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Game News Project Eternity Kickstarter Update #24: Life and Death in the Dyrwood, CD Soundtrack

Tigranes

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Messages
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As I've said repeatedly, the mechanic sucks if you always have plenty of stamina. Now, imagine a situation where, just to be extreme, 2 or 3 hits are enough to burn all of your stamina away, and critical hits and most magical / special abilities will damage both stamina and health. Finally, to make the point, a situation where stmaina healing spells are cheap. Well, you never want to remain at 0 Stamina, because your health is going to take a battering it can't recover from. So you have to quite frequently use stamina healing spells - they may be cheap, but they still cost you time to cast, if they are even available to every class equally (and if they don't have any in-battle cooldowns attached to them). So then, you actually care about your health more than a standard HP mechanic; instead of thinking "meh I just wait until 2 HP and down a potion of full heal", you're constantly judging the possibility of crits or other attacks that bypass stamina, the possibility of your small pool of stamina being drained, the time / opportunity cost of using stamina spells, etc.

A similar tradeoff actually occurs in many other games with health and mana; in certain situations, you decide not to cast spells even though you could do quickly win the battle, because you know health potions are much more common than mana potions, and you'd prefer taking some damage and dragging out the battle. Now, it's not a very interesting mechanic (though not terrible) if that's a world where you have 500 potions and a few more hits does nothing to put you at risk. But it is interesting if your max health was not very high, and if you wanted to conserve your mana (or were low on mana), you'd have to face a quick and time-consuming drain of health potions to stay up.

In short, as I've said repeatedly: good mechanic if the balance is right, esp. how much stamina you get, how many ways there are for opponents to bypass to health damage, etc. If balance is wrong, of course it will suck. (I don't actually think my example is the best way to do it, because it runs the risk of becoming a tiresome chore where you have to keep casting Stamina-heal to avoid long-term damage. You'd want to do something like play with how buffs work and make them more important, or introduce certain restrictions or costs into stamina spells - which gets into the question of how the magic system will work exactly, but AFAIK we don't really know that yet. It certainly isn't "cast this spell for 0.2 mana every 3 seconds".)
 

Captain Shrek

Guest
As I've said repeatedly, the mechanic sucks if you always have plenty of stamina. Now, imagine a situation where, just to be extreme, 2 or 3 hits are enough to burn all of your stamina away, and critical hits and most magical / special abilities will damage both stamina and health. Finally, to make the point, a situation where stmaina healing spells are cheap. Well, you never want to remain at 0 Stamina, because your health is going to take a battering it can't recover from. So you have to quite frequently use stamina healing spells - they may be cheap, but they still cost you time to cast, if they are even available to every class equally (and if they don't have any in-battle cooldowns attached to them). So then, you actually care about your health more than a standard HP mechanic; instead of thinking "meh I just wait until 2 HP and down a potion of full heal", you're constantly judging the possibility of crits or other attacks that bypass stamina, the possibility of your small pool of stamina being drained, the time / opportunity cost of using stamina spells, etc.

A similar tradeoff actually occurs in many other games with health and mana; in certain situations, you decide not to cast spells even though you could do quickly win the battle, because you know health potions are much more common than mana potions, and you'd prefer taking some damage and dragging out the battle. Now, it's not a very interesting mechanic (though not terrible) if that's a world where you have 500 potions and a few more hits does nothing to put you at risk. But it is interesting if your max health was not very high, and if you wanted to conserve your mana (or were low on mana), you'd have to face a quick and time-consuming drain of health potions to stay up.

In short, as I've said repeatedly: good mechanic if the balance is right, esp. how much stamina you get, how many ways there are for opponents to bypass to health damage, etc. If balance is wrong, of course it will suck.


You don't even know what you are arguing for.

Sawyer specifically took to this system to avoid rest spamming. Now you are saying aah.. but the stamina will burn off quickly so that you will lose health quickly => rest. Great solution don't you think?

NO.

This will not happen because this system exists to avoid rest spamming; ergo Stamina will not burn off quickly.
 

Tigranes

Arcane
Joined
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Messages
10,350
So you're saying because Sawyer does not want you to spam resting, he will make sure that you do not lose health quickly?

That's like saying Sawyer will avoid rest-spam by getting you closer and closer to God mode. OK.
 

Captain Shrek

Guest
So you're saying because Sawyer does not want you to spam resting, he will make sure that you do not lose health quickly?

That's like saying Sawyer will avoid rest-spam by getting you closer and closer to God mode. OK.


This is exactly what is logically going to happen. The truth is that the entire idea of Rest spamming and save-reloading has been taken too seriously by him. Which is where all this DnD4E mechanics is coming from as far as we know.
 

J_C

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So you're saying because Sawyer does not want you to spam resting, he will make sure that you do not lose health quickly?

That's like saying Sawyer will avoid rest-spam by getting you closer and closer to God mode. OK.


The truth is that the entire idea of Rest spamming and save-reloading has been taken too seriously by him.

Now that I can agree with. I think they have a false notion about majority of the people rest spamming and save-scumming. I think those guys are the minority.

I don't remember people doing that too many times when the IE games came out. Altough who knows, maybe today's Derp Age gamer would do that a lot, because they can't play for shit.
 

Jasede

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They're probably going from what they saw their playtesters do. Playtesters test a lot of game so are probably very, uh... "gamist" - and will take advantage of most of the mechanics a game offers, thus rest-spamming when it's not punished.

Haha, yeah right... we all know playtesters are dumb fucks that can't read and don't know how to crouch jump and don't go upstairs if the guard says "don't go upstairs". Bitter? Fuck yes I am.
 

Captain Shrek

Guest
So you're saying because Sawyer does not want you to spam resting, he will make sure that you do not lose health quickly?

That's like saying Sawyer will avoid rest-spam by getting you closer and closer to God mode. OK.


The truth is that the entire idea of Rest spamming and save-reloading has been taken too seriously by him.

Now that I can agree with. I think they have a false notion about majority of the people rest spamming and save-scumming. I think those guys are the minority.


Minority or no. Solution to one mistake is not another mistake. This particular problem was solved in IWD games where it was not easy NOR necessary to rest simply because the encounters (and the region where to they took place) were well designed. All they had to do was to improve upon it.
 

J_C

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if the guard says "don't go upstairs". Bitter? Fuck yes I am.
:lol: I may be wrong but have you heard that about one the playtesters of Dishonored? One of the devs shared some similar stories that the playtesters couldn't handle the big freedom they were given and couldn't think out of the box.
 
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LOL they are pathetically desperate. I thought they would add the audio cd into the CE tiers at the very least but they know they won't make it to $3.5M and they are just being really shameless about it. Beggars!
 

Infinitron

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LOL they are pathetically desperate. I thought they would add the audio cd into the CE tiers at the very least but they know they won't make it to $3.5M and they are just being really shameless about it. Beggars!

Sorry, this is too implausible now to be a good troll. All good things come to an end.
 

Aeschylus

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LOL they are pathetically desperate. I thought they would add the audio cd into the CE tiers at the very least but they know they won't make it to $3.5M and they are just being really shameless about it. Beggars!
They're almost guaranteed to make it to 3.5m at this point, maybe just with KS alone, but definitely with Paypal.

You pulled this exact same troll with Wasteland 2. Be more original, c'mon... Shrek is stealing your dedicated troll cred here.
 
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By the way, they haven't been keeping up with their word of "one level per 2500 backers". When they added that statement, number of backers was something between 50K-55K and there were 7 levels of The Endless Paths. The Endless Paths must have reached at least 11 levels by now.

Unless I'm mistaken, they seem to have pussied out :smug:
 

Aeschylus

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It started out as a 3 level dungeon @50k backers...
Obsidian said:
The current plan is to make The Endless Paths with three subterranean levels, but it can grow larger with your help. For every 2,500 additional backers, the depths of Od Nua’s castle become deeper, which means one additional level will be added to the vaults. Continue to spread the word about Project Eternity, and let's see how big we can make The Endless Paths!

+1/2.5k backers after that (14,821 atm means 5 additional levels), +1 for facebook likes so ... :: maths :: ... 9 levels. You're mistaken, sorry. Good effort. It's about to be 10 though.
 

Major_Blackhart

Codexia Lord Sodom
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If they can do this without making it poorly done, or the mechanic sloppy (i.e. stamina regens as quickly as health does in other games) or if health that gets damaged either stays damaged or takes a shit load of time to heal properly (in game month at minimum) then it could be done alright.
 

MaximKat

Novice
Joined
Oct 16, 2012
Messages
1
Sawyer specifically took to this system to avoid rest spamming. Now you are saying aah.. but the stamina will burn off quickly so that you will lose health quickly => rest. Great solution don't you think?
Please explain how you go from "the stamina will burn off quickly" to "you will lose health quickly".
 

J_C

One Bit Studio
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Project: Eternity Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
And as we know it, they won't do it right.
Hey man. Hey! FUCK YOU!

By the way, they haven't been keeping up with their word of "one level per 2500 backers". When they added that statement, number of backers was something between 50K-55K and there were 7 levels of The Endless Paths. The Endless Paths must have reached at least 11 levels by now.

Unless I'm mistaken, they seem to have pussied out :smug:
It is good to have a confirmation that you are stupid and don't know shit about the game.
 

Mrowak

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Project: Eternity
To be fair. Josh did not say anything about stamina being used to cast spells or performing actions - he said only that it is reduced when PC is hit. Neither did he say anything about low health reducing your skill-checks - this was just my comment on the mechanics of BaK. So our enthusiastic party is making shit up as we go as well.

The only real thing that matter is the PCs can die. That is simply awesome, but I would like to know how it will impact encounter design.
 

Mrowak

Arcane
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Sep 26, 2008
Messages
3,952
Project: Eternity
The only real thing that matter is the PCs can die. That is simply awesome, but I would like to know how it will impact encounter design.
...what?

Obsidian said:
Though Health is typically lost at a lower rate, when the PC or a companion hits 0 Health, he or she is maimed (in standard play) or killed (in Expert mode or as an option in standard play). Magic may help mitigate damage to Health and slow the tide, but once characters have died (in Expert mode), there is no known magic that can bring them back.

True, they said this is available only in expert mode, but even the maiming thing may be seruous shit enough for them to actually work on encounter design.
 
Joined
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Project: Eternity Torment: Tides of Numenera
Does the mega-dungeon picture include levels added b/c of paypal? If not it looks like only 500 more backers until we get to see that guy's wang. Which will be rock hard. Since its made of rocks.

:yeah:
 

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