Night Goat
The Immovable Autism
banalce
But this was already obvious from the beta, you should have known this better than anyone after having spent months of your life on this shit. What the fuck did you think was going to happen?I don't think it has anything to do with playstyle, but many or most of these issues may or may not matter to a lot of people because there are people out there that put much more emphasis on role playing, character building and planning/strategy than the diversity of moment to moment gameplay, changing it up or tactical diversity. The design for Pillars of Eternity definitely caters to this crowd more than the latter. The game definitely supports a wide variety of character concepts, and making a character is one of the best systemic things about the game - there's lots of choice, however the way in which the things that facilitate this variety have been designed or implemented has negative impacts on the moment to moment gameplay when compared to the moment to moment gameplay or BG1/2 or IWD1/2 that quite frankly makes it not very fun to play for me.
However, it makes one wonder if simply removing per-encounters and making everything per-rest wouldn't solve the issue as that would indeed remove the roteness of using such abilities and add the deliberation about when to use them, because there would now be a strategical consideration to consider (and it would also help fill the void of the lack of resource management that the game has in general).
PotD?One thing that I just find ironic is that for a game where you supposed to build any build you want and be viable, for some reason, deflection and DR are the only ways for a melee fighter to protect himself but high deflection mean using shields (big accuracy penalty) an selecting defensive talents (what means not selecting offensive talents.) and high DR means recovery time penalties, all this together mean your defensive fighter won't hit for shit. With the way deflection works, you want all of it or nothing of it, a well balanced fighter is just a shitty fighter.
I'm not sure the issues commonly related to rest-spamming can be solved without souring the game for some types of players in the process. If you're a number crunching min-maxer, your party might survive five encounters without having to rest. A badly designed party by a more casual player might only survive two encounters - this can even be because he tags along sub-optimal chars for flavour/questing reasons. So what?
In a system that tries to fix the rest-spam issue and where he still has to rest, he'll have to backtrack. This always sucks.
I don't know if I'm the only one, but I loved how D:OS approached spells and skills - you'd always use all the arrows in your quiver (when it comes to skills and spells), because there was no mana which could run out or "per rest" abilities that had to be replenished, you just used the abilities you had unless the enemy was immune to (or even healed by) it. The only concern that would occasionally pop up would be which ability to use first.
I'm a hoarder and will always "sit on" stuff (this includes per rest abilities in PoE) when in doubt, because what if there's another battle around the corner where I need this more? D:OS fixed this being a concern. That was great.
track the rests in the player stats
they've improved for the most part many of the RPG systems in the game at the cost of the actual moment to moment combat gameplay.
Well, I think it's one of those things where the issue can be solved for both types of players simply by not solving it. If you could rest anywhere, then the people who can't help rest spamming will rest spam and the people that place their own personal restrictions (me) are free to do so. Also track the rests in the player stats
they've improved for the most part many of the RPG systems in the game at the cost of the actual moment to moment combat gameplay.
Am i the only one noticing the irony here?
I totally agree ... but they kinda did this with the stash (you can opt for limited stash), but people still bitch and moan about how this breaks the game economy.
The hoarder in me appreciated the opportunity to just collect all kinds of trash therein with not having to run back and forth to some storage chest with limited space.
Of course, in the end, the joke was still on me, since hardly anything in PoE is actually worth "collecting"...
One thing that I just find ironic is that for a game where you supposed to build any build you want and be viable, for some reason, deflection and DR are the only ways for a melee fighter to protect himself but high deflection mean using shields (big accuracy penalty) an selecting defensive talents (what means not selecting offensive talents.) and high DR means recovery time penalties, all this together mean your defensive fighter won't hit for shit.
I don't think Josh would consider this a compliment. And from a PoE defender no less. I hope he reads it.I take it that's just your way of saying TL;DR - if anything, they've improved for the most part many of the RPG systems in the game at the cost of the actual moment to moment combat gameplay.
Shannow those are bugged stats. The 291 damage is probably a crit from scroll use.
sser said:A Zone of Control system should be pretty much mandatory in any game like this.
I vehemently disagree with that. WL2 is also a turn-based game with a grid movement system and an action point system that is shared across non-movement and movement actions and has no relation to a real-time with pause system that doesnt.
Personally I think they fucked up their economy by including the stash.
I prefer limited inventories and returning to town to sell gear because your inventory is full. It breaks up the adventuring pace and it means you don't pick up mundane items. In Pillars of Eternity you pick up everything because there's no limit to what you can carry.
When characters got badly wounded in combat, I would have them quaff a potion, or move them out of the fray. You don't really do this in Pillars of Eternity either. If that character is engaged - you leave them where they are. Potions do not heal Health, so you don't drink potions unless they're in danger of being KO'd and because being KO'd has no negative impact on the character other than them not being able to take part further in the encounter, whether or not you heal a wounded character is debatable
However, it makes one wonder if simply removing per-encounters and making everything per-rest wouldn't solve the issue as that would indeed remove the roteness of using such abilities and add the deliberation about when to use them, because there would now be a strategical consideration to consider (and it would also help fill the void of the lack of resource management that the game has in general).
One of the problems with the encounter design is that I think the designers went out of their way to 'justify' the existence of creatures in areas, "why does this creature exist in this area, what lore explanation can we come up with for them to exist". Problem with this approach is that it seems to have lead to repetitive encounters and copy-paste encounters. The Skaen Temple has like 70 Skaen Cultists in the level of the same few classes - Fighter, Rogue, Priest and Cipher being the most common, and you fight encounters consisting of these guys over, and over and over and over and over again. The Megadungeon is the same. So are a lot of the Wilderness areas. The issues with the system design already make it not very fun for me to play encounters, and then to put salt in the wound encounters are repetitive and there is a severe lack of unique enemies, named villains or pre-combat banter to spice things up. Unfortunately due to the problems with the system design, there's not much that could be done to make these encounters more fun. Instead of 10 Pwgra, 2 Forest Lurkers and a Menpwgra - changing the encounter to some Ogres, Menpwgra, some Xaurips and a Wizard would probably not make the encounter more fun to play. The only thing that could be done other than adding new systems or changing system design would be to improve encounter flavor - more named enemies, more dialogue, better loot etc.
There is nothing more realistic about armor absorbing damage in these systems. It is more realistic in system where there are different hit spots on body and where one good stab maims or kills your character like in real life.most points I agree, not the one about armor though.
Having armor that only raises AC has always been one of the major downsides of D&D. A lot of other systems have damage reduction for heavy armor with some kind of downside to it, and that is for the best. It is more diverse, fun and, for those who care (me) realistic.
That they didn't handle it very well is another matter. While I don't have any particular issues with the system as it is now (in fact, atm I'm using a wide variety of armors with my chars and doing very well), I can see why it could use improvements in the future. But it is not worse than D&D, no way.
There is nothing more realistic about armor absorbing damage in these systems. It is more realistic in system where there are different hit spots on body and where one good stab maims or kills your character like in real life.most points I agree, not the one about armor though.
Having armor that only raises AC has always been one of the major downsides of D&D. A lot of other systems have damage reduction for heavy armor with some kind of downside to it, and that is for the best. It is more diverse, fun and, for those who care (me) realistic.
That they didn't handle it very well is another matter. While I don't have any particular issues with the system as it is now (in fact, atm I'm using a wide variety of armors with my chars and doing very well), I can see why it could use improvements in the future. But it is not worse than D&D, no way.
For D&D like heroic game armor that reduces chance to hit is as realistic as armor that reduces damage, it is just a math simulation of your heroic character being able to take many blows and keep fighting like nothing happened but unlike D&D in PoE light fast and low damage weapons are crap vs armor as damage reduction which is exact reason why it is not used in D&D. There is a optional rule in D&D of using DR of armors instead of bonus to AC and there it also warns players about this change probably making many weapons useless.