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Everything posted by Qiushui
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Musings on the state of the beta and project trajectory
Qiushui replied to PrimeJunta's topic in Backer Beta Discussion
A beta is supposed to have bugs. That's the definition of beta: feature complete, and testing for bugs/optimizations. The problem here is that everyone's expectations are not based on the reality of software development. Everyone here seems to believe that they were getting a 5-hour demo, not a beta. Nothing of what I said in any way disagrees with a beta having bugs. I'm merely stating that, beta or not, no one likes bugs and it will lead to some amount of complaints, justified or unjustified. -
Musings on the state of the beta and project trajectory
Qiushui replied to PrimeJunta's topic in Backer Beta Discussion
So you don't want any of the roasted ants, then? Is that a reference to some quest or item in the beta? Sorry, I've only played about half of the content so far. -
Musings on the state of the beta and project trajectory
Qiushui replied to PrimeJunta's topic in Backer Beta Discussion
To me, it's just the bugs that sort of overly inflate the perception that the sky is falling. No one likes bugs. Everything else, like general lack of polish and the need for many, many tweaks to several different areas of the game, is exactly what I expected. -
I have to say the music for the Dracogen inn is my favorite in the beta so far. It's just perfect for the feel of the place. Great work.
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I don't mind the crafting / enchanting system at all. How do all these uber items in the IE games come into existence anyway? Oh, that's right, they were crafted / enchanted whatever by some legendary figure etc. My late-game party is the most powerful the world has seen and yet we never left behind a single legendary artifact? This is just giving the player the ability to be a part of that lore and history instead of simply watching from the sidelines. It would be really cool if some of those legendary items you crafted could be added to the loot table in a subsequent playthrough, but I digress. Personally, I would balance it by making the ingredients needed for truly uber buffs to be very rare, perhaps only enough to create 5-6 'legendary' items per game. This encourages the use of pre-made story items to be used in tandem with player made ones, so that no one way is all-powerful, and increases replay value. I also like the random aspect player created items brings to the game. Players will have unique stories to tell based on their itemization choices instead of "oh yeah, I picked up Flail of Ages, like I always do, and then facerolled the whole game."
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How about letting the player have the option to have portraits on the side or bottom.
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BETA LIVESTREAM INFO/COMPILATION: Bro, do you even Livestream?
Qiushui replied to Bryy's topic in Backer Beta Discussion
Have a total of 5 beta content videos recorded now. My latest covering lore and quests at the Dracogen Inn: https://www.youtube.com/watch?v=EpJAmuKC3jU- 113 replies
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Combat readability analysis - graphics
Qiushui replied to Justinian's topic in Backer Beta Discussion
The backgrounds in PoE are actually low contrast. Only the big grass looks somewhat contrasty because it has some shadowing. Right now everything is low contrast which leads to the general faded, undefined look of the game. And yes, this problem is much more pronounced outdoors and during daytime. The biggest reason there is good definition in the screen from InsaneCommander is because the background, especially, has rich contrast. That screen is also a low light, indoor situation which currently PoE seems to handle far better than outdoor, daytime environments. -
Combat XP Poll - Let's See What We Think Now
Qiushui replied to SergioCQH's topic in Backer Beta Discussion
No, you mean you are unable to conceive of anything that could possibly be a reward for combat other than exp. Many other people here don't have this problem. -
Combat XP Poll - Let's See What We Think Now
Qiushui replied to SergioCQH's topic in Backer Beta Discussion
I fully support the devs making a "Trial of Grinding" mode for all those whose heads explode without kill exp. The only serious game balance issue I have is making sure that even players that like to kill everything on the map will still get a more or less equal amount of quest exp somehow, even if a quest giver is killed. -
Another touch on Attributes - Cipher power comparison
Qiushui replied to derriesen's topic in Backer Beta Discussion
Korgrak shoulda put more points into might. -
I totally assumed that cultures would have special skills bonus/feats/unique flavor abilities and the current bare-bones stat bonus was just a place-holder??
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Another touch on Attributes - Cipher power comparison
Qiushui replied to derriesen's topic in Backer Beta Discussion
'Might makes right' in PoE -
Please bring back the pencil drawings of items
Qiushui replied to Grotesque's topic in Backer Beta Discussion
Whatever happens the decision will probably have to made quite soon because whatever the item art is going to be, is also going to have an effect on the final UI design. I wonder if OE would actually be willing to accept community artwork for this one specific thing? Anyway, I'm fully in support of this getting into the game somehow, reality be damned! -
Perception, Resolve, and dump stats! Oh, my!
Qiushui replied to Ganrich's topic in Backer Beta Discussion
Make ranged attack accuracy based on the combined total of Dex & Resolve.- 58 replies
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At least one dev has responded on the UI here: http://forums.obsidian.net/topic/67093-sensukis-suggestions-005-item-descriptions-and-contextual-ui-rant/
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Ok. Since people who like progression mechanics obviously have mental disorders, let's just remove all loot drops and XP rewards from sidequests too. Best game ever for the mentally sane. You know I'm talking about combat exp only right? I guess for some people combat exp is = 'all progression mechanics' ,must be years of MMO grinding getting to people or something.
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I've sat and listened to the entire opening music 4-5 times now. I think it's a great composition, and it has plenty of epic rises and swells, my only critique is that the sounds used are too synthesized. I wish it could be redone with more natural or higher quality sounding instruments.
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Upon further investigation I have the following observations on this issue: Outdoor scenes are generally very low contrast. I think this is likely done to help blend things with the dynamic 3D lighting system and the day night cycles. A more generic, nearly washed-out backdrop will be easier to blend with dynamic and changing 3D and ambient lighting configurations than a stronger, stylized, more contrasting backdrop. 3D space creates a more integrated look / feel with the way the characters interact with the background but also leads to clipping issues which, when dealing with very small character models, a clipped foot or leg, can render seemingly 1/4 of your character invisible. Transparency / layering issues, like in the below screen, further add to the visual mud / blending, illusoriness, lack of visual pop. Indoor scenes seem less troublesome overall. They also are not having to deal with day / night cycle variations. (as far as I know) Keep in mind this is a beta and so many of these problems could be confined to specific gfx hardware, drivers, etc. However, the overall low-contrast outdoor game world, I don't think is one of them.
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The contrast and shadowing problem is a serious one for sure. I'm not so pessimistic that I think it's too late to fix, but it was the biggest problem that immediately stood-out to me upon getting in-game. I hope Obsidian is really going to work hard on that. Because it needs it.
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You are rewarded for engaging in combat. It's one of the ways that you solve quests, discover new areas, discover loot, discover new characters and quest givers. And combat is actually fun, because you get to play with your characters' abilities, which is a reward in itself. Just because you get exp from quests doesn't mean you don't need to know how to play the combat portions of the game and use your party and their abilities effectively. Do people actually have incentive to beat the game? Are they going to flip-out if after the end game credits screen a little message doesn't pop out saying "Here is 50K exp for beating the game!!" It's mind boggling to me that people suddenly lose all incentive and enjoyment for combat or even playing the game just because there is no exp. It seems like a mental disorder.
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BB Wizard losing his Grimoire and Weapon
Qiushui replied to derriesen's question in Backer Beta Bugs and Support
I've had the same problem but it didn't start with entering the Inn. My wizard lost his spells and weapon right from the start of the game, just after character creation. I haven't reloaded that game yet to see if it changes anything. Later on I started a new game and the wizard had all his spells / weapon, even after going in the inn there was no problem. -
I've had this too. The wizard's spells don't even show up in my current game. Others are fine. Might be an actual bug.
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I'm not entirely decided on which way is best though I am leaning toward the system as it currently stands, possibly with a few other small ways to gain exp such as exploration (which will encourage you to get through trash mobs even with no kill exp because you will have to pass by them / kill them etc. to explore everything) Hell, even with the current system there IS incentive to get by / kill trash mobs, how do you know that there isn't a quest giver, or any other number of good things, waiting on the other side?? The idea that every little thing you do in the game should give you exp, just because this is an RPG, is silly. Do you get exp for saving the princess in Super Mario World? No, you do it because it's fun. This isn't some MMO / Competitive online game, you don't need a reward for every little thing you do. You can actually just enjoy playing the game. Do you do combat because you get exp or because it's fun? In a game that is actually good, it would be because of the latter. The former is called grinding, nobody wants that, I hope.
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