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draego

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Everything posted by draego

  1. Josh talk from today at reboot develop 2018 conference. The buzzing last to around 6:14 Reee . Josh gets to fit in his bike stuff
  2. News . well nothing really just a hint at new stuff
  3. Tangentially related to VO From AMA Do you guys have a way to gauge how many fans CR brings to PoE? Would that ever be information you share? ObsidianEricObsidian We are tracking the sales numbers and site traffic to versusevil.com/criticalrole. I don't know that we're ready to share yet, but one of my core philosophies with my approach to market research is to surface my analyses to the public, so I'm sure we will be able to talk about it in some form at some point. I will say that we have been very satisfied with the lift from Critical Role thus far, and are excited to see just how much it blows up when Pillars II launches.
  4. I like barb cc/debuf also but in POE2 weapon on crit effect dont apply to carnage anymore rip.
  5. Mine would by melee ranger. I just like the mechanic of flanking with animal with some actives and trying to maneuver around the battle field without getting killed.
  6. Well the beta seems to have chunky dialogue stuff and that is side content. I don’t see what that has to do with my comment? VO is expensive and having a larger budget for that means there’s less for art, quests, reactivity, etc. Game development is a zero sum game and you can’t add to one part without taking away somewhere else. Your right i was making assumptions. Usually people worry about VO do to loss of dialogue options. I think i confused your comment with someone else.
  7. Doesn't make any difference at all as long as the main character isn't voiced. Even in games with 15 dialogue responses to everything, usually the same three or four replies come from the NPC in response to what you picked. The ability to roleplay in old videogames is frankly greatly overrated. It's sadly just not possible on a very meaningful level outside pen and paper. Oh i hadnt even considered that. Ye hopefully the Main Character has no VO. I just assumed it was everyone else
  8. @Boeroer Geez it never ends. and the mawds get all over you. although that post is tame compared to alot of others. back to thread. im kinda interested to see if this will reach more players to enjoy crpgs but it should be cool feature. I dont actually care to much either way but if its good it does add something.
  9. Full VO for dialogue in POE2. neat. This should help with twitch stuff and those who love VO.
  10. The axe modal is useful for ranger to proc predator's sense. Unless there are unique weapons with wounding on them.
  11. Listening to Grogs intro. Jokes on them. Barbarians are nigh geniuses in POE1. Well some are
  12. My eyes. Cant ... look ... away ... from .. Durance ahh! who knew what was underneath all those robes
  13. Is this actually the case. Not that ive been messing with the beta i just saw this on somethingawful Question: Josh
  14. Well this is why when i first heard about multi-classing and power level i figured they were going to use power level to scale powers like sneak attack. So that way you start with like a 15% sneak attack and then scale it up. This way you differentiate single vs mult class (single always having a better sneak attack than multi) and dont front load everything to make some multi class combo op.
  15. The spoiler is for POE1 not 2. Like the opening joke based on previous speaker. Obsidian yall are almost there give or take a few years of patches. You can make it. Hope this game works out. In his talk he talks about the philosopher background/i dont believe in anything payoff at end of game "i knew it". That was my first full play through and cool moment.
  16. Well there will always be modding later on so the community can add all the passives like the ranged ones back in
  17. josh on DT/Pen changes I have explained here and elsewhere the reasons for the changes, which were due to 1) player feedback that DT felt mushy, which made those players feel like they weren’t clear on when it really made sense to switch weapon/damage types and 2) player feedback and internal feedback that high damage attacks (e.g. a dragon’s breath) made DT largely irrelevant 3) making low damage attacks that penetrate armor requires DT bypass, which was clunky to design around and fed back into the first issue: when is it advantageous to switch damage/attack types vs. staying with what you have? The first implementation of DT/Pen was severe because I was trying to make the drop very clear and compelling. I.e., I was trying to address the player complaints. It was too severe, so we made the progression milder. It can be made milder still through modding, which is something we put a large effort into supporting. I don’t know why you seem to believe I’m making these changes out of some personal frustration with how people play the game. Much like your (literally, from you) feedback about the lack of counters in the game caused me to pursue the keyword counter system, other players’ feedback made me re-examine DT, rest mechanics, Resolve/Might, and a bunch of other things. I think it’s fair to characterize me as incompetent if you don’t think I’ve achieved what I set out to do, but I do think it’s unfair to characterize me as someone who designs things out of pettiness or maliciousness.
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