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Showing content with the highest reputation on 07/17/24 in all areas
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DEI is the new buzzword today eh Been seeing that all over Steam forums, time to update my autoblock filter2 points
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That's what I like about V Rising, it's a really good ARPG combat system on top of a really good survival game. It's the one survival game I keep coming back to, I've had the most fun with it out of all survival games that have come out in the last 3-4 years, beats Valheim for sure. OK, I have never played any DS, but I have 40 hours in Sekiro on PC, and 2 hours in Bloodborne on PS4. Played Elden Ring when it came out for about 100 hours on mouse + kb, reinstalled this week to try with a controller, played for 2 hours, beat 2 bosses, slowly getting back into it. Anyway, I just couldn't play it with the default M+KB scheme, I kept pressing the wrong buttons due to thousands of hours playing various ARPGs. After rebinding all of the keys it became playable, and I actually found one thing that beats controllers any time: camera control - you don't even need to lock onto enemies it's so precise, and not locking onto some enemies actually gives you an advantage. Now playing with a controller camera movement is the one thing I am having trouble with, really hard to orient myself without locking onto enemies, and combat becomes messy against groups of enemies. People do get used to it, so my advice would be to stick to what you're more comfortable with and building up some muscle memory. One tip I'll give you that really saved me regardless of what input device you'd want to use: there are many UI interactions that aren't explained in the game at all but they make combat much more enjoyable, and I'd suggest you looked them up. For example, the item quickbar in the left bottom corner has two sets you can switch between by holding down the "Interact" button. So you effectively have extra 4 slots for consumables that are easily accessible without having to scroll through them. I have only my healing flask in the default slot, so I cannot skip through it accidentally, and the consumable button always heals no matter what. The mana flask, the mount, the summoning bell etc. - all are on the second layer of slots, all having their dedicated buttons, this setup greatly helped me with my combat flow.2 points
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Been a week sorry, been busy at work. So after starting and restarting to test builds I think as per @thelee's suggestion Skaen might be the best choice. You get some rogue goodies without sacrificing too much even with Wael survivability and Rymyrgand's AoE damage spells. Especially early game when the only sources of charm (from NPC cipher or Roguish Charm) are single target. I don't think race matters too much so I'm going mountain dwarf (cause I like them) death or nature godlike might be good for shenanigans but I like wearing silly hats. Stats I'm planning to use: MIG: 10 (8+2 dwarf) CON: 10 (9+1 dwarf) DEX: 15 (16-1 dwarf) PER: 18 INT: 16 RES: 8 Pretty standard, I'm not really into min-maxing and stats aren't omni-important in Deadfire. For weapons I think estoc might be good especially Blade of the Endless Paths which has an on crit effect. If I was going the two-handed route I also like rods with a rogue because of AoE afflictions. If going the dual-wield route I like both spiritual weapon and daggers (marux amarth).1 point
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Yeah, I had a lot of complaints, especially about the first game which didn't even have a manual save. Like, you can't figure out how to do a manual save? I always wanted someone like Obs to tackle Shadowrun, especially after they got acquired by the license holder, but it doesn't seem to be in the cards.1 point
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Nehrim - I never enjoyed the TES style first person RPGs before, but SureAI's excellent worldbuilding enables me to overlook the twitchy combat, which gives me new hope for Avowed too. SPOILER: On a side note, it's interesting how closely the central narrative premise was mirrored by that of PoE. Gods which rule over society through magic so advanced it is indistinguishable from miracles and by camouflaging their mortal origins... I guess they may have both taken inspiration from The Lord of Light?1 point
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Fantastic, just making sure I hadn't missed something that had broken. So what's happening, without getting technical, is the conversation is designed to loop after starting the quest. But should hide this using text from the last line of dialogue in place of what's at the start of the loop. Though it only does this if the text at the start of the loop has already appeared in the conversation. In this instance where you have High Reputation with Defiance Bay the conversation starts differently and then feeds back into the conversation with the loop. So the original text at the start of the loop only appears for the first time when it's looped back to. In cases such as this there's a built in function to tell the .conversation files to just override the text on the loop regardless. This is done by instructing it to "ShowNever" when linking back to the start of a loop. My guess is that this was missed due to the alternate start to the conversation being a later addition to the rest of the conversation. Odd as it is the conversation as far as starting the quest works, but I agree this is very scuffed and it's as simple as adding a few "ShowNever"s where they're needed to. So I've made such a fix: Navigate to your Pillars of Eternity directory this will be somewhere like: Steam: "C:\Program Files (x86)\Steam\steamapps\common\Pillars of Eternity" GoG: "C:\Program Files (x86)\GOG Galaxy\Games\Pillars of Eternity" Then go to: "\PillarsOfEternity_Data\data\conversations\03_defiance_bay_ondra_gift" Make a back up of the file called "03_cv_marceno.conversation", then replace the original with the .conversation file that's in the attached zip. Alternatively if you'd prefer you can make the fixes yourself: Open the file in Notepad. Go to line "1352", you can get there quickly by pressing Ctrl+G. On this line it'll say "<QuestionNodeTextDisplay>ShowOnce</QuestionNodeTextDisplay>", change the >ShowOnce< to >ShowNever<. Do the same on line "3481". This is where you ask the Moreno "You're a sailor?", which can also trigger the awkward line. Save the changes to the file. Now when starting the quest the awkward line at the end of the conversation won't appear. This is also fixed in the file I've attached. To do the fix yourself go to line "398" and replace the <Components /> with: <Components> <ExpressionComponent xsi:type="ConditionalCall"> <Data> <FullName>Boolean HasConversationNodeBeenPlayed(String, Int32)</FullName> <Parameters> <string>assets/data/conversations/03_defiance_bay_ondra_gift/03_cv_marceno.conversation</string> <string>102</string> </Parameters> </Data> <Not>true</Not> <Operator>And</Operator> </ExpressionComponent> </Components> This will hide the response from the conversation if it started with the High Defiance Bay Reputation introduction. Hope that helps. poe_marceno_loop_fix.zip1 point
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That’s true with controller as well - that’s a hard lesson everyone has to learn to survive Dark Souls2. Especially when fighting groups, locking on can be detrimental. With controller, however, you tend to target with left stick, rather than right. (Though funnily enough DS2 was quite crap in the regard due to using directional movement, rather than analog 360. What a weird, sloppy title it was). The only thing specific to elden ring that I can remember, were complaints about camera while riding Torrent - the camera auto adjust to the direction you are heading, so you need to keep holding the direction to keep looking that way. Perfectly natural with a pad, but I can see it being really tedious with m&k.1 point
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I watched Beekeeper last week, I like Statham movies but they almost all the same. One man takes on an army due to being angry or betrayed about something and he is able to dodge bullets and kill dozens of people But he couldnt kill the FBI in this case because they the good guys so the wounding was expected I also laughed at the female Beekeeper with a cannon in the truck, great strategy to destroy an entire garage and create mass carnage in a public space, that wont draw attention to the highly secretive Beekeeper program1 point
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For Earth: Final Conflict - They have a real tough time integrating Renee into the series and they struggle a good bit off and on with Liam too at this point. Also I think because of the cast changes, they sort of forget what their characters goals are, which leads to a lot of back-and-forth character development and some confusing swerves. EDIT: New Trailer:1 point
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Yep, it's a mistake to always lock-on with your camera even when using a controller (your movement and camera controls become way too constrained due to being locked relative to whomever you're targeting, which is often very bad when you're trying to maneuver around certain kinds of attacks, get past enemies, or deal with groups), but I imagine this becomes quite a strength when you have way faster and more precise control of your camera with a mouse over an analogue stick. Like I said, even with the initial botched release of DS1 on PC, I knew people who played the game at a high level with M+KB...it just wasn't nearly as easy to learn to get to a base level of competency. But Elden Ring is not DS1, and it might not be a terrible idea to at least try it out for a bit both ways.1 point
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I think my biggest issue with the Shadowrun games was that they are basically hotspot clickers and combat happened only in specific areas. It felt artificial and limited to me. Especially since originally I kinda wanted it to be like Fallout, but then it ended up being... what it was. Still think that Dragonfall was nice. Just.. generally those games could have been better, imo.1 point
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Shadowrun Returns was a disaster of mismanaged funds and lack of experience in basically every area other than the setting. It was a fun little Shadowrun game though and the story was good. It would have been better as an old school novel. In print. On paper. Dragonfall was the good game they had promised in the Returns Kickstarter. I wouldn't mind a AAA open world Shadowrun... Just directly the director's cut and three years of post release bug fixing that make that kind of game playable.1 point
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The Beekeeper Meh, it was fine I guess, High Table (The Beekeepers) / John Wick (unstoppable killing machine) ripoff notwithstanding. I appreciate his attention to detail to merely wound the good guys while killing the bag guys.1 point
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i think you might have to give up wael a bit if you want to take advantage of the hit->crit effect of debonaire. though looking at the bonus spells, no one really has a great set of bonus spells for taking advatnage of that. cleansing flame and scrolls might be the best way to do it. though as a slight suggestion - skaen might be a good mechanical choice. Escape (plus fast runner) and Shadowing Beyond give you really great options for de-aggroing enemies while saving rogue skill points (or at least guile). because the most busted thing the debonaire can do is sneak close to an enemy party, charm one of them, and then run/de-aggro the fight and let the charmed guy get wasted while burning enemy resources (and even maybe take one out). rinse and repeat. made the temple of woedica fight (really brutal on potd) extremely easy. edit: i had a different debonaire multiclass one, and i honestly found arterial strike on the rogue to be a useful thing to hit->crit, at least as a finisher. frequently you're left with a single kith mob who's still charmed, i just get my party members away, do the arterial strike, and now i have an extremely long duration mobility debuff and they just try to chase me down and die.1 point
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Restored VM Arena Fight.zip I've put together that restores this encounter into a mostly functional state. The fight is a level 18 encounter, but can be launched from the Pool of Memories at anytime during Seeker, Slayer, Survivor; provided that the free Critical Role Pack DLC is installed. A short conversation will play using audio from the Critical Role Pack voice sets. Though there will be no portraits for the character during the conversation. On first completion there is a reward of some currency and a couple of Exceptional quality weapons and armour. It should be compatible with the Standalone Seeker, Slayer, Survivor mod should you wish to jump right into it, or my own Early Seeker mod if you'd prefer. Apart from fixing some minor issues, the only major alteration I've made to the encounter is creating NPC variants of each character's corresponding Player Voice. This was done to remove most of the battle barks such as Low Health, Poisoned, Critical Hits/Misses and like. Otherwise the battle is just a heap of auditory clutter with Vox Machina and PC party shouting barks. I would recommend installing the Percy and Gilmore Voice Fixes, as the audio file issues present in those voice sets will crop up during the fight. Namely Gilmore asking "How can I help you?" while casting some spells and Percy's overlapping barks during his death and damaged cries. As for how the encounter plays? I haven't done a lot of testing on it, but I found it a pretty difficult encounter to beat. Though I am pretty rusty at the game, so I'd be interested what more experienced Deadfire players make of it. I don't have any intentions to make any further alterations to the encounter in the future. But should anyone want to do something with what I've done here they are more than welcome to!1 point
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