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Fiebras

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Everything posted by Fiebras

  1. Isnt the icon for the entrance to the underground dungeon (the one with the movable statue) a downward staircase already? And yeah more area-specific transition icons would be cool.
  2. This is also my opinion on wizards. Its not that they dont have useful spells or dont fill a role but as they are currently they require much more micromanagement than other classes. You not only have to position your entire party a certain way for them to not be hit by all the wizards spells but your wizard needs to be flanking or behind the mob of enemies (as many spells go through "all targets" while also originating from the wizard), leaving him quite exposed. As it stands a Priest can land AOE´s that affect only allies and others that affect only enemies. Most of the wizard´s spells offer no such friend/foe distinction. The wizard is only useful when the enemy has many ranged combatatnts since then he can just unload everything on an ally-free area but I would argue that other classes like the rouge, druid, cypher and priest offer similar advantages against ranged foes while also being useful in every other encounter type. So yeah, the class is rather impractical to use ATM and very situational in its utility. The problem is that they can only use those abilities so many times before they need to rest where something like a rouge can consistently pump damage without needing to ever rest or worry about hiting allies.
  3. I would argue that ranged combat in PoE is pretty powerful atm. You can have one "tank" while everyone else just unloads from a distance especially with Rouges and guns. I wonder how a party with 1 fighter, 1 priest and 3 rouges (or 2 rouges and a ranger) would fare. Particulary since right now you can "pull" individual members for certain mob gorups with ease. I think that each ranged weapon having a limited number of "uses per rest" or "uses per encounter" would help with the everyone´s desire for ammo with guns having much less uses than bows. It doesnt require inventory fidling/clutering so people that dont want that would be happy and people that want an acknowledgement of there being limited ammo would be happy. At least in my head it feels like a decent compromise/middle ground. Unless what people really want is simply "do it like IE games because IE games did it!".
  4. I think Exploraton XP would be nice. I dont think Combat XP is an absolute necesity. It would be ok to have but it isnt a deal breaker imo.
  5. You're way overthinking it, you only get to fire the pistol once. Count it as Two-Weapon Fighting. Yeah I started writing that before reading your cant-reload coment. Though It would be kinda underhwelming to have an entire second weapon you can only use once per encounter. In min/max terms of course; it would still be cool to be a pirate. Now what happens if you get TWO pistols? Do you get to reload then?
  6. This isnt a mechanic thing, but a lore/customization thing. Because this is gonna be subject to opinions Id like to hear yours on this. Observe the map: That’s a lot of water. Ocean, rivers and lakes. We can see that coastal settlements are very common. Observe the Aumaua. An entire player race defined by their affinity with water. The dwarfs and elves who share many arctic regions. Then you have the Moon Godlikes. Observe the location origins available. The gulf nation of Rauatai, the Deadfire Archipielago, The Living Lands (which are in a large island), the cracked arctic The White that Wends...that’s 4 out of 7 origins and the Aedyr Empire is centered on a tropical equator. These are mostly locations one would assume to have many fauna that had an affinity for water; fish, amphibian, mammal and reptile alike. Then theres the whole Moon mythos and the Tides. The point is: Many of the cultures are located in places near oceans and large bodies of water. Druids and Rangers are the classes that deal more with the natural fauna of the world and which have a more tangible representation of this fauna for the player to interact with. Currently it is entirely comprised of forest and plain-based fauna. For the Druid´s Spiritshift they has these options: Bear. Boar. Lion. Stag. Wolf. For the Ranger´s animal companions these are the options: Antelope. Bear. Boar. Lion. Stag. Wolf. What I’m saying here is that for a world so filled with water fauna there isnt options that reflect that affinity. An Island Aumaua Druid from the Archipielago Spiritshifting into a huge Aligatorman or Walrusman feels better than the same fishface Druid becoming a Lionman. The Boreal Dwarf Ranger having a Polar Bear or a Moose as a companion would make more sense than him having a Boar or normal Bear (though that’s far more reasonable than the islander having a stag of course). So, I think it would be pretty neat to have more Animal Companion and Druid Spiritshift options to reflect the world better. These do not need to have new mechanics (though they could), they can simply have the same as the current options only with a visually different portrayal. An Aligator/Crocodile can have the Bear´s Damage Threshold or the Lion´s Roar. A Giant Gecko could have the Wolf´s movement speed. An Iguana could have the Boar´s Might. You could even have Giant Platypuses. You get the idea I think. And yeah this may be a low priority thing almost equivalent to "add more portraits", or something for an expansion but Id like to muse about it now and bounce ideas around. So, what do you guys think? TL;DR: World has loads of water-based fauna, races and cultures. Would like to see more of it represented/acknowledged in Animal Companion and Druid Spiritshift options since they are more fauna-based.
  7. I also think one-handed pistols should be a thing. With obvious penalties. Though you would probably need to make only the first damage instance count for interrupts (otherwise you could stunlock everything with a party of pirates), force the attack range of the wielder to be only melee (dunno how complicated having a dual wielder fire a ranged weapon and then having to close in for the melee attack in a single attack instance would be) and fiddle with numbers.
  8. I think there are some UI and inventory problems that need to be fixed before we can say "yay or nay" to having to manage arrows or quivers unlimited or no. And then there’s the whole were you put it and how your equipped bow distinguishes what arrows you are using and how you change what arrow you are using and the like. And if you have arrows you should also have bullets/bullet sacks. Regardless of wanting to have them or not it seems too much of a hassle to implement for too little gain. Every character would maybe need an UI box were they can put ammunition or something so that’s more cluttering and space being occupied for a "maybe" option. I think they have more important thing to do than worrying about ammunition management and if it’s a matter of how it "feels" like they could just add a quiver/bag model along with your bow model and you can just pretend your characters stock up on ammo when they go to town or something. These games have selective suspension of disbelief already. And really, if it’s that important to people I’m sure someone will mod it in.
  9. Well GreyFox just posted what I wanted to post. Ah whatever: I actually ONLY used that menu. Though a radial mini-menu apearing at the click of a button was implemented it would need to be more responsive and less clutered than the Torment one.
  10. There was some people mentioning it in this thread: http://forums.obsidian.net/topic/66832-disappearing-gear/page-4 I´ll re-post what I said:
  11. I like the music. It is lacking in easily repeatable and memorable tunes ala LoZ: Ocarina of Time´s Marketplace and Diablo 1´s Tristram guitar strings but it does get the job done. My one criticism would be that listening to the combat music can get repetitive. Perhaps some variation in tunes would be nice. Not every combat must be acompained by an epic score. Ill add that Im a sucker for heavy drums and tribal beats.
  12. Im also against having to buy stacks and stacks of arrows every time I go to town and that the current design of both the enemy hp pools and inventory system would not benefit from having limited ammo. However I can see how limited ammo would be one way to balance the strength of ranged combat, particulary the guns which deal absurd amounts of damage. And ammo types are always a treat to juggle around even if it ends up being an absurd money sink.
  13. As the topic title states, crash happened while in Windowed Mode, while paused and looking through the combat log (mousing over values and such) right after killing a lion. A window stating "GetThreadContex failed." apeared and the usual "a crash has happened, notify developers" window poped. Unfortunately "You aren't permitted to upload this kind of file" regarding any file in the crash folder so heres the output log: And the error file: Hope its useful.
  14. Have had this happen with both the Rouge´s Crippling Strike and the Ranger´s Concussive Shot. Reported it with screenshot here.
  15. Clearly, the only possible solution to pacify everyone´s raging nerd-boners is for Obsidian to include a menu option for custom UI design. With checkboxes, re-sizeable windows and a grid layout for you to play around in. That way everyone can play at being a videogame designer and we can have "my creative UI design is better than your creative UI design" e-peen threads. Or we can continue to inefectually club each other with our virtual nerdsticks made of opinongurments (the thickest metal known to man). One could argue that combat dificulty is part of how you tell and experience the story and wether it is dificult or not depends on how you want to tell the story. But thats from Miyazaki and Demon´s Souls is hardly the same genre as PoE.
  16. I personally found the two encounters reasonable. The beetles are all "off-road". The wolves could have been using the ruins as a home or were resting there as they were in-transit. I agree that some kind of food source would liven things up but (it would actually be hilarious if they placed some pig carcases there) one would assume that your party is the food source in this case. There are plenty of ways to rationalize them the way it is now. I mean they are next to a river and shelter, and the beettles are in thick off-road vegetation. There are rocks for the stone beetles to munch on and plenty of flora for the wood beetles. You dont need to make mental acrobatics here. As for the "thrash" label, I think they existing simply as obstacles between you and the objectives deeper in is "good enough" even if they can be expanded on. I dont think every encounter needs to reward you in some way, sometimes the encounter itself is the reward. The lack of XP combined with people not knowing how to deal with them at first (needing crush damage, getting poisoned and it being the first combat encounter people experience) is probably the biggest factor as to people being annoyed they have to deal with them. Perhaps "obstacle/optional" encounters could use aditional refinement so people can rationalize them better but the initial problem may be a cause of a greater problem (in this case, no combat XP). Edit: Replacing beetles with bandits would make less sense. Why would bandits be so close to town? It makes more sense for bandits to be deeper in like the wurm hunters. Now replacing the Wolves with bandits, that makes more sense. Especially if you add a used campfire to the place. The tower has the perfect shape and everything.
  17. Im just throwing random ideas here but play ball with me for a bit. Idea #1: What woud happen if they implemented "bonuses/negative bonuses at certain stat thresholds"? This could be as simple as say you getting +2% Might per point (as you do now) but at 3 Might you have a negative modifier to auto/weaponattack which goes away at 5 Might while at 15 might you have a bonus to ability damage. Im just placing whatever bonuses here but you get the idea. These bonuses/maluses could be every 5 stat points or at certain specific thresholds. The negatives of this would obviously be that now you not only have to balance the stats themselves but also the bonuses and how those affect everyposible ability and combination in the game (aka balance headache, but thats already happening anyway) and that you might have certain stat thresholds become the norm (aka the dreaded cookie cutter. But comunity-agreed on best stat thresholds were gonna happen no matter what already so why not give bonuses or negatives to certain ones). On the positive this would help with the "feeling of nothing matering/intangibility" since you give the player a hard evidence of "raising this stat this much is OK" or "You can leave this stat unraised but you accept X is gonna happen". I also feel it gives you a "tangible building block" with which to experient diferent builds ("I feel like playing my Ranger as a suport character that focuses on interrupting rather than dps! Thankfully raising my Perception to this threshold gives all my interrupts extended % duration so I can afford to not put points into Might since Im not going full dps" or something like that). I know some games have done this but I dont have them in mind atm to use them as examples. Idea#2: Another solution to this could be having certain abilities react tangibly to certain stat thresholds or scale with certain stats. For example, a Fighter´s Knock down could get an extra use per encounter if you have Perception OR Resolve at say 15. Abilities are gonna be balanced individually anyway so this might be less of a headache than having passive bonuses at certain stat thresholds. Having two or more possible stats contribute to an ability would be important to allow for more build flexibility and mix-and-matching. The amount of stats that influence an ability would be a design choice. One could also have diferent stats have diferent influences to abilities. Using the Fighter´s Knock Down as an example: having 15 Perception can give you one extra use per encounter while having 15 Dexterity makes it faster. This does not have to apply to every ability of course but would help with the feeling of intangibility of the stats and would give more "building blocks" for the player to play around with. And some of us enjoy having tangible building blocks so very much.
  18. Let us expand on this. The problem with the concept of "spear holstering" is that there isnt really something like a "spear holster/scabbard" (There are such a thing as javelins which can be held in a bag but spears=/=javelins). Such a large unwieldy weapon cant really be drawn on the fly like a sword can, but instead its in an "always at the ready" state. "Holstering a spear" means having it leaning on the shoulder or using it as a walking stick. This applies to both moving and idle hadling (walking stick being obviously frowned upon when moving): As such, there is no such thing as "holstering a spear". It is always your main weapon and you either toss it aside, plant it one the ground or throw it and switch to your short-range secondary weapon. Due to time and resources, creating the assets for custom "accurate" spear handling animations (idle and moving) is time consuming and many designers choose the easy solution oftreating it like a sword or the more correct solution of simply not having a "holster" position for the spear and always having it "unholstered". For example, the Souls series used the "always unholstered" method: But PoE has visualy reperesented weapon sets (which is very nice). So when you try to translate weapons that require special handling (such as spears, bows, greatswords and the like) into game terms and visual representation of those game terms you get this iffy feeling of "that looks wrong!" or the more common "thats not realistic!". I mean if you wanna get into detail, bows should be carried in the shoulder or in bags as oposed to having them on the back. Greatswords and the like are also iffy to represent even though those are easier to carry around and can have scabards (spoiler because big image): But I think to make these feel "right" and not "wrong" or "realistic" would demand time, special animations and the like. In mean yes, its going through the ground right now and half the bows sink into the back of the aumauma....but I think these are secondary concers compared to fixing and balancing mechanical and engine bugs atm. Still, it kinda important they manage to improve the visual aspect (it doesnt have to take a realistic aproac it just doesnt have to have cliping and feel "wrong"), since we are gonna be watching those postures and models from start to finish. Edit: I think the simplest and cheapest fix to the spear thing would be to just raise it enough so it doesnt clip through the ground but make it so that tis low enough so that you dont have a huge stick in front of your face as you swing a weapon. A more thorough fix would be nice but I can understand there are time constraints.
  19. I second this! There are characters listed "FULL", while UI shows them still having some slots empty. But although the slots appear blank, "take all" will not place any item in such a slot, while manually dragging them into it, will make the item disappear for good. [Files] Image showing what I've described above. I´ll also add that the "take all" option not working also happens when the character has an empty inventory even before any items disapearing (and it being the same character that moved to pick up the item). Drag and droping is possible but theres a risk of the items disapearing that way as well (as Ink Blot said). This has happened most often with the BB Fighter in my experience, if thats of any relevance. Not sure if the "take all" problem needs its own topic as it may or may not be related to the item disapearance on moving somehow. Maybe its a problem with the draging and droping mechanic?
  20. [Description of the issue] Found enemy model rotated sideways as seen in the spoiler below. It was patroling one moment and the next it was sideways. It did not resume patrol. Re-loading did not solve the issue. Engaging it in combat makes it resume upright position. I know not how to recreate this but its the first time ive experienced this bug. [Expected behaviour] Model not being rotated sideways and patroling as normal. [Other remarks / Comments] This savefile has been loaded and re-loaded several times and keeps some repeating visual bugs such as the "[Character Name] Attack" icons above character portraits (the bb Fighter has three rows of these). [!] It also has a mechanical bug of two abilities being stuck in "Already Activated" state and being unusable even during combat. Saving and reloading does not seem to work. One of them is the PC Ranger´s Wounding Shot, the other is the BB Rouge´s Cripling strike as seen in the spolered screenshot below. [Files] Screenshot:
  21. Being able to move and re-size the item windows and having them stay that way would be extremely good. It would let people play with the ui they are more confortable with. I personally am fine with the size of the "tiny" windows. The problem I have with them is how finicky it is to access them (have to press right-mouse button to access them, have to press left-mouse button away from them to make them go away), that it ocupies the middle of the screen and that you have to do it with every item. This becomes a bit of a tedious task when browsing merchants. Being able to scroll through your inventory items while in the "item detail/description" window would be good for the stash, inventory items, and the store. I would even go as far to say that being able to sort by type while scrolling in the item detail window would be great though may run the risk of being too crowded with buttons (especially if you also add "by character" sorting options). Im not sure how far up ahead the priority list is "more fluid item browsing" though.
  22. I agree that completely unobstructed LoS takes away some of the mystery of revealing a map. Im not sure how hard or time consuming it would be at this point to add LoS-block to dungeon walls, natural formations and the like. It might be worth it to no do it and focus on more pressing matters (whatever they may be). Being able to see a pack of cultists through the wall is definately broken though. Not to mention it kinda ruins the dungeon crawl discovery experience. On the subject of Fog of War though it seems to be a rather personal taste. You could always have a checkbox or slider to determine if you want to see the areas you explored already clearly or with visible fog of war (either ala IE with the gray mist or some new, prettier way) Or have a checkbox that leaves explored out-door areas with the invisible fog of war to see those pretty landscapes but leave in-door/dungeon fog of war always vissible (IE transparent grey or something prettier). My main issue with IE fog of war is that everything except your inmediate surroundings just blended into a grey dull soup as oposed to feeling atmospheric. But thats just my subjective opinion.
  23. This seems to apply to non-duplicates as well. Tried selling the stilletos you get from the bandits with the boar companions, and it deleted every Fine Stilleto in every inventory save one, including the BB Rouge´s Fine Stilleto which I had moved to her inventory at that point. Dont know if the loot from the bandits is actually developer-duped items used as placeholders or if the game considers only one of each type of item ("Fine Stilleto" in this case) but if it isnt this could be a problem.
  24. Just gonna add my 2cents to this. 1-Item Loss on Reload: The only time Ive experienced an equiped item suddenly vanishing after a reload was with the BB Rouge´s melee weapons in the wurm nest area after picking up the bandit´s gear and then saving and reloading. 2-Item loss on Moving Inventory items This is the one that happens most often for me. What usualy happens is I: 1) Open inventory. 2) Drag an item from the selectec character´s inventory to another character´s inventory. 3) The item disapears. This is not limited to weapons but also happens with armor, books, gems, enchanted gear, and ropes. This does not seem to happen with items sent to the stash. Notes: -I should add that Im always alt-tabbing and quicksaving every so often. -Also, my characters are sometimes listed as "FULL" when picking up items despite there being empty slots in their inventory. This happened in the cultist area beneath the town, in which several items disapeared as I tried to pass them between characters (which were all relatively close together). I had also closed and re-started the game at elats twice by then.
  25. Was about to make a post about this. Ive had this same issue multiple times when entering the village (from shops and wilderness alike, both on windowed and fullscreen mode). You can bring up menus and inventories like normal, though there will be black "gaps" or "fillers" covering most of them (save the buttons). You can load a save but cant save the game itself. Upon unpausing the loading screen goes away and you inmediately get three red messages that read "Auto-Paused: Character Death (Boar Companion)" in the combat log. So its probably the boars that are causing instant auto-pause upon area load like sb5 said, and people are interpreting it like a loading screen bug when the real culprit is a spawning/despawning bug. It should be easy enough to reproduce: 1) Kill the boars 2) Enter a shop/wilderness area 3) Re-enter Village 4) Repear 2-3 until you get the bug. Note: Havent tested enough yet but it might be more common if you just re-loaded or quicksaved. Ive only noticed it happening in the town but it might happen in other areas. And I do quicksave often.
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