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robinhood7
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Who thinks that....

Post by robinhood7 »

Who thinks that he combat system could be improved? Could you also tell me in which way it could be improved
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Skuld
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Post by Skuld »

The only problems I have with the combat system are the slow moving monsters(speed utility fixes that), and the skewing of the die rolls. Other than that, I like it being turn based. It's great for spellcasting. And you can't sneak up on enemies either.
"I'll take the stupid one who decided to threaten us, instead of shoot us when he had the chance" - Bao-Dur
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WebShaman
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Post by WebShaman »

Yes, fixing the skewed die rolls is a must. Also, allowing spells to be cast out of combat would be nice (I mean combat orientated spells). The surprise issue, when I've already 'spotted' the monsters, there shouldn't be any surprise for the monsters. The movement system should be cleaned up, it's terrible in all regards.
Allowing a 'feat' screen would be nice, where one could choose which feats when. Oh, yeah, including an indicator for 'sneak attacks' (maybe like the range mod for bows over the opponents heads) would also be nice. And fixing the 'save party placement' option so that the characters stay in the formation saved, would go a long way in helping with movement issues, that really bothers me. Having a screen where one could 'save' preparation spells' (like a hot key, maybe) would also be a big time saver. To the point, expanding the hot key issue would be nice, allowing combinations of actions under one hot key (like open lock/disarm device), equiping and using items, etc. And getting rid of those irritating messages of 'you are moving to far from the party' or 'you can't reach that object' by making the options to move the character in question so far (just get rid of that movement 'x', and show a non-movement indicator) easier to understand.
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evilwithin
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Post by evilwithin »

Has some one at Ubi soft admitted to
skewing the dice?

I found that the game moved so slowly
that I could record the dice rolls without
hindering play. I noticed no skewed dice.

The sneak attack seems messed up.
An orc walked across a field and stoped near my elf rogue. The elf fired his bow
getting a sneak attack and the orc got an attack of oppertunaty. Is the correct rule? I would have thought
the sneak attack would have come before the orc moved or not at all.

I like letting the scout get too far ahead
of the party for his own good, so this
"you are too far from the party leader"
or "you are two far from combat" is
very annoying to me. I second the motion to remove this restriction.
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Skuld
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Post by Skuld »

@evilwithin:
The reason why the battle goes so slow that you can record the die rolls is becaused it's turn based. And you should know that you roll once per attack. I could see if the battle system was real time, but it's not so I don't really know what you're trying to say.

The sneak atack does seem kinda random and that restriction is a real pain.
"I'll take the stupid one who decided to threaten us, instead of shoot us when he had the chance" - Bao-Dur
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WebShaman
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Post by WebShaman »

To the point on the 'skewed' die rolls...they are not always 'skewed'. Only in situations (maybe the programmers know more on this) where the encounter in question is supposed to be 'difficult', are the die rolls 'skewed'. Don't believe it? Have you fought Bergos and Co. yet? If so, then you have encountered one of the 'death modes' (i.e. skewed die rolls). Or are you going to say that rolling 10-20 crits in a row is normal? (remember, to roll a crit, one must first roll within the crit range of the weapon, then roll again, this number does not show up in the die rolls...).

Also, if you get a monster down to 1-3 hit points, one finds it is much harder to hit this opponent. Also, consider the fact that a 16th level fighter, with 4 attacks, and 'to hit' bonuses of 42 (base melee to hit with first attack, all other to hit go down per attack by -5 each time) will normally miss a morgh (ac 14) 2/3 of the time after the first hit. That means rolling 1,2,3's are normal? And consider that (in my game, at least) my barb has an ac of 34. Most monsters can only hit this ac with a roll of 20 (a natural 20). How is it, then, that a morgh can wander over to my barbarian, and hit him three times in a row, of course paralyzing him with the first hit (saving throw 1) every time? So yes, the die rolls are 'skewed', you need to watch them a little more closely...
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Lordmanx
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Post by Lordmanx »

Other than confirming "skewed" die rolls and that is in the programing for certain battles the "monsters get an unseen bonus to there roll proir to you seeing it. as for changing the combat/gameplay a hot key to cast all my prep spells before a known battle, or after camping would be such a time saver it wouldn't be funny. Guess I agree with about everything Shaman pointed out, one spell I would have loved to have had though is "knock" having that as an option to picking lock on some of the doors for parties that choose NOT to have a rogue member.
When all else fails....Find a forum.
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WebShaman
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Post by WebShaman »

As strange as it may sound, they did include a spell in the game that allows this. The spell is called 'prayer'. Somehow, it gives the characters under the influence of the spell the open locks and disarm device skills (or are they feats?). For as long as the spell lasts, your character can do things just like a rogue. Pretty crazy, but true...why it does this, is anyone's guess. Just try it out, and then call up the skills menu, you'll be surprised. I know I was. So just 'pray' to open that chest...
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Demis
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Post by Demis »

Originally posted by WebShaman
As strange as it may sound, they did include a spell in the game that allows this. The spell is called 'prayer'. Somehow, it gives the characters under the influence of the spell the open locks and disarm device skills (or are they feats?). For as long as the spell lasts, your character can do things just like a rogue. Pretty crazy, but true...why it does this, is anyone's guess. Just try it out, and then call up the skills menu, you'll be surprised. I know I was. So just 'pray' to open that chest...
Prayer spell also gives bonuses to all the skill check rolls apart from the attack and saving through bonus, maybe that why you can use skills that you couldn't before. :) .
"When I am working on a problem I never think about beauty. I only think about how to solve the problem. But when I have finished, if the solution is not beautiful, I know it is wrong."
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Lordmanx
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Post by Lordmanx »

I knew those Catholic Priests were on to something LOL now we know its praying to open the locked Confessional booth.
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WebShaman
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Post by WebShaman »

Ahhh, Demis, I think you're on to something. That, of course, makes perfect sense. If all the skills (that one doesn't have) are set to 0 (programmed), then casting the prayer spell would of course increment that amount. However, it then just goes to show how 'sloppy' the programming is, when they didn't bother to check if this would affect the game 'adversely'. Oh, well, just blame Ubi.
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Demis
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Post by Demis »

Originally posted by WebShaman
Ahhh, Demis, I think you're on to something. That, of course, makes perfect sense. If all the skills (that one doesn't have) are set to 0 (programmed), then casting the prayer spell would of course increment that amount. However, it then just goes to show how 'sloppy' the programming is, when they didn't bother to check if this would affect the game 'adversely'. Oh, well, just blame Ubi.
It was the only thing that made sense, but then again Ubi soft sould have prevent certain skills from certain classes to be increased with any means anyway. :D
"When I am working on a problem I never think about beauty. I only think about how to solve the problem. But when I have finished, if the solution is not beautiful, I know it is wrong."
Buckminster Fuller
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