Saint_Proverbius said:
You can walk through players in town, it's in the hostile areas where you can't walk through players.
Yep, I have noticed this "blocking" effect now. On the "Academy" mission (the one that gives you the Yak's Bend map point) I got blocked in by an archer dude. I managed to get out of it though by clicking on various areas until it all untangled "as if by magic". It was annoying, but not as often/pervasive as you seemed to be making out. It also was not a "HUGE ASS" clip box. He had to be virtually humping me to block me in.
Still, like the behavior of AI in "escort" missions, it really is something they should look at. And probably will - there have been at least a couple of small patches already fixing other stuff. Given the complaints about the actions of companion AI (despite in some respects apparently improving it from what it was in the betas) they are sure to take notice and work on improving it.
You're making it out to be way more complex than it is.
No I'm not
. The system itself is very simple, but having the
right combination, especially in trying to be in synergy with your team-mates,
is complex.
For example, rangers have pets. You have two slots taken up just to support pets. You have the healing/rez skill for pets and you're required to have Charm Animal to have a pet as well. So, a Ranger with pets really only has six slots left.
Yep, agreed; as I mentioned above, it is the one thing ive also moaned about with this "8-only" system. A ranger without his pet is a little bit "de-manned". Maybe they should have allowed the pet 'always', and have you equip the charm animal skill just for when you want to on the hunt for a new pet.
However, I acknowledged the (perceived) flaw in this particular profession in my post, so Im not certain why you're introducing it again.
You want to carry around a Ressurrection signet or spell, so now you're down to five left. From there, your choices are basically damage/speed buffs and whatever your second class might have. Picking those isn't that hard, you just pick the ones your skills have augmented the most.
"Just pick the ones your skills [attributes] have augmented the most". Really? No wonder you were suck-ville! Hehe.
Of course, if something proves itself to be useful, then yes, are going to spend the points to improve the attribute that enhances it. But sometimes you come across situations where your strategy doesn't work so well anymore, so you have to use something from an area you have developed less. Or you will suck. And then I guess you will start developing that area...
ATTRIBUTES are really skills
and what the game calls SKILLS are spells
Hell, this is just a labelling issue. Yes it would be better to rename as you suggested. Perhaps not skills to "spells"...maybe MAGIK POWAHZ or something else more emcompassing.
Sheesh, for a minute there it looked like you just hadnt read your manual. And you mixing your terminology, even within the same tract, didn't help!
So what, you would rather rename "attributes" to "skills"; either way you put points into them to build them up, how does this mean you are not building a character, or that the characters are "the same"?
The world is abundant with items to raise your base Energy. Some items improve energy regen, and some skills do too. Some skills and attributes reduce Energy cost. For example, the Ranger's Expertise attribute. Some spells vampiracly drain energy.
Not being able to have uber amounts of Energy is due, once again, to balance.
How does this change the fact that you can't customize your character to have inate differences between the classes?
I'm assuming you actually mean
within the classes here?
We're not talking about items here, we're talking about how the character system itself needs core attributes that allow you to customize and hone your character better so that all rangers aren't alike.
I'll take that as a "yes." Or a "both".
The Ranger's Expertise attribute being different between rangers means that those rangers have different Energy costs. Having different attribute values means that those Rangers will be....err....different at everything. Self explanatory really.
Im not certain if other classes can affect their Energy levels with attributes like the Ranger can. I don't know why this is inherently bad - as I pointed out there are abundant strategems, skills and items that you are meant to utilise to get past this. It's one of the key strategy elements of the game.
Its sounding to me like you dont like the fact that the game doesnt have traditional attributes like D&D or SPECIAL has. You don't like the fact that the system is designed around characters being defined by their skills [attributes] and powahz [skills].
You also apparently don't like having to think about how to optimally use your limited resources/reserves in a sticky situation.
Oh well.
Once again, your inability to "try shit out" is being displayed. Double-click on your kit, hovering (or right clicking) on the tab for the other container will open that container. Then click on the item you want to identify or salvage.
Geeeezzzzuusss.
Oh yeah, that's not clumsy!
No, its not. It requires a double click to "activate" the salvage item (oh noes!) and one other click on the item you're salvaging (oh noes!).
Once again...Geeeezzzzuusss
(You're just pissy cos you couldn't work such a simple mechanism out ;-) )