Theldaran
Liturgist
- Joined
- Oct 10, 2015
- Messages
- 1,772
It's not build issues, it's C&C man! :DYes, I'm sure an Obsidian game released in 2016 is going to have a dead end for players who didn't build their character correctly.
It's not build issues, it's C&C man! :DYes, I'm sure an Obsidian game released in 2016 is going to have a dead end for players who didn't build their character correctly.
Is this game level scaled? If it is then learn by doing system makes no fucking sense whatsoever, just like in TES games.
This change could have made conversations less rewarding, as players would need to fight in order to level up their characters. To resolve this, we added functionality to allow players to level up their skills in conversations. Player choices that are gated by skill requirements will add experience to those skills when they are used. Additionally, if you use a skill to intimidate an encounter into fleeing, we grant skill experience to the party equivalent to what you would gain if you fought them. It can’t be exact, as there are too many decisions that players can make during combat to replicate it exactly.
Then there's PS:T where you can run away from everything except Ravel, Trias, and Ignus/Vhailor.
I don't see a problem with "you can avoid combat, but some are mandatory" in party-based and action-oriented RPGs.
Combine that with learn-by-doing and you have a problem.
Then there's PS:T where you can run away from everything except Ravel, Trias, and Ignus/Vhailor.
Oh, you might not know this. The PoE engine doesn't allow you to leave areas during combat.
Oh, you might not know this. The PoE engine doesn't allow you to leave areas during combat.
I remember http://www.rpgcodex.net/forums/inde...-expansion-thread.100006/page-31#post-4082753
I imagine it's a problem that could eventually be resolved through programming or adding an "enemies give up on chasing you after a certain point" behavior.
Combine that with learn-by-doing and you have a problem.
They literally described their solution to how you don't gimp yourself through combat avoidance.
It's an Obsidian game so obviously the critical path will be completable by someone who avoids as much combat and optional content as possible.
Yuck, that talent tree looks very FTP MMOish.
Yuck, that talent tree looks very FTP MMOish.
That's what I thought as well. Ten years ago people here would flipped their shit at seeing a progression scheme like that. This basically looks like a simplified version of the Sword Coast Legends trees; even Dragon Age 2 had more complexity than these.
On the bright side, it also means that the game will be replayable as fuck, since you can play it in a variety of ways, favoring during one playthrough the ability you dropped before. I think that's what they're going for there.