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Backer Beta Build 301 is Live

Backer Beta Steam 301

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#41
Sarky

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Just when I was planning to play Wasteland 2 all weekend. Y U HAET INXILE GUISE? :v


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#42
Marceror

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I'm staying the course. Wasteland 2 it shall continue to be. Especially since they also released a patch today, a mere 7 calendar days after the initial release.



#43
Lephys

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*Applause*!

Thanks for your hard work, Team Eternity! Definitely going to try and play more of this build, even though I've recently been "promoted" to a two-for-one job deal at work (we're suddenly PC technicians AND mainframe operators, but all for the pay of just mainframe operators, 8P).

The only remaining qualm I have with the stat system (or, just it's biggest remaining weakness) is, as Sensuki pointed out, that Perception range bonus. Everything else seems to provide at least some potential benefit for pretty much any class/playstyle, but range only applies to ranged attacks, obviously.

Not sure what to do about that off the top of my head, though. Since Accuracy is a hard number, it might be better, though, to just have each point of Accuracy increase range by 1% or something. Thus, if you're more Accurate, you can attack effectively at a greater distance. It's not a perfect simulation, but... what STAT is going to increase your raw range with a crossbow anyway? None... so, I accept the abstraction of a range bonus, and just think of it as "effective range."

But, yeah, I dunno... Accuracy already benefits both ranged and melee peeps, so maybe that's all Perception needs? But, it feels like the other stats are getting 2 significant effects, and Perception's only getting 1 and 1/2.

#44
Fiebras

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Thank you for the update! There so many things I want to say about it.

 

 

I don't see a single stat that I'd want to take, for any type of character really. Well done. I particularly like the idea of increasing attack range from perception.


Except that it's terrible for Barbarians, Fighters and Monks. Which is failing the stated design goals.

 

Nope, Perception is ridiculously important for any class that wants to actually hit anything. I would actually argue its better to dump Might in favor of perception.



#45
Sensuki

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Sure, because Accuracy is pretty good, but it's not as good as Might is on it's own. Range isn't implemented properly yet, and it's a useless combat stat to add into the system.

Edited by Sensuki, 26 September 2014 - 12:41 PM.

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#46
antigrav

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Good to see you're working hard on it !



#47
Fluffle

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Hey Guys,

 

just wanted to ask what happened to the interrupt mechanism.

 

Is it still in or was it removed?

 

It's not tied to an attribute anymore?



#48
Elerond

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Hey Guys,

 

just wanted to ask what happened to the interrupt mechanism.

 

Is it still in or was it removed?

 

It's not tied to an attribute anymore?

 

Concentration bonus is still in attributes (resolve), but there isn't any more attribute that adds character's change to interrupt, but instead that changes is no wholly determined by weapon, spell or ability that character uses. 


Edited by Elerond, 26 September 2014 - 02:43 PM.

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#49
GreyFox

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Sure, because Accuracy is pretty good, but it's not as good as Might is on it's own. Range isn't implemented properly yet, and it's a useless combat stat to add into the system.

 

Exactly...range is now like interrupt was...there is absolutely no reason range should be based on a stat.

 

And now that they have a stat that separates melee and ranged...they may as well separate them for accuracy(and whatever else) too since I could have sworn they were trying to make each stat equal for everything...welp now that's out the window so open season IMO.

 

Barbarians also look like the defacto tank now since Int is clearly better for them than a Fighter...what AoEs do fighters have that benefit them like the Barb? With the way the class is set up Barbs are going to have more health, deflection, and AoE(because no duh you're going Int with him).....and the 6 health multiplier....

yea bye bye Fighter. Seriously they were worried about putting deflection on Dex but it's going to have the same effect as their previous fears, just for different classes. At least putting deflection on Dex would be equal for all melee classes(and all classes in general really).

If the idea was to have any class take any set of stats well this makes Int an always yes for Barbs...and it is much more useful for them combined with deflection than most if not every other melee class.

 

 

Dex and Perception look very underwhelming. What exactly am I getting with action speed and is that shown in game anywhere....

 

Better off cutting Perception and giving Dex accuracy and make Perception a skill like Acrobatics, Stealth, etc.


Edited by GreyFox, 26 September 2014 - 06:32 PM.

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#50
GreyFox

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An attribute that just gives speed is....SPEED imo...no real tie to Dex and no one looking at Dex is going to be thinking what it actually gives you in this so another change is in order honestly.

 

If Stamina wasn't intuitive Dex is even less so now.



#51
Lysen

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I can't find the walk toggle button. Is it there or you can only run and prowl (love the new animation btw)?



#52
Matt516

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I don't see a single stat that I'd want to take, for any type of character really. Well done. I particularly like the idea of increasing attack range from perception.

Except that it's terrible for Barbarians, Fighters and Monks. Which is failing the stated design goals.

It doesn't though, because the stated design goals we're about attributes, not components of attributes. Perception is still useful to those classes, so it's fine. Besides, Range really isn't useful for the classes that can use it anyway.

#53
Zeckul

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This will end up being a better RPG than Baldur's Gate. I can feel it. So many smart design decisions, such beautiful artwork, such good writing. Y'all rock Obsidian.

Edited by Zeckul, 27 September 2014 - 08:29 PM.

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#54
Pray

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I have only 3 comments

 

-Resolve seems very broken.

-Is dexterity really "attack speed" only, or is it for "speed?"?

-Perception seems way too ranged, centric, and needs something to make it more attractive for melee classes.



#55
axan22

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Some nice changes and feels more like a beta now, and great that your listening to the feedback.

 

New colour changes on health as it gets lower is nice, new spell icons animations etc.

 

 

Agree with person earlier move culture before stats so don't have to go back to stats if they change.

Stats still seem a bit off, Might should not include spell and healing damage. Wizards with max Might just seems wrong in every sense.

Move deflection to dexterity, being smart doesn't really help u deflect things being quick does. 

 

 

Could Druid animals have a better tooltip as character Generation, only change between them seems cosmetic, as nothing tells you different.

Hope priest lvl 2 spells + will be getting the new icons too.

 

Rangers still start with less than max health and animal companion shows as a white bubble on UI.



#56
Ashen Rohk

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Just had a quick look at the changes made, on the surface I really like the adjustments to the stats.

 

Will have to play some more to see other implemented changes.



#57
lightblade75

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Bad sign; no mention at all of fixing the rottenness of the core game: everything being out of sync, poor animations, no animations, rigidness of combat, etc., etc.

 

They didn't even deign to post a single response about this on the main thread.

 

What did you expect for round about 4 million USD? Maybe you should try out a The Witcher I or II or Dragon Age. They spent 20 or 30 times as much money to develop their games. Obviously this is a game not designed for the main stream. Even if it had rd. about 80.000 backers. When you think that this game is rotten, this is the wrong place for you.



#58
axan22

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Well what can I say this version is more broken than the last.

 

Started a new game as both a ranger and a druid, switched from my ranger to my druid save games (both new games for this build) and could not select my druid by his portrait only by clicking on his body, also he had the white bubble next to his portrait normally a ranger pet.

 

Thought I would try the lion/druid area out rather than go through the quests again.  For some reason my entire party received a movement buff, no icon to tell me where it was from and continued after I rested, so I was zooming around the area, fun but I don't think intended.

 

I entered the spider dungeon cleared it only to get to the webbed tunnel, cleared the web with my fighter and 2 of my party members fell during the battle with the spiderlings that ambush you. After the fight had finished my 2 fallen party members would not get back on there feet even though they had half health left so were not fully dead.

 

Decided to give up at this point and wait for a new build as on top of those major bugs every time I tried to use the priests innate healing ability not a spell I would have to click the button around 5-10 times to select it, it goes dark green and begins to cast, this happened with other abilities too, such as the druids bear form.

 

So yes you have made some nice changes, abilities getting there (still not brilliant) new spell icons, feels smoother et, there are many more things still very broken.  This version is les playable than the last for me.



#59
thelee

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Well what can I say this version is more broken than the last.

 

Started a new game as both a ranger and a druid, switched from my ranger to my druid save games (both new games for this build) and could not select my druid by his portrait only by clicking on his body, also he had the white bubble next to his portrait normally a ranger pet.

 

Thought I would try the lion/druid area out rather than go through the quests again.  For some reason my entire party received a movement buff, no icon to tell me where it was from and continued after I rested, so I was zooming around the area, fun but I don't think intended.

 

I entered the spider dungeon cleared it only to get to the webbed tunnel, cleared the web with my fighter and 2 of my party members fell during the battle with the spiderlings that ambush you. After the fight had finished my 2 fallen party members would not get back on there feet even though they had half health left so were not fully dead.

 

Decided to give up at this point and wait for a new build as on top of those major bugs every time I tried to use the priests innate healing ability not a spell I would have to click the button around 5-10 times to select it, it goes dark green and begins to cast, this happened with other abilities too, such as the druids bear form.

 

So yes you have made some nice changes, abilities getting there (still not brilliant) new spell icons, feels smoother et, there are many more things still very broken.  This version is les playable than the last for me.

 

instead of just complaining you should file some bugs. for myself, this version is much more stable than the last, though obviously this may vary from person to person. if you don't file bugs, it'll be harder for developers to actually know what are the most problematic issues.



#60
Corto81

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Just wanted to say, since I probably come off as negative in some of my posts, fanastic work in between these updates.


Edited by Corto81, 01 October 2014 - 03:28 AM.






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