2house2fly
Magister
- Joined
- Apr 10, 2013
- Messages
- 1,877
Yeah, like "the vault dweller"If you put "the" in front of a name by which the protagonist is known... that argument is already lost, I think.
Yeah, like "the vault dweller"If you put "the" in front of a name by which the protagonist is known... that argument is already lost, I think.
So like Justin Bell using the marble lobby and volunteers from Obsidian for the choir and orchestra, maybe Obsidian can afford Italian localization because they asked their employees to help or talked to the cleaning ladies to see if any speak italian.
https://translate.google.com/
I am glad they acknowledged some of the crowdfunding fuckups as of late.
Offtopic, how feasible do you all think a Fallout 1&2 exploration map would be for PoE2? Specifically, you move around the map to reveal cities or hidden locations with the possibility of random encounters. I think that would make a lot of sense, at least on the sailing portions of PoE2 (I am just going assume that is a given).
That's a solid 13% rate of quality.
Curious: being progressive with RPG design, why are you holding on to weapon proficiencies? They pigeonhole players into eschewing interesting weapons on their characters. Which: (a) keeps them from experimenting and (b) detracts from the joy of finding new loot (found an interesting spear? Too bad, you are specialzing in swords). I thought you might agree somewhat with this, but then you included prof groups in PoE and it seems PoE2 will have even more traditional/strict proficiencies?
I think it varies from game to game. In Deadfire, I’m not concerned about it for the following reasons:
* The advantage of a proficiency is access to its related modal ability: Rapid Shot for hunting bows, Penetrating Shot for war bows, Savage Attack for great swords, etc. It’s advantageous, but not vital, and most importantly, it doesn’t give you an inherent accuracy or damage bonus since any such modal abilities always have trade-offs.
* It’s a party-based game. Between five characters, you’re likely to have someone who is proficient in the weapon.
* The number of proficiencies will be constant between classes (exception: the Black Jacket fighter subclass has additional proficiencies) and increase with level.
* If all else fails, you can always respec into a proficiency if you desperately want to use a piece of gear.
Being able to opt into proficiency allows a player to say, “This is something my character is good at,” which I think is worth something. Proficiencies were a bigger trap in AD&D because so many base weapon types were inherently bad. I wouldn’t suggest that PoE/Deadfire’s base weapon types are all equal, but we’ve certainly tried to make them much more competitive with each other.
Is there a system/mechanic they are not messing around with? One would think the first game did everything wrong.
Primary attributes.
Grunker is curious about progressive RPG design: http://jesawyer.tumblr.com/post/156866157721/curious-being-progressive-with-rpg-design-why
Curious: being progressive with RPG design, why are you holding on to weapon proficiencies? They pigeonhole players into eschewing interesting weapons on their characters. Which: (a) keeps them from experimenting and (b) detracts from the joy of finding new loot (found an interesting spear? Too bad, you are specialzing in swords). I thought you might agree somewhat with this, but then you included prof groups in PoE and it seems PoE2 will have even more traditional/strict proficiencies?
I think it varies from game to game. In Deadfire, I’m not concerned about it for the following reasons:
* The advantage of a proficiency is access to its related modal ability: Rapid Shot for hunting bows, Penetrating Shot for war bows, Savage Attack for great swords, etc. It’s advantageous, but not vital, and most importantly, it doesn’t give you an inherent accuracy or damage bonus since any such modal abilities always have trade-offs.
* It’s a party-based game. Between five characters, you’re likely to have someone who is proficient in the weapon.
* The number of proficiencies will be constant between classes (exception: the Black Jacket fighter subclass has additional proficiencies) and increase with level.
* If all else fails, you can always respec into a proficiency if you desperately want to use a piece of gear.
Being able to opt into proficiency allows a player to say, “This is something my character is good at,” which I think is worth something. Proficiencies were a bigger trap in AD&D because so many base weapon types were inherently bad. I wouldn’t suggest that PoE/Deadfire’s base weapon types are all equal, but we’ve certainly tried to make them much more competitive with each other.
Primary attributes.
Except maybe a few little tweaks caused by changes to some other system. Check Josh's SA thread.
(I.e., no. They are making changes to, quite literally, everything. Some major, some minor. The attribute changes will likely be minor.)
By that logic, any MC of any RPG is a chosen one.Your part in the events are bestowed upon you
Proficiencies were arguably the most important talents for just about any character in PoE.
it worked fine.
giving every character a weapon focus carries a pretty major opportunity cost.
Sure, eventually. I've tended to pick a weapon focus somewhere around level 8-10, unless I'm going specifically for a weapon DPS build. That's a long way from "arguably the most important talent" though.
The MC in any RPG is de-facto the only one with the ability to solve the plot because he's the protagonist. And the MC is the protagonist because the developers made it so which was totally outside the MC's control. If we want the chosen/not chosen dichotomy to be meaningful we need a criteria that doesn't involve the MC: could somebody else potentially solve the plot. Like I said, any Watcher or Cipher could potentially solve the plot in PoE, ergo the Watcher is not chosen.The "chosen" trope means that events outside of your control make your character the only one with the ability to solve the plot.
The MC in any RPG is de-facto the only one with the ability to solve the plot because he's the protagonist. And the MC is the protagonist because the developers made it so which was totally outside the MC's control. If we want the chosen/not chosen dichotomy to be meaningful we need a criteria that doesn't involve the MC: could somebody else potentially solve the plot. Like I said, any Watcher or Cipher could potentially solve the plot in PoE, ergo the Watcher is not chosen.The "chosen" trope means that events outside of your control make your character the only one with the ability to solve the plot.
There's no ancient prophecy in PoE and nobody tells you "man, you're the only one who can defeat Thaos because <reasons>." What you're told is that you're the only one who has a reason to really care about defeating Thaos. Not the same thing.
A coincidence is just a coincidence. Coincidences don't choose anyone, they just happen.or coincidence
A coincidence is just a coincidence. Coincidences don't choose anyone, they just happen.