Jim the Dinosaur
Arcane
- Joined
- Nov 19, 2009
- Messages
- 3,144
Infinitron, instead of that gay little Q&A session you've organized, can't you just have Sawyer and VD debate proper rpg design for an hour or so?
I wouldn't (and never did) ask them to add some skills for the sake of diversity. But they announced a skill with a system behind it and quickly removed the skill because people complained about it. This seems a bit silly, don't you think? Of course, it's their right to do what they think is best, but their reasons seem to be a bit weak. That's all.
Infinitron, instead of that gay little Q&A session you've organized, can't you just have Sawyer and VD debate proper rpg design for an hour or so?
Project Eternity is an Infinity Engine successor, so the expectation is that it'll play like an IE game i.e. similar to D&D. None of the IE games made you choose between being good at combat or non-combat activities; even in Torment intelligence was important for wizards and wisdom increased the amount of experience you'd gain, allowing you to level-up faster.I didn't read all the updates or forum post, so I probably missed a lot, but what does DnD have to do with anything? As for how PE works, it can work any damn way Sawyer wants, no?
Chris Avellone's Arcanum LP is proof that, when given a choice between being good at combat or non-combat activities, many players will put everything into the non-combat skill then try to tackle the combat content anyway. And this isn't just any random RPG newb making this error, it's legendary over-a-decade-in-the-industry veteran Chris Frederic Avellone.Anyway, Sawyer's argument was that Crafting is:
- a bitch to balance
- used rarely
- hard to connect to something used frequently (if I have to guess, durability was their attempt to introduce a mechanic that would make Crafting a frequently used skill, which was the wrong way to go about it)
So, I commented on the first point, giving a quick example. Regardless of what combat skills do in PE, my point is that you can split the linear investment in combat worthiness, by allowing you to invest in better gear, basically. Then the equation becomes 0.8xcombat skill =0.2xcrafting skill = 1.0xcombat skill. Why do it? Because it takes nothing from people who prefer to focus on combat but it provides an alternative for people who want one, who want to define their characters differently.
That situation wouldn't happen without that kind of excessively narrow specialization, which is partly why Eternity's weapon specialization talents will be thematically grouped.:gasp:
It's like specializing your paladin in 2h swords only to discover that Holy Avenger is a long sword. Mere words can't express the agony one feels at this very moment. Life wasted.
Not all. With your healing skill example, everyone in the party can take that skill and receive the benefit (more healing). Everyone can take stealth, and as a result, either be able to sneak past certain fights or get everyone into more advantageous positions. With crafting, one person takes it and the entire party benefits; if everyone takes it you're penalizing yourself through all those wasted points.How the fuck is that a problem? It can easily apply to all non-combat skills, so what's the solution? Cut all non-combat skills? Tie them all to combat (waste not)? Remove all non-combat skills from NPCs? Study a walkthrough before you attempt to play an RPG?
Ideally, most viable-sounding character or party concepts would work well enough at what they're trying to accomplish.Isn't discovering something awesome? Isn't playing Wiz 8 on your own and discovering what works and what doesn't better than studying guides and asking advice on forums to create a '110% party'?
That's exacerbating the problem he's trying to solve; he wants to give people a reason to have multiple party members take the same skill instead of thinking "okay this is my healer, this is my sneaker, this is my crafter."You're just repeating what Sawyer said. As I said in the previous post, the solution to "you only need a single character with X ability" is to have more non-combat abilities. Play old Avernum games if you're struggling with this concept.
Just have NPCs start with all exp unspent, problem solved.:gasp:If you invest into crafting, and later find a companion you want to use who also has points in crafting, one of you has wasted points.Last, I don't think that having a skill that only one party member will need is a problem and if it is, it has a simple solution: more 'single character' skills. Then one party member will handle crafting, another will handle healing, another will specialize in lore or arcane or alchemy or or spellcraft or sleigh of hand, etc.
It's like specializing your paladin in 2h swords only to discover that Holy Avenger is a long sword. Mere words can't express the agony one feels at this very moment. Life wasted.
How the fuck is that a problem? It can easily apply to all non-combat skills, so what's the solution? Cut all non-combat skills? Tie them all to combat (waste not)? Remove all non-combat skills from NPCs? Study a walkthrough before you attempt to play an RPG?That is a problem and not something one should just accept.
Thunderdome style?Infinitron, instead of that gay little Q&A session you've organized, can't you just have Sawyer and VD debate proper rpg design for an hour or so?
So, I commented on the first point, giving a quick example. Regardless of what combat skills do in PE, my point is that you can split the linear investment in combat worthiness, by allowing you to invest in better gear, basically. Then the equation becomes 0.8xcombat skill =0.2xcrafting skill = 1.0xcombat skill. Why do it? Because it takes nothing from people who prefer to focus on combat but it provides an alternative for people who want one, who want to define their characters differently.
Obviously, it doesn't have to be this way, so why mention it?So, I commented on the first point, giving a quick example. Regardless of what combat skills do in PE, my point is that you can split the linear investment in combat worthiness, by allowing you to invest in better gear, basically. Then the equation becomes 0.8xcombat skill =0.2xcrafting skill = 1.0xcombat skill. Why do it? Because it takes nothing from people who prefer to focus on combat but it provides an alternative for people who want one, who want to define their characters differently.
The problem is it usually sucks when it becomes a question of doing +5 damage through an extra point in crafting or +5 damage through an extra point is swords.
Obviously, it doesn't have to be this way, so why mention it?
WitcherObviously, it doesn't have to be this way, so why mention it?
Because it's usually this way and the update suggests that P:E crafting will be like this as well. It'd difficult to make crafting something that actually adds something to the game and isn't merely superfluous; in fact, I can't think of any game off the top of my head that does crafting well.
That's horrible. Hopefully we can mod the game and make Holy Avenger a two-hander or else Obsidian can go fuck themselves.It's like specializing your paladin in 2h swords only to discover that Holy Avenger is a long sword. Mere words can't express the agony one feels at this very moment. Life wasted.
Agreed, I've enjoyed it in Eschalon: Book II. Entering the dwarven mines without a decent repair skill was a suicide. Also, value of damaged items was increased greatly by repairing them on my own before selling.crawlkill
[..] Going through a dungeon with busted up armor, trying to prevent it from becoming even more busted, is a challenge.
Chris Avellone's Arcanum LP is proof that, when given a choice between being good at combat or non-combat activities, many players will put everything into the non-combat skill then try to tackle the combat content anyway. And this isn't just any random RPG newb making this error, it's legendary over-a-decade-in-the-industry veteran Chris Frederic Avellone.
That situation wouldn't happen without that kind of excessively narrow specialization, which is partly why Eternity's weapon specialization talents will be thematically grouped.
You are right, they should simply have a mana bar, health bar, give infinite pots, and allow people to hack and slash through to easy victories, you know... because people will cheat it anyway. Tardsole on brother!
Because any of this shit would totally be a real challenge, right? Clickin on dat repair button? Puttin points into dat repair skill? It's filler, chummer. Padding.
Is Chris Avellone the lowest common denominator?And again with the retarded "let's all cater to LCD, it's the bestest way". It won't make it true or smart if you just keep repeating.
When weapon feats are organized into groups it's fine to have overlap. In Baldur's Gate, Large Swords covered long swords, two-handed swords, and bastard swords. You get three people with that proficiency and you can give them one of each.But but wut happens if I find a companionz who has the same group as one of my characters???? Uninstall gaem shit suckz. I think instead everybody should have all the skills at the same level all the time so you don't feel like you lost anything. Hey, that guy has exactly the same skills as me, cool, another token in my army. This is true RPG.