Antiwhippy
the holder of the trombone
Steal, find, or buy skill/spell books from vendors.
Alright. So the skill tree stuff is just how many of a specific type of magic we can use right?
Steal, find, or buy skill/spell books from vendors.
Is it? Maybe they've changed that fairly recently. It used to just determine how powerful that element is when you use it, and you couldn't learn high level stuff without a high level in the skill. Sounds like a good change for hybrids.Alright. So the skill tree stuff is just how many of a specific type of magic we can use right?
Bought this last night, couldn't pass up on the deal.
How is everyone's performance? I only played a few minutes but I was getting some pretty bad stuttering at times. Hopefully it'll be fixed by release.
I was thinking about Transistor too. That's a tough one to categorize. At first glance, it seems like more of Bastion which I'd consider more action game than RPG. But that skill system and pause/turn mechanic... I suppose it's RTwP.
First of all, I'm pretty sure co-op is limited to 2 players without mods. When someone joins for co-op, they just take over the other player character, and I've read that they take over a recruited NPC too. If you start a new game in co-op, you can each customize your own character, but from then on, the characters belong to the saved game itself, not to the players.How does the co-op work? Are the characters stored in the savegame and when playing together, the players simple choose one of the 4 (?) characters to control? Or is it similar to NwN where you could use your own local characters on a friend's server (if it was allowed)?
Like I said above, in any co-op, if someone joins you, they take control of one of your characters. They don't bring their own.Anyone know how the non-LAN co-op works? I've got a couple of characters in multiplayer mode, but it's the same as single player as far as I can tell.
I don't think perception stacks in any way, other than the fact that you have two guys looking out for traps and such. If you have one with higher sight than the other, then you'll just see farther no matter which character you're controlling, since you can always see what all characters can see. Lucky Charm probably works the way you think it does, but I'm really not sure. Maybe it's a party skill everyone contributes to. I'd like to know too.So I'm confused as to certain character attributes and how they contribute to the game - since you can only control one character at a time.
Perception for example. Do you need to manually be in control of that character to get the added 'sight', or when you hit ALT does it just take the highest perception bonus of the party no matter who you're controlling? What if you have 2 characters with really high perception, does their benefit stack in any sort of way?
What about the Lucky Charm ability? Does that character have to specifically be the one that opens the chest or box? Is there no point in having more than one character with Lucky Charm then?
Like I said above, in any co-op, if someone joins you, they take control of one of your characters. They don't bring their own.
I have not played Dragon Commander yet.
I had a couple issues, but I think that's more because my PC isn't up to snuff more than anything. I still need to mess with the settings more.
I bought that one yesterday too. Uninstalled it after an hour. The RTS combat is really boring - basically boiling down to spam building units faster than the other guy. Very little strategy in regard to positioning and such. And being a dragon felt really weak and underwhelming.
Aw, so the co-op partner wouldn't have any progression of their own? That's rather... discouraging.First of all, I'm pretty sure co-op is limited to 2 players without mods. When someone joins for co-op, they just take over the other player character, and I've read that they take over a recruited NPC too. If you start a new game in co-op, you can each customize your own character, but from then on, the characters belong to the saved game itself, not to the players.
Oh I see. The way I did it is I just started my saved game and then invited a friend on Steam to join me. If you want to start a new game as co-op, then you just pick multiplayer and new game on the menu and invite someone.I got that. What I meant is how do you actually start/join a co-op game?
Yeah, progression is tied exclusively to the saved game. Whoever has it can continue on their own without a co-op partner. I'm not sure if you can share the saves while in the game, but yeah, I think they expect that if you start playing in co-op, you'll keep playing co-op with that person. It's not very drop-in, drop-out friendly in that way.Aw, so the co-op partner wouldn't have any progression of their own? That's rather... discouraging.
I disagree vehemently.
Well-implemented RTwP has all the strategic depth of turn-based systems (if not more, due to the additional situational complexity afforded by concurrent actions), while eliminating the tedium of turn-based systems, especially in games with a large party.
The RTS portion is very weak indeed. The story, characters and political machinations you go through.... Hoo boy, good shit.
Play it more like a Total War game where you auto-resolve pretty much every fight. You might enjoy it more that way.
Why wouldn't you just play EUIV then? The only reason to consider Total War is because of the battles. Without them, it's a shallow Paradox game.The RTS portion is very weak indeed. The story, characters and political machinations you go through.... Hoo boy, good shit.
Play it more like a Total War game where you auto-resolve pretty much every fight. You might enjoy it more that way.
Well-implemented RTwP has all the strategic depth of turn-based systems (if not more, due to the additional situational complexity afforded by concurrent actions), while eliminating the tedium of turn-based systems, especially in games with a large party.
I'm sorry, but if you didn't find strategic positioning useful in BG, or IWD, or NWN2 (particularly SoZ which has the most strategic battles) then that's not the fault of the gameplay system.RTwP ends up being "I just let my guys flurry the enemy to death". You can't dodge like in a true action rpg with movement, nor have any meaningful options except "use skill XYZ". It inherently requires less strategy due to the nature of the "real time" part. It makes the encounters feel less strategic as they are often designed to be "right click" bullet sponges - even bosses as you want a battle to go on for x minutes. In TB that's easy and feels natural. In RTwP that means an artificial huge health pool. I have yet to play a RTwP game where that wasn't the case. Torment, Never Winter Nights, Baldurs Gate you name it. Without movement turns smart positioning is nigh unusable except for the first cast.
NWN2: SoZ is probably the best modern example. But (other than easily fixed technical issues i.e. pathfinding) IWD1 and 2 were also great.Has anyone actually done a "well-implemented" RTwP system?
The RTS portion is very weak indeed. The story, characters and political machinations you go through.... Hoo boy, good shit.
Play it more like a Total War game where you auto-resolve pretty much every fight. You might enjoy it more that way.
Is this still early access or has it been released? I see a release date of today but Steam still says it is the early access version.
Wonder if it means a new game announcement?
Wondering what we should expect.Wonder if it means a new game announcement?
I'm sorry, but if you didn't find strategic positioning useful in BG, or IWD, or NWN2 (particularly SoZ which has the most strategic battles) then that's not the fault of the gameplay system.
Seriously, there's nothing TB can't do that RTwP doesn't have the potential to do better.
NWN2: SoZ is probably the best modern example. But (other than easily fixed technical issues i.e. pathfinding) IWD1 and 2 were also great.
I am way too excited.Wonder if it means a new game announcement?
Lv3 is an okay point to venture outside but note what the guards at the gate say, if they wish you well or if they warn you of dangers. That will help point you in the easier direction. Also note that you can pick up companions. There are two in Cyseal in the beta. Large groups of enemies are to be expected!I already feel lost and stuck.
I've been dinking around in the first city for awhile, solving the murder stuff mainly. I'm level 3 and now all my clues and side-quests lead me out of the city - where I'm either confronted by large groups of level 4 undead or level 6 orcs. I get my ass kicked.
Am I going the wrong way, underleveled (where else can I level up?) or is the game just that hard?
Let's see how you justify that position.Real-time with pause systems are much easier to use for the most part, I would agree to that. But saying that RTwP can do anything better than turn-based systems is a big fat fib.
How so? I don't see any reason for that to be true, and you don't make an argument, just a statement.Real-time with pause systems are hamstrung by their need to be played out in real-time; by their very nature, they must obfuscate the mechanics from the player to ensure everything works smoothly. Attack and movement ranges in meters or feet instead of hexes or spaces is inherently obscure (in a video game) and works against a player's ability to strategise.
How does it sacrifice precision of movement? In fact, most (inferior) turn-based systems restrict themselves to squares or hexes (luckily not Divinity), and those clearly do restrict both precision and choice.Real-time with pause sacrifices precision of movement and clarity of choice in an effort to make the game faster and more easy to understand.
I'd argue that any luck-based system is inherently nonstrategic. Is Go luck-based? Chess? Starcraft?Turn-based games like XCOM or Fire Emblem would not work with a real-time, pausable system - it would compromise core aspects of their respective designs. The former is designed around percentage-based risk-taking, and the latter around tactical certainty - transforming them into real-time with pause games would undermine the very foundation of their respective designs, and would in no way improve them. At best, a real-time with pause system would act as a poor crutch for the lack of a turn-based system, periodically pausing the game so tactical decisions can be made.
I already feel lost and stuck.
I've been dinking around in the first city for awhile, solving the murder stuff mainly. I'm level 3 and now all my clues and side-quests lead me out of the city - where I'm either confronted by large groups of level 4 undead or level 6 orcs. I get my ass kicked.
Am I going the wrong way, underleveled (where else can I level up?) or is the game just that hard?
I would *absolutely* disagree.I'd argue that any luck-based system is inherently nonstrategic.
You are aware that your save file is going to be invalid in a week right?
It's really sad that you are all so wrong. I pray that you will see the light when PoE releases.
It's really sad that you are all so wrong. I pray that you will see the light when PoE releases.
lol. Joke post? The ie mechanics alone make what you say pretty much impossible.I replayed IWD this year, and I had more significant positioning and interesting strategic plans and fights in that game than most any turn-based title I can remember. And all while still being able to resolve boring parts of fights extremely quickly and painlessly.
They are great. Particularly IWD and BG2.The ie games had terrible combat back in the day. I can barely imagine how awful they'd be now.
How so? Next time I play one of them I'll take a few Shadowplay videos.lol. Joke post? The ie mechanics alone make what you say pretty much impossible.
Wasn't there something about a dream RPG that they wanted to make awhile ago?