Crooked Bee
(no longer) a wide-wandering bee
So the Bugsidian reputation is well-deserved after all?
So the Bugsidian reputation is well-deserved after all?
Josh said:We expected players to either invest in single skills or split their points between two skills per character. Nothing "breaks" by investing in one skill, but the investment itself isn't interesting. Selecting Abilities and Talents is more interesting because those choices have larger and more diverse impacts on how the characters play.
Why not give the player incentive to pick two skills instead of one, rather than limiting their ability to max a skill?
That. With Josh changing the system every other day, plus new animations, effects and UI being added constantly, i won't excpect much headway in the bug department for now.So the Bugsidian reputation is well-deserved after all?
In seriousness. depends entirly on release.
Would be funny though if PoE broke the *Not-so-Bugsidian* streak they had going with DSIII and South Park.
Edit: I still very much think it will get there though. With the biggest improvements in the bug departement happening around one month before release.
Josh on Skills
Josh said:We expected players to either invest in single skills or split their points between two skills per character. Nothing "breaks" by investing in one skill, but the investment itself isn't interesting. Selecting Abilities and Talents is more interesting because those choices have larger and more diverse impacts on how the characters play.
Control dat playa experience bro
That. With Josh changing the system every other day, plus new animations, effects and UI being added constantly, i won't excpect much headway in the bug department for now.
Why not give the player incentive to pick two skills instead of one, rather than limiting their ability to max a skill?
After multiple beta patches, I believe that I can say what my impressions of the game are. The patches have made several changes over time, but some of the most glaring flaws continue to remain in the game and it has lead me to believe that these are actual choice that they wish to maintain.
At this point, I cannot play the beta any longer. I've placed way too much time on this game for it to consistently destroy any sort of progress that I make towards it. Every game that I've played has ended in a crash that puts me off from playing the game for a whole week. The incredibly long load times, shitty combat interface/UI/mechanics, and jack-in-the-box crashes that happen at the most inopportune times has at this point made me start to regret ever backing this game and to stop playing the beta totally.
Furthermore, in the past, i quite often would hedge on josh's design choices by saying that it's hard to say how the game would play and judgements cannot be made at those points. Now that the beta is out and enough time has been wasted on playing this beta, I have begun to side with those who disagree vehemently with Josh's choices and design decisions. Josh's insistence that the game be "gamist" via contrived and questionable design choices fails initially in the inability of Obsidian to properly implement the choices in the first place. Furthermore, it seems that the designers have failed to consider pitfalls in their design and consistently change how the game plays with every edition. This is not iteration, it's throwing darts at a board blind-folded and hoping to hit the bull's eye. A monkey on a typewriter can write Shakespeare given enough paper and time. This is how the beta feels to me: a failed design without a clear vision and now a scramble to salvage what remains of the original idea.
I honestly don't know how sensuki or others can play this game. It's quite possible that my computer isn't powerful enough to handle the game, but i'm shocked that this game needs more computational power than both skyrim and fallout:new vegas, both of which play perfectly fine on my computer.
You sound like you want there to be an incentive to pick two skills, but at the same time have maxing one skill be completely painless. It can't really work like that.
Fuck the easy way out, DT makes sense, DR doesnt. taking a dagger to a breastplate and expecting it to work is retarded and the one wielding it should die for not looking for a more vulnerable spot. You have people with superpowers and supa skillz and you cant figure out a way to make a dagger useful?DT is causing many problems though, it makes the numbers extremely hard to balance. It makes Attack Speed shit compared to straight damage and thus makes faster, lower damage weapons & spells worthless.
I think moving DT to shields would be better, and more intuitive.
Why not give the player incentive to pick two skills instead of one, rather than limiting their ability to max a skill?
How is he limiting it? If you're dead-set on becoming a SKILL MASTER of Athletics then take all the Talents that improve it.
You sound like you want there to be an incentive to pick two skills, but at the same time have maxing one skill be completely painless. It can't really work like that.
Fuck the easy way out, DT makes sense, DR doesnt. taking a dagger to a breastplate and expecting it to work is retarded and the one wielding it should die for not looking for a more vulnerable spot. You have people with superpowers and supa skillz and you cant figure out a way to make a dagger useful?
While we are at it fuck balance, balance is predictable, mindless and boring. Kinda like sawyer.
I know my criticism isnt especially constructive, but man, DR is so uninteresting and shallow.
Yes it can. Checks that require multiple attributes together, and multiple skills together would encourage spreading attributes / spreading skill points.
Designers encourage skill maxing through their skill check designs. If they are unhappy with the way they are playing their game they should make more interesting options.
Tying skills to Talents is not more interesting, it's more limiting - basically an RQ at the players for playing the way that the game encourages.
No I don't expect him to come up with contrived skill check situations. That would be dumb, however I'm sure there's plenty of skill checks that could use a combination of stuff.
Bypass a trap in a scripted interaction - perhaps you need to stealth past the trap trigger and then disable it with mechanics etc
Not very difficult with just 5 skills IMO.
Or he could come up with balanced systemic benefits like he said he would ^_^Nah, the problem (for me) is that he is brute forcing it. He's not really balancing maxing vs. splitting which would require sensible skill checks (lots of lower level, a few really high level skill checks). He is just brute forcing you by capping skill progression. I guess it can work, I'm just trying to explain the gripe.
It is contrived if you're always forbidden from using your other party members (each one specialized in a different skill) to pass each one of those checks.
Or he could come up with balanced systemic benefits like he said he would ^_^Nah, the problem (for me) is that he is brute forcing it. He's not really balancing maxing vs. splitting which would require sensible skill checks (lots of lower level, a few really high level skill checks). He is just brute forcing you by capping skill progression. I guess it can work, I'm just trying to explain the gripe.