No one is saying they are stupid, just that in twenty years of iteration, we have learned some things.The arrogance of thinking that the designers of table top games were that stupid... It gets me every time.
Could we have a futurespective neutral positive review of PoE2 based on the kickstarter updates please? I already have the title "Did Sawyer surpass Leonardo da Vinci, the answer is yes!" by Roqua
You can build an uber-squishy paladin
especially noticable are: any beetle fight
You will face high level kobold ambushes that engage you on three levels of the same area
For all of AD&D's mechanical faults, at least it tended to encourage some kind of consistency between gameplay and setting. A paladin was inherently non-squishy; kobolds were inherently weak scavengers. You didn't need loredumps to tell you that, it came forward in simply playing it. Sawyer's philosophy of making each portion of a game as functionally sound as it can possibly be seems to inevitably undermine the way these portions interact (a pure DPS-stat suddenly is treated like physical strength in text adventures, etc.).
talking about sawyerism again feels nice, we should have a review like this again in a couple of years, feels like a reunion of sorts
POS2 has
-unvancian mmo casting
what's bad about this-instant retargeting
false-resting gone
Josh Sawyer said:"When characters receive injuries or run low on/out of Empowers, they can be replenished by consuming food while resting. Food is no longer consumed directly from the inventory or quick item slots in Deadfire. When the party rests, there is a resting interface where the player can specify which food items they want each character to consume (it remembers the last choice). Food items always grant bonuses, but common/cheap food grants modest bonuses. The party is not restricted in how much food they can carry, but if they rest frequently, they’ll be operating on those “lesser” bonuses or burning through their really good food/better bonuses."
false-scrapped injuries
Josh Sawyer said:"Characters can receive injuries from being knocked out in combat (as in the 3.0 patch of Pillars 1), from scripted interactions, and from traps. In fact, all traps now inflict injuries and a modest amount of damage. This is a change from Pillars 1, where traps inflicted enormous amounts of damage but wouldn’t inflict injuries unless the character was knocked out (post-3.0). The range of injuries is similar to Pillars 1, but each injury also lowers your maximum health cap by 25%, and a fourth injury always results in death.
We currently do not inflict injuries in combat (outside of KOs or tripping a trap). In Battle Brothers, the pace of combat and the clarity of the character icons makes it easier to see when characters receive injuries (usually). I’m concerned that inflicting injuries outside of those discrete events would make them hard to notice/confusing for players."
what does this mean-same linear graze mechanics on erything
Josh Sawyer said:The party is not restricted in how much food they can carry
Why? Why, Josh?
Why do you have such an aversion to placing even somewhat realistic limitations on seemingly minor details like this? A thousand of these little cuts are what killed any joy for me playing PoE. Unlimited stash, for example. Basically meaningless rest. Inconsequential time between quests/traveling. So many things abstracted all in the name of "fun". Why?
In contrast, things done the opposite way are what make Underrail incredible for me. Tightly controlled economy, for example. Very hard to find the best items. Monstrous difficulty spikes (but fairly distributed). Attention to detail in ways that made the player plan, think about his approach, plot revenge on the last encounter that wiped the floor with him. None of that exists in PoE. Not even with the adra dragon fight which had to be ultra-cheesed to beat.
Stop playing it so safe, Josh. Take some chances and throw some all-or-nothing components in there. Give us the equivalent of a Disintegrate spell. Force us to limit our supplies. Those little details are what keep us coming back night after night, playing until 2AM.
PoE never did that for me even once.
Yeah, that example of a limitation is one that I just found rather bizarre when I first started playing the game. Here you have this magic chest that can hold thousands of pounds of hundreds of weapons and armor and God knows what else but you're only allowed two camping supply sets?
And where one is safely able to camp has always been a point of contention in RPG design discussion. The best solution I've ever seen is the random encounter chance while sleeping. Is that even possible in PoE?
And where one is safely able to camp has always been a point of contention in RPG design discussion. The best solution I've ever seen is the random encounter chance while sleeping. Is that even possible in PoE?
No, because people will just keep reloading until they don't get one.
Fixed seed yo.
And where one is safely able to camp has always been a point of contention in RPG design discussion. The best solution I've ever seen is the random encounter chance while sleeping.
Monster respawn with no xp for second kills.Fixed seed yo.
Backtrack to an inn it is then.
Either the random encounters are easy, in which case they don't make a difference either way and are just a waste of time, or they are difficult, in which case you're better off facing them with 75% health and spells than with 25% health and spells.
Whatever retards say they do in SA is not representative of reality.people kept using them all up after every battle and backtracking
The punishment isn't the encounter, it's that you don't complete your rest and have some additional resource depletion. So resting is a risk in that you may have even fewer resources than when you started (Just don't give xp for the encounter.)
(Of course, everything is relative. It is true that in AD&D there is only one optimal way to distribute your stats per class, and making the wrong choices will give you an unplayable character -- a wizard who can't cast spells, or a fighter who won't do any weapon damage. Why someone would consider a system with only one right way to distribute stats per class good is beyond me though. I mean, why even have stats in a such a system? You might as well bake the bonuses directly into the classes and get rid of the system altogether. Always assuming you're using a point-buy system rather than a genuinely random one; cf. my comment about stats in original tabletop D&D.)
Stat distribution wasn't supposed to be a form of character progression in Advanced Dungeons and Dragons. It was supposed to model the intrinsic capabilities of your character. The goal of the system was to allow for a variety of basic ability profiles, not to min/max your super hero. It was part of the strategic matrix - you adapted to your character's limitations and did the best you could with the cards you were given, just like in life. The whole idea of rolling the dice until you had 18/18/18 is considered munchkin behavior and strictly a product of poor Infinity Engine implementation.
The D&D/AD&D stat system only really makes sense if used as originally specified: roll once, then pick the best-fit class for whatever you came up with, and deal with it. You might end up with a genuinely handicapped character, and then it's up to you and the DM to make it work in a campaign. No casualisation like redistributing the stats. You want to play a magic-user but rolled shitty INT? Too bad, you'll be a thief and fucking like it.
The arrogance of thinking that the designers of table top games were that stupid... It gets me every time.
The punishment isn't the encounter, it's that you don't complete your rest and have some additional resource depletion. So resting is a risk in that you may have even fewer resources than when you started (Just don't give xp for the encounter.)
Well, that's a different system. In a game like BG2, there's no additional resources that are used up (unless you're typically chugging potions and firing scrolls for every random encounter, but again, that'd mean more resources used up resting at 25% than 75%).
If instead you're talking about a system where resources are consumed upon rest (like in PoE, but not in BG2) and the random encounter is used to waste one of these, you're talking about a system where you're just upping the cost of the resource a bit (so if it cost you 100 GP to rest 4 times normally, with 1/4 chance of a random encounter it now costs 100 GP to rest 3 times). But instead of just upping the price, you're adding a bunch of repetitive trash encounters. And repetitive trash encounters is one of those complaints about PoE that people then completely ignore outside of PoE, even suggesting adding more of them in "solutions" like this.
Monster respawn with no xp for second kills.Fixed seed yo.
Backtrack to an inn it is then.