That always annoyed me as well. If he can actually pull a better system off, well then fuck yeah.Personally, I believe AD&D elevated the "glass cannon" conception of wizards to an un-fun place. It's cool that, especially in 2nd Edition, wizards had so many spells to use, but in Baldur's Gate II, I believe it resulted in more-or-less strict combat puzzles rather than loose combat puzzles or tactical challenges. If the only viable way through a fight is to use a specific sequence of spells, that's not something that you tactically opt to do -- it's the thing you must do to move forward. And in many of those fights, the only way to figure out what spells to use is to trigger the fight, get wiped, reload, and try again.
The stuff about experience was really derpy. Vince directly asked "why choose diplomacy over combat when you lose loot and experience" and Josh's reply was basically: "well, you're only missing out on some experience and loot."
Well thanks for proving the point Josh. I guess this is another game where you'll shy away from the diplomatic solution in order to get the most of encounters.
Players can avoid or stall combat either to gain an advantage or to stretch their resources between safe resting locations.
Some players may simply not want to fight certain enemies or they might want to peacefully resolve a conflict.
I.e. there will still be kill-rewards in addition to the quest rewards.Tim and I would both like to use an experience system that relies heavily (if not wholly) on quest, objective (i.e. steps within a quest), and challenge (e.g. exploration rewards) rewards.
As far as loot goes, I don't want to rely heavily on putting all of the best gear on enemies.
Don't you remember this? http://forums.obsidian.net/topic/61...rience-points-only-for-completing-objectives/
I.e. there will still be kill-rewards in addition to the quest rewards.Tim and I would both like to use an experience system that relies heavily (if not wholly) on quest, objective (i.e. steps within a quest), and challenge (e.g. exploration rewards) rewards.
Hey, it's an instance where I would be very happy to be wrong. Care to explain?
First - this means you wont be able to rest everywhere, right? - great.Players can avoid or stall combat either to gain an advantage or to stretch their resources between safe resting locations.
I.e. he sees the advantage as not spending resources.
Maybe the game wont rely on having clear cut, always hostile and suicidal enemies so much?"Some players might just, you know, want to." I.e. some players might want to LARP.Some players may simply not want to fight certain enemies or they might want to peacefully resolve a conflict.
Is that bad? Am i supposed to not get any experience if i found another solution to a problem?I.e. there will still be kill-rewards in addition to the quest rewards.Tim and I would both like to use an experience system that relies heavily (if not wholly) on quest, objective (i.e. steps within a quest), and challenge (e.g. exploration rewards) rewards.
I.e. yes there will be loot on enemies and no you want get it, or alternative treasure, on peaceful solutions.[/QUOTE]As far as loot goes, I don't want to rely heavily on putting all of the best gear on enemies.
hmmm...? he said he wont puttThis game might encourage diplomacy more than in a game where you get absolutely nothing from a peaceful solution, but it still looks very much like it will reward the fight more (all loot, all xp, nothing missed except replenishable resources).
... and he said...all of the best gear on enemies.
...Tim and I would both like to use an experience system that relies heavily (if not wholly) on quest, objective (i.e. steps within a quest), and challenge (e.g. exploration rewards) rewards.
Is that bad? Am i supposed to not get any experience if i found another solution to a problem?
And whats then wrong with fighters getting rewards from combat and some specific kills? Thats what fighters do.
No, he said that there will be ways of getting good loot besides strictly combat.
Hey, it's an instance where I would be very happy to be wrong. Care to explain?
When people use the expression "if not X", it doesn't mean that X will definitely not happen. It means it has a good chance of happening.
http://www.thefreedictionary.com/if not
Hey, it's an instance where I would be very happy to be wrong. Care to explain?
When people use the expression "if not X", it doesn't mean that X will definitely not happen. It means it has a good chance of happening.
http://www.thefreedictionary.com/if not
So what you're saying is that they WILL only give out quest XP? I seriously doubt it, but I would welcome it.
5. Stamina, health, and regeneration. A lot has been speculated on the topic, so would you mind clarifying it? What are the advantages of a "dual-bar" system? What does it do that a single-bar system can't? What role does stamina regeneration play?
The "dual-bar" or two resource system allows the player to have separate tactical and strategic resources for their characters' survivability in combat. In most versions of A/D&D, you have hit points that determine how much damage a character can take before he or she can no longer perform actions in combat. If you're playing in a more forgiving edition, you also have "Death's Door" rules that allow the character to dip into negative hit point values without being killed outright.
Many A/D&D adventures have an expectation of periodic healing, so if your party members have a rough fight, the party cleric, druid, or maybe paladin has to spend resources to make you viable for the next fight. This leads to the "healing battery" expectation, where someone in the party has to devote strategic resources to healing between fights -- or you're stuck walking back to a resting location with high frequency. Neither of those options are particularly enjoyable for many players.
With Stamina and Health, Stamina represents short term damage (shock, impact trauma, initial pain) and Health represents "the bad stuff" (burns, cuts, bruised ribs, etc.). When you take damage, you lose Stamina, but you also lose Health at a fixed ratio to the amount of Stamina damage you took. Currently it's at 1:4 Health:Stamina. When you run out of Stamina, your character gets knocked out, just like hitting 0 hit points in most editions of A/D&D. You're effectively out of the fight and you're not going to get back up without outside assistance.
If you're conscious, Stamina will regenerate quickly. "How quickly, Josh?" I don't know, man, but... pretty fast. It's the thing you're most likely to run out of in combat, but you'll probably get most or all of it back before you start another fight. You can also recover Stamina through the use of spells or class abilities, so it's something you can choose to tactically manage in combat. Between fights, it's really not an issue. No one has to cast ten healing spells in a row to get characters back into fighting shape because the Stamina will return in short order.
Health damage doesn't regenerate and you can't get it back with magic. You have to rest to recover Health. If your Health hits zero, you'll either enter some form of maimed/critically injured (and unconscious) state or, optionally (and all the time in Expert mode), be killed outright. If you explore far away from rest locations and keep getting your faces pounded in, you can have characters with very low Health and high Stamina. That's a dangerous circumstance to be in because even one or two blows could lead to a character being maimed or killed.
Ultimately, the mechanics are present to allow "hit points" and unconsciousness to be a real threat in individual combats without necessitating the presence of a healer or resting to allow for more exploration.
5. Stamina, health, and regeneration. A lot has been speculated on the topic, so would you mind clarifying it? What are the advantages of a "dual-bar" system? What does it do that a single-bar system can't? What role does stamina regeneration play?
The "dual-bar" or two resource system allows the player to have separate tactical and strategic resources for their characters' survivability in combat. In most versions of A/D&D, you have hit points that determine how much damage a character can take before he or she can no longer perform actions in combat. If you're playing in a more forgiving edition, you also have "Death's Door" rules that allow the character to dip into negative hit point values without being killed outright.
Many A/D&D adventures have an expectation of periodic healing, so if your party members have a rough fight, the party cleric, druid, or maybe paladin has to spend resources to make you viable for the next fight. This leads to the "healing battery" expectation, where someone in the party has to devote strategic resources to healing between fights -- or you're stuck walking back to a resting location with high frequency. Neither of those options are particularly enjoyable for many players.
With Stamina and Health, Stamina represents short term damage (shock, impact trauma, initial pain) and Health represents "the bad stuff" (burns, cuts, bruised ribs, etc.). When you take damage, you lose Stamina, but you also lose Health at a fixed ratio to the amount of Stamina damage you took. Currently it's at 1:4 Health:Stamina. When you run out of Stamina, your character gets knocked out, just like hitting 0 hit points in most editions of A/D&D. You're effectively out of the fight and you're not going to get back up without outside assistance.
If you're conscious, Stamina will regenerate quickly. "How quickly, Josh?" I don't know, man, but... pretty fast. It's the thing you're most likely to run out of in combat, but you'll probably get most or all of it back before you start another fight. You can also recover Stamina through the use of spells or class abilities, so it's something you can choose to tactically manage in combat. Between fights, it's really not an issue. No one has to cast ten healing spells in a row to get characters back into fighting shape because the Stamina will return in short order.
Health damage doesn't regenerate and you can't get it back with magic. You have to rest to recover Health. If your Health hits zero, you'll either enter some form of maimed/critically injured (and unconscious) state or, optionally (and all the time in Expert mode), be killed outright. If you explore far away from rest locations and keep getting your faces pounded in, you can have characters with very low Health and high Stamina. That's a dangerous circumstance to be in because even one or two blows could lead to a character being maimed or killed.
Ultimately, the mechanics are present to allow "hit points" and unconsciousness to be a real threat in individual combats without necessitating the presence of a healer or resting to allow for more exploration.
P:E has health regen. I really wonder what pushes the developers buttons, that they think health regen is a god-like feature that simply has to be in ALL THE GAMES? All of the implementations of health-regen I have seen so far are bad for gameplay, wich leads me to the assumption that health-regen has a whole is shit.
So, what is the magic that drives developers towards health-regen, despite large falldoors with spears opening below them? Ease of implementation?
So, what is the magic that drives developers towards health-regen
In this case, Sawyer's desire to prevent "degenerate" rest-spamming, which sadly is how many people played the Infinity Engine games.
In this case, Sawyer's desire to prevent "degenerate" rest-spamming, which sadly is how many people played the Infinity Engine games.
It's called managing your ressources. Obviously, I will restspam if I can do so.
I think it is obvious at this point that Josh is driving combat in P:E into a more frantic and actiony direction - think controlling units in RTS.
Personally, I believe AD&D elevated the "glass cannon" conception of wizards to an un-fun place. It's cool that, especially in 2nd Edition, wizards had so many spells to use, but in Baldur's Gate II, I believe it resulted in more-or-less strict combat puzzles rather than loose combat puzzles or tactical challenges. If the only viable way through a fight is to use a specific sequence of spells, that's not something that you tactically opt to do -- it's the thing you must do to move forward. And in many of those fights, the only way to figure out what spells to use is to trigger the fight, get wiped, reload, and try again.