. There's no way anything like SCS could make it into a game developed with short external testing time. Which, incidentally, defines nearly all actually released games.
I'm not saying I consider this type of limited immunity to be terrible and game-ruining. I'm just saying I don't see anything wrong with bringing the game's saving throw system into the mix and making things more involving.
If you can pump your resistances enough, or reduce the enemy's resistances enough, you gain an effect that's practically identical to those beloved hard counters.
Do you want your cool exploit-like tactics? Fucking earn them, I say.
In any case, I do wonder if you're not being disingenuous, because I suspect you want a lot more than that limited low-level Spell Turning effect.
A bit more of variety wouldn't hurt. They could have been more creative with magic, if power scaling was a problem then they could have added more flavour to low level spells so that they would have been useful and fun to use at higher levels and without the need of copycats. Make them scale (in power and by adding different effects) with intelligence (for the matter, awarding a bonus stat point for every odd level should have helped and more customization for us).
They already do scale in power with Intelligence, and Might also. No different effects though.
D&D does have some spells that do this too - most famously the Cure Light/Cure Medium/Cure Serious/Cure Critical set of spells. I don't consider it a disaster if it's not overdone.
For one thing, that won't happen. Sawyer dislikes hard counters because he believes they lead to “degenerate gameplay”, boring encounters, and metagaming. There's little reason to believe he would make it possible to stack effects such that hard counters are effectively built into the system.
Wait, people in the codex actually think low level spells should be a thing to deal with demons and high level undeads?In a shocking turn of events, the RPG Codex finds itself asking for spells that scale to your level
Wait, people in the codex actually think low level spells should be a thing to deal with demons and high level undeads?In a shocking turn of events, the RPG Codex finds itself asking for spells that scale to your level
Because other than some minimal utility those creatures should laugh at that petty magic.
As the game is in a nearly unplayable state at this point, I continue my suggestis on mechanically uninteresting parts of the game. This time it's about the Grimoire.
http://www.hormalakh.blogspot.com/2014/08/taking-look-at-grimoire-v257.html
Oh yeah, you mean the exception?Wait, people in the codex actually think low level spells should be a thing to deal with demons and high level undeads?In a shocking turn of events, the RPG Codex finds itself asking for spells that scale to your level
Because other than some minimal utility those creatures should laugh at that petty magic.
I don't really remember vampires and demons laughing at petty magic missiles in Badur's Gate but what do I know.
My demons didn't laugh at the Protection from evil a level 1 spell...Oh yeah, you mean the exception?Wait, people in the codex actually think low level spells should be a thing to deal with demons and high level undeads?In a shocking turn of events, the RPG Codex finds itself asking for spells that scale to your level
Because other than some minimal utility those creatures should laugh at that petty magic.
I don't really remember vampires and demons laughing at petty magic missiles in Badur's Gate but what do I know.
Sounds like you gave it as much of a spin as I did. That is, a very short one.
Sounds like you gave it as much of a spin as I did. That is, a very short one.
I agree with the impressions you share.
"I'm going to go with this fire dude. I wonder if anyone's going to notice that my face is on fire (hint: nobody did)."
I find it very weird that godlikes don't invoke a much more noticeable reaction from pretty much every NPC. Too bad the godlikes have all the good player portraits, because I think the game would be much better without them.
I edited the post before your reply and removed "much."Sounds like you gave it as much of a spin as I did. That is, a very short one.
I agree with the impressions you share.
"I'm going to go with this fire dude. I wonder if anyone's going to notice that my face is on fire (hint: nobody did)."
I find it very weird that godlikes don't invoke a much more noticeable reaction from pretty much every NPC. Too bad the godlikes have all the good player portraits, because I think the game would be much better without them.
In what way does their mere presence make the game "much" worse?
Pretty much. In a world filled godlike beings my character's appearance would be totally normal, but the village seems as ordinary as it gets and can fit into any fantasy RPG. A demonic looking character with his face on fire strolls in and nobody bats an eye. It makes you feel that the godlike character is nothing but a modifier. It's not an actual character but a walking "+1 to Dex +1 to Int" that doesn't serve any other purpose.Sounds like you gave it as much of a spin as I did. That is, a very short one.
I agree with the impressions you share.
"I'm going to go with this fire dude. I wonder if anyone's going to notice that my face is on fire (hint: nobody did)."
I find it very weird that godlikes don't invoke a much more noticeable reaction from pretty much every NPC. Too bad the godlikes have all the good player portraits, because I think the game would be better without them.