Prime Junta
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That is now what this complaint was about. He complained about green text that gives you more info (about lore of the world) when you mouse over it.
"Pekehu - indicates strong affirmation or agreement." Yeah.
That is now what this complaint was about. He complained about green text that gives you more info (about lore of the world) when you mouse over it.
I don't know anyone that wanted most abilities removed from PoE. What we did want is less abilities for all classes. We complained that it worked well enough in BG where only casters had multiple abilities called spells to manage while you could leave your non casters to do what they did best without a need for excessive micromanagement.Yeah it sucks but isn't that exactly what the detractors wanted..? Make up your mind.
Well not all of them. Pretty sure even Sensuki admits that character building is inherently better in PoE. But if you do enjoy the Infinity Engine games, this can't be the factor that makes the game not fun or bad for you. And they had unlimited resting too.
I don't know anyone that wanted most abilities removed from PoE. What we did want is less abilities for all classes. We complained that it worked well enough in BG where only casters had multiple abilities called spells to manage while you could leave your non casters to do what they did best without a need for excessive micromanagement.Yeah it sucks but isn't that exactly what the detractors wanted..? Make up your mind.
Well not all of them. Pretty sure even Sensuki admits that character building is inherently better in PoE. But if you do enjoy the Infinity Engine games, this can't be the factor that makes the game not fun or bad for you. And they had unlimited resting too.
What PoE did is bring about Turn Based level of character abilities into a clusterfuck RTwP designed game.
The whole hyperlink thing tells me they didn't listen to a word of the criticism leveled against the last game's writing.
The problem wasn't incomprehensibility - it was lore dumping and unnatural characters.
You're confusing some things here.On not caring about which spell to use; in a good magic system the situation should dictate which spell is best to cast. If you will always want to cast the same spell then yes, having limits per rest spells adds some strategic element. But if a magic system (and encounter design) is well done then this per rest element shouldn't be needed to make strategic choices emerge.
PoE2 is going the way of castimes. This is a road well travelled
Yes.PoE2 is going the way of castimes. This is a road well travelled
Is it?
Just play any action based RPG.
All attempts to use cast times to balance magic leads to a combination of nerfs and situational shortcuts to turn the Super Powerful Fireball of death into an more ordinary bigger than average Fireball.
The whole hyperlink thing tells me they didn't listen to a word of the criticism leveled against the last game's writing.
They have. PoE2 writers have mentioned on Twitter and elsewhere a few times that they're trying to cut down on "loredumping". Whether or not they succeeded is a different matter.
The problem wasn't incomprehensibility - it was lore dumping and unnatural characters.
But hyperlinks aren't just a solution for "incomprehensibility". They're also a place to offload lore so they can reduce loredumping.
You might have mistaken PoE for a single character Skyrim like game. Maybe you are in a wrong topic?I don't know anyone that wanted most abilities removed from PoE. What we did want is less abilities for all classes. We complained that it worked well enough in BG where only casters had multiple abilities called spells to manage while you could leave your non casters to do what they did best without a need for excessive micromanagement.Yeah it sucks but isn't that exactly what the detractors wanted..? Make up your mind.
Well not all of them. Pretty sure even Sensuki admits that character building is inherently better in PoE. But if you do enjoy the Infinity Engine games, this can't be the factor that makes the game not fun or bad for you. And they had unlimited resting too.
What PoE did is bring about Turn Based level of character abilities into a clusterfuck RTwP designed game.
TL;DR: only mages should be playable
Listening ≠ hearing. Listening implies they actually do something about it. Filling conversations with made-up words and big lore pop-ups is the reverse. They're not reducing lore-dumping by putting it in a hyperlink. Stuff that shit in a Codex if you absolutely have to. It means they're not making a chance to the core principals of writing but are trying to the exact same thing in a different way.
Listening ≠ hearing. Listening implies they actually do something about it. Filling conversations with made-up words and big lore pop-ups is the reverse. They're not reducing lore-dumping by putting it in a hyperlink. Stuff that shit in a Codex if you absolutely have to. It means they're not making a chance to the core principals of writing but are trying to the exact same thing in a different way.
Putting the loredumps in a hyperlink means you can choose not to read them.
Yes.PoE2 is going the way of castimes. This is a road well travelled
Is it?
Just play any action based RPG.
All attempts to use cast times to balance magic leads to a combination of nerfs and situational shortcuts to turn the Super Powerful Fireball of death into an more ordinary bigger than average Fireball.
But of course, PoE2 is going to be more ordinary than it appears. Empowers are Mana in different clothes.
Can you explain how that happens in more detail? I'm not sure I follow.
Now, in PoE2 the casters aren't Vancian. They use empowers and have long cast times. These lead to some questions. Are normal powered fire balls, explosions and lightning bolts only good enough to fry the weakest enemies? Are the cast times subject to haste spells? The empowers can just amount to a veiled form of vancian spellcasting. I wouldn't mind that. Or they could just be a formality. The unnecessary coup de grace. That would leave us only with cast times. Are cast times really so long that the best abilities can change a whole encounter themselves? This can lead to a spell becoming impractical. I can't even pre-cast spells in PoE2, can I? It therefore becomes easier to weaken them. Instead of a 7 second Finger of Death, you get a 3.5 second Flame Arrow.
Yes, that's the spirit of it. Pillars is one of the few games I know of that went through a patching process that is comparable to something like what Paradox or MMOs do. From my experience, ameliorating and nerfing the resource management is one strong possibility for PoE2's future. Streamlining and control is the logical conclusion of all balancing procedures. Just look at all the features removed in between.Now, in PoE2 the casters aren't Vancian. They use empowers and have long cast times. These lead to some questions. Are normal powered fire balls, explosions and lightning bolts only good enough to fry the weakest enemies? Are the cast times subject to haste spells? The empowers can just amount to a veiled form of vancian spellcasting. I wouldn't mind that. Or they could just be a formality. The unnecessary coup de grace. That would leave us only with cast times. Are cast times really so long that the best abilities can change a whole encounter themselves? This can lead to a spell becoming impractical. I can't even pre-cast spells in PoE2, can I? It therefore becomes easier to weaken them. Instead of a 7 second Finger of Death, you get a 3.5 second Flame Arrow.
Who weakens them? Are you saying that the designers, seeing that their idea of a time-based casting system is impractical for the most powerful spells, inevitably end up removing them and leaving only more spammable weaker spells?
the hyperlink stuff is good, so shut the fuck up
It's the antithesis of show, don't tell. I hate it.
You're never going to get "show, don't tell" in this kind of game to be honest
Pretty sure even Sensuki admits that character building is inherently better in PoE.
This is exacerbated in a game that's as non-linear as Pillars 2 is supposed to be. You could have skipped an option in a previous conversation about the lore, skipped the conversation entirely, or never even met the NPC you could have had a conversation with. I think games like Bloodborne and Dark Souls prove players can handle not getting a lot of exposition though, and I'd rather see Obsidian assume the player knows everything for a conversation and offload lore to item/spell descriptions and the like. Hyperlinks work for the same purpose I guess, but they seem a lot less elegant.Listening ≠ hearing. Listening implies they actually do something about it. Filling conversations with made-up words and big lore pop-ups is the reverse. They're not reducing lore-dumping by putting it in a hyperlink. Stuff that shit in a Codex if you absolutely have to. It means they're not making a chance to the core principals of writing but are trying to the exact same thing in a different way.
Putting the loredumps in a hyperlink means you can choose not to read them.
But yeah, I see what you mean - any hardcore RPGer worth his salt will read everything he's presented with (backer NPCs say hi), so the loredumping experience remains.
There still is an advantage, though. Writers will often be compelled to repeat a certain piece of lore several times. It's not guaranteed that the player met that one NPC explaining elf lore early in the game, so if later he meets another elf, the lore might need to be repeated. Putting it in a hyperlink ensures you only read it once.
GOD JOSHUA said:But if a character gets interrupted, then whatever they were doing is lost. And that applies to enemies as well, so if an enemy is in the middle of using some ability and you Interrupt them, that thing is gone and whatever resource they had towards using it is gone. So Interrupt and Concentration are no longer derived from your base stats, they're just properties of like, an attack either has Interrupt or doesn't, and a character either has Concentration or they don't, and usually the default is not. So if you get hit by an attack that interrupts you're gonna get knocked out of whatever you're doing.
I don't know anyone that wanted most abilities removed from PoE. What we did want is less abilities for all classes. We complained that it worked well enough in BG where only casters had multiple abilities called spells to manage while you could leave your non casters to do what they did best without a need for excessive micromanagement.Yeah it sucks but isn't that exactly what the detractors wanted..? Make up your mind.
Well not all of them. Pretty sure even Sensuki admits that character building is inherently better in PoE. But if you do enjoy the Infinity Engine games, this can't be the factor that makes the game not fun or bad for you. And they had unlimited resting too.
What PoE did is bring about Turn Based level of character abilities into a clusterfuck RTwP designed game.
Ok you enjoy clusterfuck combat and I don't. We can agree to disagree. But it will not stop me from shitting on that design.I don't know anyone that wanted most abilities removed from PoE. What we did want is less abilities for all classes. We complained that it worked well enough in BG where only casters had multiple abilities called spells to manage while you could leave your non casters to do what they did best without a need for excessive micromanagement.Well not all of them. Pretty sure even Sensuki admits that character building is inherently better in PoE. But if you do enjoy the Infinity Engine games, this can't be the factor that makes the game not fun or bad for you. And they had unlimited resting too.Yeah it sucks but isn't that exactly what the detractors wanted..? Make up your mind.
What PoE did is bring about Turn Based level of character abilities into a clusterfuck RTwP designed game.
It's your problem you're too retarded to handle more than 3 abilities per character. The only issue with this part of PoE's system was that the keybind UI was finicky.