Abu Antar
Turn-based Poster
- Joined
- Jan 19, 2014
- Messages
- 13,584
"Joke failed. You lose 2 willpower."Try harder.
Sensuki: I really don't see how controlling the game with a controller would work well.
"Joke failed. You lose 2 willpower."Try harder.
Something tells me that this game will be as buggy as hell at the release. The name "bugsidian" will be taken to new heights.
One of the big things they said they could do with the new engine is force effects from abilities and spells (fireballs knocking characters back). So I'd expect dragons to be able to do that.Dragons won't have spells I'm guessing so I doubt the Dragon fights will be as good as BG2. They probably won't slap your characters across the room either (notice how all BG2 dragons are fought in a confined round space or something? Haha).
I'd also expect breath attacks to have secondary effects, and abilities are more spell like in PoE anyways.
On the other hand, if you're just looking for hard counters, you won't get what you want.
Fireballs don't knock characters back though. Have you played the game recently? Spell casting essentially boils down to casting pure damage and debuffing. There is no point casting any self-buffs 99% of the time. It's really boring.
Josh said:I certainly understand if not everyone likes it, but it feels more in the spirit of D&D mechanics as well as mechanics that were in NWN and NWN2.
Josh said:Practically speaking, NWN2's combat rarely requires much tactical thought.
Josh said:A bunch of backers requested front-line stickiness. Without adding an aggro mechanic (which again, many backers rejected out of hand) there are only so many ways to accomplish that.
No, the design wants you to pretty much not be able to move in melee unless you use an ability. That's retarded and that's a turn-based thing. The Winter Wind spell (if it hits) is part of that shitty design.
That doesn't happen in Pillars of Eternity, and those games are usually either action games or single unit style games.
You are not think about what the disengagement attack actually is, and judging by your counted hours in the game, I doubt you've ever experienced one first hand.
The Engagement mechanic is a combination of a targeting clause (auto-attack engager) and a disengagement attack. The targeting clause is in effect, an aggro mechanic just like what people were complaining about being in the game in the first place, and attacks of opportunity (free attacks, independent of standard actions, invisible, automatic, not subject to the rules of real-time gameplay) are a turn-based mechanic. No one can deny that. They were created for turn-based games to solve issues in turn-based games. These issues are not apparent in real-time games.
Nope. Play Rome: Total War and try to disengage a formation that's committed to melee. Massive carnage. Only instead of it being a binary WHACK like in PoE, it's a long process of a bunch of your guys getting whittled down as the unit slowly retreats out of melee before escaping.
with the right tuning (lots of APs, weak or no attacks of opportunity), a turn-based game can also let you run around the battlefield and kick ass on your turn.
Systems that incentivize relatively static orders of battle can be both turn-based and real-time.
I'll pay that, although that mechanic actually makes sense for that game, those units are commanded as one big clump and moving them is a slow process. Not to mention that when two groups of units are in melee, they converge with one another and take up the same physical space in the square. The units that get dropped are the ones that fall behind enemy lines. The units in the game are making real attacks that are more effective because the unit is moving.
The Infinity Engine games were not like that, and every time I've heard Josh talk about combat he has always emphasized the word tactical, the systems he has put in place makes the game less tactical than games that reward in combat movement and positioning.
If they want the combat to play like an Infinity Engine game they need to free this up, otherwise it will be pretty banal. There are people who like the NWN1 stand there and do nothing combat, but the people who enjoyed the IE game combat will almost certainly be disappointed.
Yes, that's your opinion, but contrary to what you say, I don't think everybody played the Infinity Engine games that way, or was particularly attached to the notion of playing them that way. I'm also not sure the IE games really were that "movementy" in the first place. Yes, you could do that stuff, but how important was it it really?
But that's what this is about, after all, right? They're keeping the things people care about and that they believe are core to the experience, and changing the things they believe people don't care about and aren't core to the experience. *shrug* Good luck convincing them.
badler said:I can only speak for myself but... I am having a blast. There are still tons of balance and polish bugs that we need to clean up, but I am having a great time running through the beginning of the game.
Things I think we need to work on after playing for a couple of days:
That is my quick list. I am sure it will change or morph throughout the week.
- Feedback in UI - there are some UI screens that we need to tweak to give better feedback. One example is when you are buying camping supplies, the store UI doesn't mention when you are at max capacity. You aren't allowed to buy more, but it never informs you why that is the case. There are lots of little things like this that we will need to clean up.
- Fatigue - I think we need to tweak the fatigue numbers a bit. I feel like it needs to take a bit longer before fatigue starts to set in. I like the system, but since resting out in the field is a resource, it forces me to run back to an inn more often than I would like.
- Balance - Like I mentioned before we need to do more balance passes on many of the systems. This is pretty normal, though.
- Save/Load - We are still having strange behavior from save/load. Nothing particularly game-breaking, but lots of little annoyance things.
Also, I am loving my chanter. I was a little cold on it when I first started her, but I am loving her invocations now.
What game is he playing?I can only speak for myself but... I am having a blast.
You shouldn't forget the context. They're playing during their working hours right now. Naturally in comparison to working their asses off, PoE may seem like a pleasant experience. On its own though, not so sure.What game is he playing?I can only speak for myself but... I am having a blast.
Well nice job, you just found out what everyone already knew, so much for efficiently spending your employees' time.badler said:Things I think we need to work on after playing for a couple of days:
You shouldn't forget the context. They're playing during their working hours right now. Naturally in comparison to working their asses off, PoE may seem like a pleasant experience. On its own though, not so sure.What game is he playing?I can only speak for myself but... I am having a blast.
J.E. Sawyer said:The creatures that drop party members in 2 hits (e.g., forest/swamp lurkers) are outliers. When people (externally and internally) give examples of the typical situations where combat moves too fast, it usually isn't the party vs. one big dude, it's the party vs. a pack of creatures that are attacking and re-attacking en masse before the player's reactive commands can be of value (or simply enough value to outpace the damage output).
Almost all party members wear armor, so they're all suffering penalties to recovery time. Adding a flat recovery penalty to creature armor makes them act more at the pace of party members (a good thing, IMO). It's also very easy because I can mass select all creature armors in the creature armor folder and set the Recovery Penalty to one value. Tuning up global recovery time is also incredibly easy. It's one variable in the editor. It is almost always better to turn the big dials (like global recovery) first and make broad changes if there seem to be broad problems.
I put in most of these changes last night (in addition to lowering the standard cast time from 3 seconds to 2) and it felt better in the testing that I did.
I am going to modify the Fighter Knock Down into a Cone AoE Movement Slow (just as an example of melee stickiness).
The backers made it clear they didn't want MMO style threat management ^_^which is totally useless if the ai ain't re-evaluating targets while in combat. it would be nice to have some taunt like talents in addition to ones similar to the rogue's escape. this way there would be different tactically viable options, both offensive and defensive in combination with an intact engagement system. just shuffling around meat shields to spread out damage without any penalty ain't that interesting either, though i agree that in comparison to the ie games the positioning feels a bit too static.