FeelTheRads
Arcane
- Joined
- Apr 18, 2008
- Messages
- 13,716
Also one could argue that if a mechanic is shit there's no point in trying to "fix" it. Or that not everything can be fixed no matter how hard you try and think positive thoughts.
Josh is trying to solve the problem of kiting..
Care to give an example? Kiting is a desirable mechanic in RTS so "unimplemnting" it isn't as trivial as you might think.The problem with your argument is that you're extremely close to saying "all mechanics hold equal value in any given system." Which is obviously a gigantic fallacy. Josh is trying to solve the problem of kiting. He can solve this is any number of ways. He has chosen to solve it with a mechanic that historically has huge issues in a real time environment, and he has provided no arguments or practical examples that would cause us to believe it is going to work.
Josh is trying to solve the problem of kiting..
He's trying to solve the problem of mobs from walking past your fighter with no opposition and squashing your mage. Don't see how kiting is directly related to this.
Probably but really didn't think that anyone would take "turn based" in that sentence as in XCOMesque turn (you play, I play, etc) and instead take them as DnD turns. But I clarified already, so no need triple rebound on that as I'm fully willing to admit it could, potentially, lead to confusion.So how is it misinterpreted? We don't talk about a novel here, one sentence is hard to be misinterpreted, more likely it is at is seems, a poorly formulated statement which is incorrect.
I don't particularly disagree on the minimalist, but :Presentation:
I prefer PoE. BG2's UI was great for it's time but I find PoE's more minimalistic style much more appealing. Also things like scripted adventures add a lot to the game compared to BG2.
No real complain from me either on the visual front except a couple nitpicking here and there (ugh that leather armor!). That said, they need to tone down spell/auras/etc effects I think, it's just way too much as it is right now and you can't see shit.Graphics:
Funny you mention this. PoE looks absolutely amazing to me. I find the art itself comparable to BG2 but now it's in high resolution. Not sure what more you want.
First thing I do in any game I play is turn the music off so can't comment on that either way. As for the rest, yea, it's beta, not worried there and just hoping for good combat and ambient sounds.Sound + music:
Impossible to judge since sound and music have not nearly been implemented fully.
Personal preference. I personally HATE anything renaissance with a passion, and even more anything with guns in my heroic fantasy. But to each his own, not gonna complain here.Game world:
Don't find one much more appealing then the other. I like both. In PoE I like the colonialism/renessaince time period. It's slightly different then the standard medieval fantasy.
That's the one thing I'm spending most of my time with during beta and while I agree 100% and it's one of the biggest issue for me so far, I just cannot pinpoint exactly what would solve that. It's a grand combination of things that just...don't flow well together, at least for me.Combat:
This one I agree with. BG2's combat was much much much better then PoE's is right now. And I don't see PoE bridging that gap between now and release.
As it is now I would. A class is a class is a class in PoE, which I find terrible for replay value. Combined with how the DEF/DT/ACC works, it's really bad. Allowing everyone to use everything doesn't help whatsoever I found.Character systems:
BG2 had a very boring character/progression system. PoE is far from perfect but I wouldnt rate it below BG2's system.
Look, it's nice and all, but that's just UI redesign, no real core changes. We all can come up with our own little version of how a UI should look visually (heck, just look at the hundreds of UI mods for some games out there) but at the end of the day, I'm more interested in the core of it, mainly:
That's core. How it "looks" visually, I don't really give a shit as long as there is as little mouse clicks to do something as possible.
- No weight and no way to split the party means no need whatsoever for individual inventories, stash or anything like that. Just have one big inventory with filters, done. Period.
- Ingredients as items are useless since there is no weight and don't think anybody's gonna sell ingredients since money/economy will most likely not be an issue. Get rid of them and their icons and whatnot and instead just use "counters" directly in the crafting/enchanting panels and automatically picked up soon as you start looting any corpse. That's one clutter gone instantly.
- With an entire combat mechanic based around DT specific to damage types, you cannot have weapon sets locking up BOTH right and left hands together because that means you'll need to double up ALL your off-hand items. Therefore, sets should be right hand and left hand based, and stay separate, so that you can switch from hammer to sword in your right hand, while keeping the same exact shield in your left hand.
Jesus Christ, what a shitty, nonsensical excuse. Mainly because the combat of DOS was not like this AT ALL. It was proper tactical combat, and you could mix the element system in a lot of way. Gamey and forced, what the fuck does that mean?Personal preference but for me, the combat system, feels like a mobile minigame, not a proper tactical turn based system.Why specifically?
The whole acid/water/fire/earth thing can be interesting if used for VERY specific situations, specific battles, but the way it's designed, for me, it's horrible, gamey and forced.
That's nice, but you know Soy-cakes isn't cool with not seeing the entire party inventory on one screen
Means that it's only there for you to do something despite it's nonsensical nature and the game trains you (or lobotomizes you) to use it every time you see it, as you said, mix element in a lot of ways for combos. That's the idea behind all "super combos" ideas and I really don't see what's tactical about them, at best it's some kind of Tetris in a different format. Now, some people love that stuff and mega combos and whatnot, but in cRPGs, I don't, in fact, really hate it.Jesus Christ, what a shitty, nonsensical excuse. Mainly because the combat of DOS was not like this AT ALL. It was proper tactical combat, and you could mix the element system in a lot of way. Gamey and forced, what the fuck does that mean?
Stash is silly in and of itself as a core concept in PoE. There is absolutely no need for it whatsoever so it feels, at least to me, and here is them words again, gamey and forced. Gamey because it's there to be there, without any real reason to be there but to be there, and Forced, because it feels artificial and yet forces you to submit to it's illogical logic, without any way around it.I didn't really understand your last point. Please explain that again.
Well, when something's bullshit and the guys in charge arn't gonna move, all you can do is try and make it a bit less bullshit in it's bullshitness, or at least remove the pretends.I have the sneaking suspicion that the beta's lackluster implementation of the inventory is an underhanded way to get us to not only accept, but actively desire a completely gamist, unlimited, weightless inventory.
So having more options in combat is bad now? Interesting.Means that it's only there for you to do something despite it's nonsensical nature and the game trains you (or lobotomizes you) to use it every time you see it, as you said, mix element in a lot of ways for combos. That's the idea behind all "super combos" ideas and I really don't see what's tactical about them, at best it's some kind of Tetris in a different format. Now, some people love that stuff and mega combos and whatnot, but in cRPGs, I don't, in fact, really hate it.Jesus Christ, what a shitty, nonsensical excuse. Mainly because the combat of DOS was not like this AT ALL. It was proper tactical combat, and you could mix the element system in a lot of way. Gamey and forced, what the fuck does that mean?
.
What?So having more options in combat is bad now? Interesting.
Whatever dude, whatever...What?So having more options in combat is bad now? Interesting.
We're not talking about more actions, we're talking about the actions themselves.
Look, if you think wack'a mole mingames and silly super mega combos in your tactical turn based games is the second coming of whoeverthefuckshouldcomeasecondtime, then feel free to love D:OS, but I don't is all. For all their flaws, at least WL2 and PoE spare me of that bullshit.
But you're in luck, DA:I will be full of that stuff and mega combos and explosions and buttons and awesomes!
I have the sneaking suspicion that the beta's lackluster implementation of the inventory is an underhanded way to get us to not only accept, but actively desire a completely gamist, unlimited, weightless inventory.
And it's working.
http://forums.obsidian.net/topic/68682-sensukis-suggestions-020-inventory-mockup-v2/
Does it make sense? No. Don't really care though.
Probably but really didn't think that anyone would take "turn based" in that sentence as in XCOMesque turn (you play, I play, etc) and instead take them as DnD turns. But I clarified already, so no need triple rebound on that as I'm fully willing to admit it could, potentially, lead to confusion.So how is it misinterpreted? We don't talk about a novel here, one sentence is hard to be misinterpreted, more likely it is at is seems, a poorly formulated statement which is incorrect.
Solutions for kiting:Care to give an example? Kiting is a desirable mechanic in RTS so "unimplemnting" it isn't as trivial as you might think.The problem with your argument is that you're extremely close to saying "all mechanics hold equal value in any given system." Which is obviously a gigantic fallacy. Josh is trying to solve the problem of kiting. He can solve this is any number of ways. He has chosen to solve it with a mechanic that historically has huge issues in a real time environment, and he has provided no arguments or practical examples that would cause us to believe it is going to work.
Unless it's something banal like enemies move faster than you, etc.
Care to give an example?grunker said:He can solve this is any number of ways.
K. Stupid and an arsehole. Carry on then.Probably but really didn't think that anyone would take "turn based" in that sentence as in XCOMesque turn (you play, I play, etc) and instead take them as DnD turns. But I clarified already, so no need triple rebound on that as I'm fully willing to admit it could, potentially, lead to confusion.So how is it misinterpreted? We don't talk about a novel here, one sentence is hard to be misinterpreted, more likely it is at is seems, a poorly formulated statement which is incorrect.
There are no DnD turns in Baldurs gate. It is real-time with cycles, like every real-time game ever. I think you showed here perfectly that you don't understand what a turn is.