Prime Junta
Guest
Maybe they teamed up. Ondra clearly figures centrally in the story, but forging is more up Abydon's alley. Cf Woedica and Skaen.
That is suspicious. But the way the Eyeless are presented, it feels like a God created them but that it doesn't necessarily control them anymore.Ondra confirmed as villain of TWM Part 2?
Could be Abydon
Maybe they teamed up. Ondra clearly figures centrally in the story, but forging is more up Abydon's alley. Cf Woedica and Skaen.
I sort of wish this story was taking place post PoE main plot.
Probably because expansions that put content in the middle of the game suck. Even more so because they decided to split it in two parts.I sort of wish this story was taking place post PoE main plot.
Why? Do you mean because it will (at least in part) reveal the true nature of the gods?
They mentioned that Ondra's temple is a place of forgetting, so there's always a chance they'll pull some "the PC got mindwiped, and forgot that bit" schtick.
you mean terrifying bad? blind anorexics with pliers as a hand muh spikes and blades everywhereJesus that looks fucking terrifying
RE: Raedric's Hold, specifically, diving straight in the front door is meant to be very combat heavy. We try to forecast to players that choosing that approach is going to result in a lot of fighting. Going through the dungeons or sneaking in through the top can easily cut the number of fights in half.
As far as overall "trash mobs", I think the worst examples of those were in the late game and it's something we've tried to address in the 3.0 patch. We've also made a thinning pass on some of the lower levels of Od Nua and Galvino's Workshop.
Josh said:XCOM's systems work well because each mission is self-contained. Because the IE games and their Gold Box antecedents (and PoE, of course) have a big focus on exploration and doing things in whatever meandering order you want, it's not possible to neatly bookend quests or even areas in the same way. Dungeons come the closest to capturing a similar feeling, but not quite. Backing out is less convenient in dungeons, but you can still do it. This is where a lot of the complaints about being forced to go back to town come from.Since I've already mentioned it, I'd like to bring up XCOM, which also has Vancian casting (grenades, medkits, a few abilities) and a refresh system to match. I get to make loads of interesting strategic decisions in each mission, because it's not possible to spam grenades or be forced into a mission without rockets or whatever. A mission's enemy line-up can be a genuine challenge because it's balanced for a 100% ready squad, not a squad that might be 100% or might have used up its medkits last mission or somewhere in between. There's still rationing, but it's controlled.
Like, specifically, it's not Vancian casting that's the problem, it's Vancian casting and non-Vancian refresh; x-per-day spells next to rest-anywhere-freeform-exploration-I'll-do-whatever-quest-I-like-when-I-like. It's what 4th Edition D&D tried to address with its AEDU system.
There are examples of party-based fantasy games that really focus heavily on careful resource management. Darkest Dungeon is the first one to come to mind. Its mechanics seem to borrow very heavily from Torchbearer, which has some of the most brutal grind mechanics I've seen in a TTRPG.
off the top of my head: od nua, the cultist temple, the island or w/e it was where you get to the point of no returnJosh at badgame back in November said:were there specific areas where you thought they were especially bad
also on that page said:the cultist temple was by far the worst in terms of enemy glut. there were more people in there than there were in the town above.
http://forums.somethingawful.com/sh...3706905&userid=17931&perpage=40&pagenumber=12
We now have a proper answer to the Skaen Temple question: Working as Designed ArchAngel Immortal
RE: Raedric's Hold, specifically, diving straight in the front door is meant to be very combat heavy. We try to forecast to players that choosing that approach is going to result in a lot of fighting. Going through the dungeons or sneaking in through the top can easily cut the number of fights in half.
As far as overall "trash mobs", I think the worst examples of those were in the late game and it's something we've tried to address in the 3.0 patch. We've also made a thinning pass on some of the lower levels of Od Nua and Galvino's Workshop.
+1http://forums.somethingawful.com/sh...3706905&userid=17931&perpage=40&pagenumber=12
We now have a proper answer to the Skaen Temple question: Working as Designed ArchAngel Immortal
RE: Raedric's Hold, specifically, diving straight in the front door is meant to be very combat heavy. We try to forecast to players that choosing that approach is going to result in a lot of fighting. Going through the dungeons or sneaking in through the top can easily cut the number of fights in half.
As far as overall "trash mobs", I think the worst examples of those were in the late game and it's something we've tried to address in the 3.0 patch. We've also made a thinning pass on some of the lower levels of Od Nua and Galvino's Workshop.
Raedrics hold is one the few good examples of level design in PoE.
It was my favorite part of the game.... I've said this before.
The game spirals downwards in quality -significantly- after you first hit the player garrison. Up to that point I was having a blast.
Your quote from Josh had zero to do with Skaen Temple which suffers from complete lack of choice in how you handle it.
Is there a mod that decouples the attribute changes in PotD from the increased spawns? So we could play on Hard with the PotD attributes, for example?
Your quote from Josh had zero to do with Skaen Temple which suffers from complete lack of choice in how you handle it.
How so?
There are two entrances: Trygil's tower and the skull statue.
Through the skull statue, if you have high Mechanics (naturally, or through Rituals and resting bonuses) you can go pretty much straight to the end boss while only fighting about three lonely patrolling guards. Then you have several ways of resolving the quest, some of which don't involve fighting him at all. Or you can go around fighting a few small groups of guards and untrapping traps, if your Mechanics isn't quite high enough to make it straight through.
Through Trygil's tower, there are at least three ways to get to the locked area. The shortest involves a toughish fight with traps in inconvenient locations. Longer ones have more fights but they're easier.
It doesn't have as many different approaches as Raedric's Hold, but that's about a half-dozen different approaches, plus a bunch of different resolutions as well. I.e., not a particularly good example of a dungeon with a "complete lack of choice."
Skaen temple has multiple meaningful outcomes? You mean cause the alter has 3 Dialogue options at the end? Or because you can choose to rescue the girl or not?
The quest is, in terms of the quantity of bug reports made by players and testers, the potentially buggiest quest in the game.
Skaen temple has multiple meaningful outcomes? You mean cause the alter has 3 Dialogue options at the end? Or because you can choose to rescue the girl or not?
Well, you can, would that count as meaningful in your book?sacrifice one of your teammates to Skaen if you have a high enough Cruel disposition
Raedric's Hold is PoE's Beyond the Beef: http://fallout.wikia.com/wiki/Beyond_the_Beef
You can't have an entire game of them because:
The quest is, in terms of the quantity of bug reports made by players and testers, the potentially buggiest quest in the game.
Raedric's Hold is bigger and has more content and choices and is generally much better; I'm not disputing that. I am pointing out that Skaen's temple is a poor example of a dungeon with, and here I'm quoting you again, "complete lack of choice in how you handle it."
What's the outcome?
What's the outcome? Does it matter? If I hired some asshole from the tavern and sacrifice him do I just get a stat boost?
Do I even care about my companions?