Roguey , I had forgotten you hadn't played it actually Very curious to see your impressions once you get into it.You haven't played it yet. It's not.
True. That was the subject of my first suggestion post in the obisidan forums. I don't remember the devs making any comment. http://forums.obsidian.net/topic/69205-a-proposition-for-improving-combat-interface-feedback/As far as the UI goes - I can see why they used an action bar in Pillars of Eternity because of the non-uniformity of attack times, but until you see the speed of an action on the screen, you'll never know how long it's going to take. and never the exact amount unless you do some additive multiplication first. At best you'll get a "Slow", "Average" or "Fast" in the item description, and that's it.
Looking back I think "we don't need rounds" was actually a very naive thing to say even though I liked the idea at the time.
Very much my throughts. I ascribe the mess we have to Josh's ego though, maybe unjustly, I can't really know. My impression is that many of his "fixes" which turned out to work worse than the solutions in the IE games were the result of him overestimating the team's capacity to implement and test features in the time & tech constraints they were working under. This is evidenced by the fact that in the end the quasion of producing a game within the development time and budget simply didn't work out.Josh's "I'll fix the mistakes of my predecessors" approach to rules system design screamed naivete. It was too easy to predict that he'd fail.
As evidenced by the aforementioned DA:O. This argument of Roguey's was so absurd I just decided not to comment on it.How it plays > how it looks
SitS also calculates the actual length of actions and recovery, something which was not done for Pillars of Eternity because apparently it would be "too expensive" to implement (more like no one thought of it in the first place because none of the devs play these types of games).
I don't know, I seen word Denuvo, and decided to not install that crap from manufacturers of copy protection that destroyed several DVDs in burning before I used removal program, powered down PC and waited 2 minutes before starting it again. Yes it was THAT bad.That's right, you heard what I said.
DA:I is better than PoE for the following reasons:
1. I don't give a shit about PoE characters more than I don't give a shit about DA:I characters
2. At least there's a reason to find better loot in DA:I
3. The combat in DA:I, while somewhat derpy in its MMO-ishness, is fairly entertaining
4. Larger world to explore and more incentive to send your underlings on missions
5. Believe it or not, a more intriguing world and history and story in DA:I
Search your feelings, for you know these things to be true.
JarlFrank Infinitron VentilatorOfDoom Jaesun
One of you morons moved this thread again. I'm not sure where the disconnect is. Look at the title of the thread. Look at my post. See something? The fact that the thread is both PoE and DA:I related?
I don't care if that idiot Roguey tried to hijack it and turn it into a PoE-exclusive thread; you should know better than to be swayed by such a psychotic individual.
Move it back. Again.
Since Dragon Age: Inquisition is apparently an Obsidian game now
It's the least buggy Obsidian game to date
It has the least awful combat in an obsidian game ever
Eh, it seems to me that DS3 and South Park were far more solid.
Serpent in the Staglands
Too bad it has pretty much no end game, ends too abruptly and is disappointing when it comes to the story conclusion. Riddles are great though - I loved the wandering lady caves (best location in the game probably). Still - it was too buggy and too disappointing for me to recommend it to anyone, sadly. Maybe the expansion will bring out the best of it.Serpent in the Staglands is not round based but fortunately it is not designed by an autistic weirdo with an oversized ego trying to be hip on Something Awful. Characters in SITS use abstract, tactical movement similar to pieces sliding on a chessboard, and attacks and spells have exact casting and proc times. So you could be casting a spell that takes 6 seconds to cast and then procs every 4 seconds, or wielding a weapon that attacks every 3.2 seconds. Furthermore modifiers to these values are numbers, not percentages. The net effect is that you can predict how long it will take for your character to move to a certain location, how long before the next attack or proc, etc. It's simple and intuitive. The combat in SITS actually flows very well, and it's easily the best RTWP since the IE games.
Too bad it has pretty much no end game, ends too abruptly and is disappointing when it comes to the story conclusion. Riddles are great though - I loved the wandering lady caves (best location in the game probably). Still - it was too buggy and too disappointing for me to recommend it to anyone, sadly. Maybe the expansion will bring out the best of it.
and even if POE had NO character creation, is just so small part of what makes a game