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enthusiast
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OP
enthusiast
Joined: Feb 2015
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I just saw the Kickstarter Update 25, and two things seem major :
New stat system, I feel the point was to remove perception / speed as "secondary" stats, I don't really know what to feel about that, I'm scared it comes down to a system where you always put +1 in the same stat.
Then there's Memory. The idea is to limit the available skills in combat. I don't really know what to think about that. I kind of like being a badass by the end of the game, and the skills are intrinsically limited already by the skill level and caster level, so I must admit I don't really see the point. Plus, when thinking about it, it kind of comes down to "luck" whenever coming into combat, since you don't really know what you're fighting against, you have to go on a hunch. So is the idea to do a kind of "die and retry" kind of game? I don't really see how that's good.
What do you think?
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veteran
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veteran
Joined: Jun 2014
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I just saw the Kickstarter Update 25, and two things seem major :
New stat system, I feel the point was to remove perception / speed as "secondary" stats, I don't really know what to feel about that, I'm scared it comes down to a system where you always put +1 in the same stat.
Then there's Memory. The idea is to limit the available skills in combat. I don't really know what to think about that. I kind of like being a badass by the end of the game, and the skills are intrinsically limited already by the skill level and caster level, so I must admit I don't really see the point. Plus, when thinking about it, it kind of comes down to "luck" whenever coming into combat, since you don't really know what you're fighting against, you have to go on a hunch. So is the idea to do a kind of "die and retry" kind of game? I don't really see how that's good.
What do you think? It's early to say without being able to actually play-test it. It certainly adds to immersion. I wonder, however, if they could not have left Perception/Speed and make memory a Derived Stat, made of Intelligence+wits /2.
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enthusiast
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enthusiast
Joined: Aug 2015
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I understand the urge of talking about new stuff like this but don't speculate too hard on the small details that was given. You'll all get more info soon. We can't please everyone but us, at Larian, strongly believe that this new stat will improve the game.
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veteran
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veteran
Joined: Jun 2014
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I understand the urge of talking about new stuff like this but don't speculate too hard on the small details that was given. You'll all get more info soon. We can't please everyone but us, at Larian, strongly believe that this new stat will improve the game. Well, details to spot are what we need... On another note, I am very pleased to see character soundsets. It is one of the things I am good at modding.
Last edited by Dark_Ansem; 09/08/16 05:59 PM.
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enthusiast
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enthusiast
Joined: Aug 2015
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Well, details to spot are what we need...
Yes, I understand that. I'm (and Larian in general) so eager for all of you to get all the info that you need. We can't and don't want to put every single bit of info in one update. But like I said, I understand why you are asking yourself a lot of questions.
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journeyman
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journeyman
Joined: Jan 2014
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I am pretty sure that this fairly simple stat greatly enhances the strategic depth. I think I like it.
Spiegelberg! He, Spiegelberg! Die Bestie hoert nicht.
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stranger
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stranger
Joined: Nov 2015
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I kind of like being a badass by the end of the game, and the skills are intrinsically limited already by the skill level and caster level, so I must admit I don't really see the point. One detail that I should stress is that skills are no longer limited by your abilities, e.g. you don't need points in Pyrokinetic to learn Fireball. Instead, you can use any skillbook you manage to find, and experiment with your active skillset on the fly. We are introducing more elemental interactions and we want you to explore potential skill combos without having to respec or unlearn skills. Our current aim is that with small investment in Memory you will get same number of skills as you had in DOS:EE on a "specialist" character, but those skills won't have to come from a single school. On the other hand, if you heavily prioritize Memory, you can get a larger skillset than you could ever have before, albeit with a hit to efficiency.
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addict
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addict
Joined: Aug 2013
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More info needed to pass a sensible comment. Also see norD's comments
Last edited by 4verse; 09/08/16 07:47 PM.
"I don't make games to make money, I make money to make games". (Swen Vincke)
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enthusiast
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enthusiast
Joined: Aug 2015
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One detail that I should stress is that skills are no longer limited by your abilities, e.g. you don't need points in Pyrokinetic to learn Fireball. Instead, you can use any skillbook you manage to find, and experiment with your active skillset on the fly. We are introducing more elemental interactions and we want you to explore potential skill combos without having to respec or unlearn skills.
Our current aim is that with small investment in Memory you will get same number of skills as you had in DOS:EE on a "specialist" character, but those skills won't have to come from a single school. On the other hand, if you heavily prioritize Memory, you can get a larger skillset than you could ever have before, albeit with a hit to efficiency.
I'll quote this message so more people can see it. PS: This message is from the guy in the video 
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addict
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addict
Joined: Oct 2015
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old hand
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old hand
Joined: Oct 2015
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My only concern is possibly depriving other party members of their essential skills (Since you can't remove or copy a skill you learn as it devours the book)
Especially in a quasi-competitive game where making sure you don't get certain skills might be beneficial to them.
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member
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member
Joined: Jul 2014
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I like it. I like having to prioritise so memory sounds good to me.
Also I guess I'll have to keep my wits about me. heh heh heh
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Support
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Support
Joined: Mar 2003
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There will need to be a decent number of spell books available to allow for experimentation with spell book crafting.
Fundamentally sabotaging another player's build for the sake of instances where competitive questing is an option would be counterproductive considering that would affect all cooperative efforts, as well (or discourage them from cooperating, which would be the loss of an ally).
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veteran
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veteran
Joined: Jun 2014
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There will need to be a decent number of spell books available to allow for experimentation with spell book crafting.
Fundamentally sabotaging another player's build for the sake of instances where competitive questing is an option would be counterproductive considering that would affect all cooperative efforts, as well (or discourage them from cooperating, which would be the loss of an ally).
All true. And besides, memory is not going to be THAT problematic, if players are allowed Epic levels, and caps are removed, unlike in DOS1 with the Soft caps.
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addict
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addict
Joined: Jun 2013
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With all this skill swapping because of limited slots I've question - in DOS there was a limited amount of skill books we could learn and we had to erase some skills later to make room for others. Is this still a thing in DOS2? Will we have to hoard copies of skill books in case we want to re-learn them again or will we be able to learn unlimited amount of skills (and put them in limited amount of slots governed by memory stat)?
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veteran
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veteran
Joined: Jun 2014
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With all this skill swapping because of limited slots I've question - in DOS there was a limited amount of skill books we could learn and we had to erase some skills later to make room for others. Is this still a thing in DOS2? Will we have to hoard copies of skill books in case we want to re-learn them again or will we be able to learn unlimited amount of skills (and put them in limited amount of slots governed by memory stat)? not known yet.
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addict
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addict
Joined: Jun 2013
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It would be bad if we'll have to micromanage skills roster. I'd rather prefer it to be like in AD&D - you've learned a spell, it's in a spell book forever. I mean, seriously, you can always glue more pages into spell book and suddenly forgetting how to ride a bike (swing a sword/shoot arrows etc.) is only realistic if you suffer from a sudden blow to the head and/or memory loss and even then body reflexes still remain. If it were more like AD&D though, Memory stat would be merged with Intelligence. The higher your intelligence the more slots for spells (skills) you have. It's more logical and intuitive, I think. So to me, if it won't do anything else than increase the slots capacity, this Memory stat looks pretty weak on its own.
Last edited by Aramintai; 10/08/16 08:17 AM.
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Support
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Support
Joined: Mar 2003
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You don't need to unlearn or re-learn spells; you just swap out which ones you use in combat.
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veteran
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veteran
Joined: Jun 2014
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It would be bad if we'll have to micromanage skills roster. I'd rather prefer it to be like in AD&D - you've learned a spell, it's in a spell book forever. I mean, seriously, you can always glue more pages into spell book and suddenly forgetting how to ride a bike (swing a sword/shoot arrows etc.) is only realistic if you suffer from a sudden blow to the head and/or memory loss and even then body reflexes still remain. If it were more like AD&D though, Memory stat would be merged with Intelligence. The higher your intelligence the more slots for spells (skills) you have. It's more logical and intuitive, I think. So to me, if it won't do anything else than increase the slots capacity, this Memory stat looks pretty weak on its own. Merging it with intelligence does not sound like a bad thing. But it may hamper too much non-mages?
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addict
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addict
Joined: Jun 2013
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You don't need to unlearn or re-learn spells; you just swap out which ones you use in combat.
That's good.
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