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mutonizer

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Everything posted by mutonizer

  1. Yea, just adding screenshot to better identify them and +1 the report. 2 in that image. This is on Hard difficulty for information since they might only show up then.
  2. Man, don't even go there. My "casual" go to games are Dwarf Fortress and Cataclysm DDA and my bedside reading currently is GURPS Bio-Tech. This has nothing to do with casual/hardcore and whatnot Out of all the questions in my reply... This is the one you decided to answer? Hmmm.... Did you think some slight was intended? Because, that was not my intention at all. Sorry, felt a bit passive aggressive, my bad. That seemed to be your conclusion so I grabbed it and tried to put a stop to that train of thought right there. In retrospect, probably could have done it a bit more diplomatically or something. All in all, I'm with you with all the management of resource and whatnot, really, I LOVE that stuff IF it's done in a logical and interesting fashion and it's core to the entire game, sweating from it's pore everywhere. This is not at all what we have here. Here, we just have a game mechanic there...just to be there...to be there really. It's something you could comment at one place in the code and make disappear 100% because it has no repercussion anywhere else in the game whatsoever and yet it shapes your entire game experience because this is your ONLY game over mechanic in the entire game! But really, at the end of the day, I know it'll be modded out instantly upon release. I just think it's resource and man-hours wasted to try and balance something that's useless in the first place.
  3. Man, don't even go there. My "casual" go to games are Dwarf Fortress and Cataclysm DDA and my bedside reading currently is GURPS Bio-Tech. This has nothing to do with casual/hardcore and whatnot
  4. Damn, I tried checking but wasn't 100% sure so in doubt, put it again. I'll try to search better next time but it's really annoying the way the forum's formatted to not duplicate reports.
  5. [issue] Problems of storing information in registry and AppData folders 1) Registry There is NO reason whatsoever to store ANYTHING in the windows registry unless it's low level stuff. Game options are perfectly fine in some random .ini file somewhere and whatnot, plus it makes them much easier to access for casual users should the need arise. 2) Appdata Appdata is for IMPORTANT files, files that should be protected against accidental removal. That's why it's hidden and requires privilege to access. Why the hell do you put game information in there? Windows has for a long time offered various folders for game storage purposes, the main and most obvious one being "My Games", which is designed especially for game information, allowing casual users to easily access and delete these information if needed. EVERYTHING from options to saves to tmp files to override to whatever you're gonna store dynamically should be in there, period. On top of that, the "uninstall" function of Steam (basically, Delete Local Content) does NOT clean up Registry information nor does it clean up anything in Appdata (which is not accessible by any non upped user!). Solution: Stop using privilege function of windows for no reason. Store all options in an easy to access and modify INI file stored in "My Games/Obsidian/PoE" or something alike Store all saves and other dynamic data in "My Games/Obsidian/PoE" or something alike This product is a game, please code it as such, respecting Windows folder/file structure. Cheerios.
  6. BUG: Massive memory issue with Loading Saved Game STEPS: - Close PoE and start it up again - Open Task manager, keep an eye on Memory usage - Make new PC - Save immediately - Load saved game - Load saved game - Load saved game - Keep Loading... RESULT: - Each new loading will increase memory usage until you just crash out, generating report (see attached). NOTE: - Going back to main menu between Loads doesn't change anything. - Only quitting completely resets the process properly. output_log.txt
  7. BUG: Most GAME options are not saved properly during area transitions and loading save STEP: - Go to OPTIONS > GAME - Change anything in there but Death, Quest Updates, Language - Close OPTIONS - Save the game, then load the game OR - Zone from Main town map to Tavern (this keeps changes) then back outside to Town Map RESULT: - all changes reset to default value.
  8. Might be linked to this. Think they screwed up something with Mouse keybinds if it was working properly before.
  9. BUG: "Mouse commands" and "Mouse commands + Keyboard Modifier" overlap STEPS: - Remap RMB to Pan Camera - Remap CTRL-RMB to Rotate Formation - Try to Pan Camera RESULT: - System will do both NOTE: - Trying to Rorate Formation will not Pan Camera As a side note, HINT to remap Mouse command - Press RMB to Clear current Keybind - Press LMB to set the Keybind to "Set" - Press and hold Mouse Button you wish to remap keybind to, move couple pixels in any direction, then release Mouse Button - Keybind is now set to the Mouse Button (works with RMB, LMB and MB2. MB3+ are not accepted)
  10. Downloading/Installing right now mate. Guess now I can remove my signature disclaimer STATING that I'm not in the beta (which I'm sure you've seen, read and acknowledged).
  11. It's also a question from someone not in beta and therefore posting from what he's noticed so far without first hand experience with it. And so far, I've mainly seen comments about "moderating" it, while I find the concept itself to be flawed at it's core. What exactly does it add to your experience? Why is it even there? Answers to that so far have been 1) Lore: "there is no healing magic, injuries and disease matter" This is the easiest to disprove: you can go from "1 inch of total death" to "completely fine" in 8 hours and nobody even bothered to provide any "lore" reason as to why camping supplies are limited in any way shape or form and time is clearly not something that matters from what we can see now. It's cool in theory, but that's just a silly excuse in practice. 2) To prevent abuse: "no more rest-spamming abuse" Also very easy to disprove: You can still spam-rest, it's just more frustrating to do so. The entire game system still pushes you to spam-rest if you want to, still based on per rest abilities. Heck, it's even worse now because that's the ONLY way to actually heal... The current system is like putting "camping supplies" in the IE engine, artificially limit how many are available to the player based on arbitrary reasons (difficulty setting? really?), and say: problem solved. Nothing's solved really. People who liked using it will keep using it and just be more frustrated because they have to "zooom" through maps back to the inn at max speed then come back. People who didn't like using it will be frustrated because of that completely abstract and illogical mechanic punishes them at the slightest mistake! Who is the winner here exactly? 3) To make the game more challenging Challenging for what? for who? how? You do not make things more challenging with completely arbitrary game mechanics but by actually designing proper challenges then let the players tailor their own reaction to these challenges. In single player games, all challenges are a compromise by the player between his belief of "fairness" and his desire to "overcome" a given challenge. Some, like myself, rarely spam-rest in IE games for example, or max/dump stats. Others dump stats and bee-line for easy to get magical items. Others just hack save games to give infinite gold or XP or whatever. There is no "good" or "bad" way in a single player game. Each of us make that compromise to some extent, each of us adapt to a given challenge differently and there is no right or wrong way! That said, there is the "intent", the "vision" of the people who designed the challenges in the first place. That's what matters on their side: what is their intent in a given challenge, what do they want to focus on. Going the other way around and designing on what they want to limit or prevent is completely wasted I think. Someone who makes crappy challenges and then makes them more difficult because of completely artificial mechanics isn't making good challenges, they're still just making crappy ones. I mean, sure you can tweak the system all you want, but at the end of the day, it adds nothing of value at best and makes things frustrating otherwise and all that tweaking is just wasted manpower on nothing. I clearly state boost to attributes, that's not exaggerating though probably should have worded it differently, so you're right on that. That said, the same logic means that attributes arn't that important, and yet they are still flat "pass/fail" for quests/challenges. So...yea...I'm sorry but +2 to stats is massive when a 1 point difference means either breaking down the dragon egg or actually not breaking it. edit: As a note, anyone tested if inn resting bonus are factored in the story/event dialogs?
  12. If that concept doesn't make you go "wtf", not sure what does
  13. Hmm, the way ACC/DEF/DT works, I'd imagine you put the 2hd on the rogue instead to maximize his abilities? I mean, bow and dual wield seems a complete waste on it no? Since he's got that "teleport" ability, you can also just put him naked and "port" away or in melee as needed? Isn't the rogue crippling strike (or whatever the name is) a % based scaling ability? Seems to be a winner right there for 2hder, especially if he's gonna crit/sneak attack all the time. Edit: Hmm, yea...Rogue = massive 2hders for sure from reading talents on wiki... - Sneak attack for DPS bonus - Reckless assault for ACC/DAM bonus - Escape for quick pop-in/out - Dirty Fighting for non stop crit hits - Finishing Blow for % based multiplier to DAM - Riposte seemingly unlinked to attack delays, meaning 2HDers are MASSIVE on this, especially with Adept Evasion - Deep Wounds (adding all that crazy DPS into raw damage on top of it all) Seems the entire class is designed to use the slowest and high base damage 2hded weapon
  14. The words? Sure, why not. The concepts? You can find them already present all the way back to Ancient Greek warfare and they are still active today in modern armies, all somewhat derived from concepts of "soak" (hold), "dps" (sweep/shock, ie cavalry) and "support" (supply/comms/engineering, etc). Edit: Well, warfare that "won" that is. There are plenty of examples using different systems and..well..they all got wtfpwned at some point, against that concept of warfare
  15. Yea I checked it out, but it's a LOT based around re-balancing/nerfing/un-nerfing everything, even more than AI changes really (while they are there for sure).
  16. I'm 200% with you on that, really. Would be great to go away from all this because the AI can really act with cohesion, evolving battle plans that dynamically react to not only what you do, but what they analyze and guess your guys can do and all that. But 1) That's going REALLY far from the IE games feel (which are really stereotyped fantasy settings/mood/stories/etc) and 2) It would take some CRAZY AI programming focus from the get go and some really "out-there" game mechanics. So yea..I agree...not seeing this anywhere for PoE though
  17. These are not "MMO styles" roles. MMOs just stereotyped them to the extremes for game-play purposes (and button pushing!) They are core concepts behind most heroic/epic settings/tales for the past thousands of years, core concepts behind actual warfare for probably just as long and been part of RPGs since the beginning. So yea...before MMOs, there was..you know..history and logic
  18. You don't seem to get any bonus from it (unlike the inn which offers 15% to 90% bonus to some attributes) and it's artificially limited by your difficulty setting (easy max out at X, hard max out at Y, etc) while there is otherwise no weight or volume to any item, and you have an infinite stash of holding from the get go. That just sweeps the issue under the rug though and risk making the whole thing completely irrelevant for easy/normal difficulty, while still completely screwed for anything harder. Not to mention completely crazy for any ironman mode because Health remains the only game-over mechanics.
  19. Are there any robes/common clothing/something that is considered clothing (as in, not totally naked) and yet doesn't give any penalty? I mean, I can "suffer" the fact that everyone but the tank should avoid armor at all cost, but there is no way in hell I'll have my characters go naked.
  20. I think that's the crux of it. The game as currently designed has really odd incentives (like letting characters fall instead of healing them). Welcome to the Enlighted, brothers. Hallelujah!
  21. Ok then... Mr. Sawyer commented that he found D&D crowd control system stupid silly and wanted a more DOTA oriented system so I doubt you'll be able to "stun-lock" or CC efficiently, just do very short term status to counter something. Could be wrong but I really doubt there is anything anywhere close to something such as "sleep" for example, or "hold person" or "flesh to stone" and the like. What you'll find is probably twitchy abilities that need to be timed exactly right to counter something (spell cast, ability, etc) and basically lasts for nanoseconds to a couple seconds at best, very much following the "push button = awesome happens" philosophy of modern cRPGs. Lots of people like that, some hate it (me included), but that's a design choice and you can't please everyone really.
  22. Really? Ao doesn't want interference on that scale? Gorion's just too powerful? Stars not aligned properly? Who cares, especially during what is basically still the narrative exposition segment of the introduction of the game. I mean, accepting somewhat unbelievable things during plot exposition is something we all must accept to some extent in cRPGs and I'm sure PoE will be full of it since there's already dozens of such examples in the 10 mins demo they usually do at 'cons. Don't get me wrong though, I LOVE hardcore healing game systems with no resurrection/etc. But if you do that and it's a major part of your lore (what with souls, reincarnation and all that) and then go and give me a 8 hours rest mechanic that voids everything in the lore on that front, then make it artificially limited based on difficulty and some virtual "camping supplies", I just call it bull**** cheap design, I'm sorry.
  23. You can turn this on it's head as much as you want, add more things to it, remove some of it and whatnot. At the end of the day, it's just flawed. Non-magic based healing for lore issues is great, but only matters when time actually matters. If time doesn't matter, it's completely useless. So far, there doesn't seem to be anything that indicates that time is a factor in anything. Serious injuries as a game mechanic is great, but only when it's actually fitting with the rest of the entire game, otherwise it's just artificial. There is no medicine concept whatsoever anywhere (ie: add healing kits with charges that allow to heal Health based on Lore or something) nor any permanent injuries or anything relevant. Basically, it's just a flat out: "magic cannot heal serious injuries" from the lore (which is cool) combined with "but 8 hours resting with camping supplies will fix everything" and "difficulty level limits the amount of supplies you can carry" mechanics (which are completely stupid). Lore reason is made cheap because of it, game mechanic is made totally artificial because of it. I'm sorry but this is just ****ty game design, especially for a mature PC cRPG. If you use a resource based system, it should have a fluidity to it and everything should be integrated within it: Lack in one resource for a given role (ie:HP for tanks) means other roles need to be used (CC/Heals from casters) then others (front-loading DPS via spells) until, as an average for the entire team, it becomes too risky to continue because all roles lacks resources (soak, dps, control, mend, buff), at which point you indeed rest. Any mechanic that makes it possible to need a rest because one of the roles is out of resources and nobody else can link with it to compensate (even though they still have all their resources), is problematic (to stay polite) in my mind. And if you think there are no "roles", then let's just end the discussion right here... It needs to go, period. It adds NOTHING and can only cause frustration at best... edit: though it'll be modded out on day 1 probably so...that makes things less important I guess
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