Iznaliu
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- Apr 28, 2016
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Time for a new Codex Pillars retrospective! Can i write this one Infinitron?
Submit it and it will probably be looked at.
Time for a new Codex Pillars retrospective! Can i write this one Infinitron?
*reloads*In Baldur's Gate, camping out somewhere dangerous could end with your weakened party being eaten by ghouls but there's nothing like that in Pillars.
Baldur's Gate isn't a perfect game—duh—but at least there's some mechanic in place to discourage resting and incentivize trying to get as far as you can before setting up camp. In Pillars there's only an arbitrary and irrelevant limit on camping supplies.*reloads*In Baldur's Gate, camping out somewhere dangerous could end with your weakened party being eaten by ghouls but there's nothing like that in Pillars.
*backtracks*
Baldur's Gate isn't a perfect game—duh—but at least there's some mechanic in place to discourage resting and incentivize trying to get as far as you can before setting up camp.
Oh yeah, post above reminded me: in Infinity Engine games, stuff respawns when you rest. That doesn't happen in Pillars.
You're responding to select snippets of my posts and ignoring the overall point.
That's terror.
Josh is full of shit, tho. I refuse to believe that "most" players backtrack after every single battle if RNG is "too high" (whatever that even means).according to Josh
Remember: people were complaining that easy mode was way too hard, so they added story mode. This doesn't prevent them from going all out on PotD, with dungeons trapping you inside and you being unable to backtrack to get more supplies, but they seem way too conservative with PotD and I don't know why. They have 5 difficulties, why does each one have to cater to the lowest common denominator of its stated goal? I just don't get it. Have BIG, EASY TO READ LETTERS SAYING: THIS MODE IS EXTREMELY DIFFICULT, DON'T TRY IT IF YOU DON'T KNOW WHAT YOU ARE DOING. ARE YOU SURE YOU WANT TO CONTINUE? REMEMBER, EXTREME DIFFICULTY!
Remember: people were complaining that easy mode was way too hard, so they added story mode. This doesn't prevent them from going all out on PotD, with dungeons trapping you inside and you being unable to backtrack to get more supplies, but they seem way too conservative with PotD and I don't know why. They have 5 difficulties, why does each one have to cater to the lowest common denominator of its stated goal? I just don't get it. Have BIG, EASY TO READ LETTERS SAYING: THIS MODE IS EXTREMELY DIFFICULT, DON'T TRY IT IF YOU DON'T KNOW WHAT YOU ARE DOING. ARE YOU SURE YOU WANT TO CONTINUE? REMEMBER, EXTREME DIFFICULTY!
That would be an insufficient warning. "Extremely difficult" makes people think "enemies hit harder", it doesn't make them think "I will be trapped in this dungeon forever and have to restart the game".
It's not impossible, but you have to play very carefully with anything that can cause a strategic game over in these sorts of games. What if somebody wants harder enemies without being locked in dungeons? It would best be implemented as a separate "roguelike mode" type of thing.
Campfire ambushes in Baldur's Gate do almost nothing to discourage rest spamming:In Baldur's Gate, camping out somewhere dangerous could end with your weakened party being eaten by ghouls but there's nothing like that in Pillars.
Remember: people were complaining that easy mode was way too hard, so they added story mode. This doesn't prevent them from going all out on PotD, with dungeons trapping you inside and you being unable to backtrack to get more supplies, but they seem way too conservative with PotD and I don't know why. They have 5 difficulties, why does each one have to cater to the lowest common denominator of its stated goal? I just don't get it. Have BIG, EASY TO READ LETTERS SAYING: THIS MODE IS EXTREMELY DIFFICULT, DON'T TRY IT IF YOU DON'T KNOW WHAT YOU ARE DOING. ARE YOU SURE YOU WANT TO CONTINUE? REMEMBER, EXTREME DIFFICULTY!
That would be an insufficient warning. "Extremely difficult" makes people think "enemies hit harder", it doesn't make them think "I will be trapped in this dungeon forever and have to restart the game".
It's not impossible, but you have to play very carefully with anything that can cause a strategic game over in these sorts of games. What if somebody wants harder enemies without being locked in dungeons? It would best be implemented as a separate "roguelike mode" type of thing.
How about it says "You will be eternally trapped in this cursed domain should you perish, choose this at your own peril".
Don't really know why Josh feels so much empathy for mouthbreathers who backtrack for supplies after every fight
Probably because those mouthbreathers are his friends.Don't really know why Josh feels so much empathy for mouthbreathers who backtrack for supplies after every fight
Huh, well, good to hear they're tackling that in the sequel then.All right, an answer to your question: Josh wanted to preserve BG's combat pacing (where in any given map you have quite a few fights that don't require much attention that are intended to slowly whittle down your resources [health, spells, and/or consumables] and one or more bigger fights that require noticeably more attention but not necessarily a full-strength party unless an area where you can safely rest is nearby) but without putting harsher restrictions on strategic gameplay that would completely halt the progress of the average bumbling player. Given what happened with PoE, he has decided that this goal will never be satisfactorily met, which is why the sequel no longer does things this way and has abandoned classic combat pacing in favor of "everything demands your attention, but there's less of it" like other RPGs that have abandoned the illusion of strategic gameplay.
What if somebody wants harder enemies without being locked in dungeons? It would best be implemented as a separate "roguelike mode" type of thing.
No, you are not. There are other intelligent human beings in this thread, but we are the minority. Read pages 239-241 of the deadfire thread to see an illustration of what we are faced with.am I the only one who thinks the resting mechanics and other mechanics based around it sort of don't combine in a way that makes sense?
Sawyer said:If everything is epic, nothing is epic. If each battle is of more-or-less equal in terms of resource applicability, everything proceeds at at a similar pace. Additionally, I've never played in a D&D adventure where the tempo of resource consumption was paced to taper perfectly from the beginning to the end. There are almost invariably two or three (sometimes four) bigger moments within an adventure that encourage an up-tick in resource consumption followed by a strategic rest -- either by retreat or by fortification within the adventure area.
Sawyer said:The definitions are not used concretely, but strategies focus on planning or preparation and tactics focus on reactive elements "in the moment". A simplified way of looking at it might be to consider good tactics necessary to win battles, but good strategy is required to win wars.When talking about designing combat system you make a distinction between strategy and tactics. What is the difference?
In a D&D campaign, how you build your character is strategic. You're making choices for the future based on some amount of speculation. A wizard selecting magic missile for his or her spellbook is not necessarily a bold choice because its applicability is broad. A ranger selecting abominations as his or her favored enemy either knows something really specific about the setting and campaign or is making a wild gamble.
Similarly, gear selection and spell preparation is strategic -- how strategic depends on how limited the availability of options is in the field. If you can carry eight weapons at a time, per character, you don't need to be that careful. If it's like XCOM:EU, where most characters go into the field with one main weapon and one sidearm, it's a big deal.
Sometimes, a decision made in battle can be tactical and strategic. For example, using a limited resource ability (e.g. a high level spell). The most tactically efficient thing to do may be to spend the limited resource ability, but if you think you have more difficult enemies coming up prior to regaining that resource, you may want to hold off.
I like RPGs to have both tactical and strategic elements, which is more in line with the AD&D-based RPGs of the late 80s-early 2000s. I'm trying to ensure PE will have both layers for players to consider.
This doesn't prevent them from going all out on PotD, with dungeons trapping you inside and you being unable to backtrack to get more supplies, but they seem way too conservative with PotD and I don't know why. They have 5 difficulties, why does each one have to cater to the lowest common denominator of its stated goal?
Josh said:I can personally test things on Hard, as can Bobby and a few other folks, but most of the other devs cannot. Or rather, they wouldn't really get anywhere. If I listened to them for tuning advice, Hard wouldn't be hard at all.
We've talked about it, but for now we're going to see how the rest areas work on their own. Some people on the team believe that if we limit the use of the rest locations it will be excessively punitive.
Knights of the Chalice generally allows players to re-use rest sites, but there's at least one area I remember that doesn't and I saw a lot of negative response to it.
Personally, I do worry about the potential for player dissatisfaction either if resting removes all challenge or if restricted resting makes things too frustrating. In any case, it's something we're going to be looking at and thinking about more as we continue development.
Sawyer said:If everything is epic, nothing is epic. If each battle is of more-or-less equal in terms of resource applicability, everything proceeds at at a similar pace. Additionally, I've never played in a D&D adventure where the tempo of resource consumption was paced to taper perfectly from the beginning to the end. There are almost invariably two or three (sometimes four) bigger moments within an adventure that encourage an up-tick in resource consumption followed by a strategic rest -- either by retreat or by fortification within the adventure area.
Josh said:I can personally test things on Hard, as can Bobby and a few other folks, but most of the other devs cannot. Or rather, they wouldn't really get anywhere. If I listened to them for tuning advice, Hard wouldn't be hard at all.
Sawyer said:Personally, I do worry about the potential for player dissatisfaction either if resting removes all challenge or if restricted resting makes things too frustrating. In any case, it's something we're going to be looking at and thinking about more as we continue development.
This is very true, which raises the question of how this is going to be put into practice in P2, where you have all your resources for every fight ever. I'm afraid this is going to lead to a "one tactic to rule them all" situation where you use the exact same abilities every fight because they work equally well for everything.
Well, there is the fact that your proposed solutions feel much heavier in terms of programming and testing rather than just increasing numbers on all creatures.PotD is already for very few masochists, so I don't see the reason for them to hold back -