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Everything posted by Gairnulf
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Doesn't matter that much, the main thing with low level parties in D&D was that battles were more "wait for them to swing weapons and keep you fingers crossed", from what I see in the BB, we'll have variety in the battles even at low levels, so the problem should be avoided.
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12? I want to level up more :D
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If the xp awarded for opening locks/traps is accounted for in the xp needed for level progression, doesn't this make awarding xp for opening locks/traps simply an inflation of the level xp? Possible answers: "Yes, because almost any party will include a person who can ulnock chests/disarm traps", and "No, because it's your choice to open/disarm or not".
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Yeah, if showing tooltips isn't split from showing containers in the next patch, I'm going to report it as a bug. The two are completely unrelated from a playing perspective.
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There are only 5 skills in the game (Athletics, Stealth, Survival, Lore, Mechanics) and you can have up to 6 characters. Characters can have more than one skill. You only need one character to be good at certain things (Mechanics, for instance) and you'll be able to open all the locks and disarm all of the traps you like. I understand that but not how it pertains to the conversation. Im poking holes in peoples silly claims that the mere existence of something "forces" them to play contrary to how they would prefer (IE: Claims that they cannot resist "farming" kill or trap xp because lack of self control.) I think that's stupid and shouldn't be a drain on resources trying to prevent. I can't help myslef from constant tab key-scanning areas for containers.
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What You See Is What You Get Loot System
Gairnulf replied to Sensuki's topic in Backer Beta Discussion
That's reassuring news -
What You See Is What You Get Loot System
Gairnulf replied to Sensuki's topic in Backer Beta Discussion
Every enemy who wears clothes should drop something imo. -
I don't know how common it is, but it was inconvenient for me. I found myself equipping items because of clicking too fast on more than one occasion.
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Double-click to equip items surprised me and I did it by mistake a few times. I know it's more economical than drag&drop over the character's model, but I was used to that. Also, it works for equippable items, but does nothing for unequippable, which I think is inconsistent and additionally unintuitive for a new player who is having a difficult time telling which items he can equip and which not.
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[Description of the issue] A knocked out party member is sometimes (I can't say under what conditions) considered to be engaging an enemy after he/she has been knocked out. This leads to the enemy staying over your knocked out party member doing nothing. [DETAILED list of steps to reproduce the issue AND what to look for] 1) Start a battle 2) Have one of your melee characters knocked out 3) Observe if that character's engagement remains [Expected behaviour] Knocking out a character should cancel any engagement [Comments] I'm not sure if in this case the enemy isn't blocked by my knocked out character's circle and he simply can't move around him.
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Solo Character Play, Ended in "Draw" = Game Over
Gairnulf replied to Osvir's topic in Backer Beta Discussion
Yeah, I agree with Hormalakh, that time is meant to pass differently when in and out of battle. -
Solo Character Play, Ended in "Draw" = Game Over
Gairnulf replied to Osvir's topic in Backer Beta Discussion
I understood that you would like to have your soloing character get up and regenerate endurance as he would have if there were other conscious party members around him when there are no enemies present. I agree it would make sense in the case which you're describing - when both you are unconscious and the enemy is dead after the last strike. What I was saying is that under the present system, if you are soloing you can't afford to lose all your endurance, and it doesn't matter how much health you have. Your endurance goes to zero, game over. I only recently discovered how intelligently conceived the health/endurance system is. Having a long-term health in practice turns a dungeon into a "long-term battle" where every individual battle has you striving to protect your health as much as possible, because you don't know in advance how many more individual battles you will need your health for until you finish the "long-term battle". This concept adds uncertainty for the player in such a way that the game becomes more interesting, and also makes save-scumming more difficult, because of the difficulty to predict if you did good in the last battle or you could bave done better by saving more health. -
Well, it's cheesy, but it's not prevented by the game :D
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Is this zero recovery time? I never get what the trick is.
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[364] The Crystal Eater in Lle a Rhamen doesn't attack
Gairnulf posted a question in Backer Beta Bugs and Support
[Description of the issue] I reached the Lle a Rhamen dungeon and the hall with the Crystal Eater spider. I expected it would come down the stairs when I engaged it with ranged characters, but it just stood there. [DETAILED list of steps to reproduce the issue AND what to look for] 1) Reach Lle a Rhamen 2) Go to the hall with the Crystal Eater 3) Engage the Crystal Eater with your wizards or ranged units 4) The Crystal Eater stands there [Expected behaviour] The Crystal Eater should come down the stairs and attack. [Other remarks / Comments] I think it's too large to fit the staircase. -
[364] Shop Inventory Doesn't Update Properly After Returning an Item
Gairnulf replied to Gairnulf's question in Backer Beta Bugs and Support
Yeah, that was my conclusion today as well. I expected the slot would go away or return along with the items though. -
Solo Character Play, Ended in "Draw" = Game Over
Gairnulf replied to Osvir's topic in Backer Beta Discussion
Basically, if you are soloing the game, you are foregoing the health/endurance mechanic. Your health doesn't matter, just the endurance. -
And I hope all discussion of engagement can remain in that thread.
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I think Sensuki did a great job pointing out the problems with engagement and it cost him a lot of time and effort. If Obsidian didn't know about these problems (which I doubt) they certainly know now, and if they knew but thought they would go unnoticed, which I also doubt, they now have no choice but to either fix the AI to take engagement into account or scrap engagement altogether. What I think is the case - Obsidian are well aware of the problems with AI and engagement, just didn't talk about them because 1) it's something they will go back to and do additional work on, i.e. it's an incomplete feature, as they have said themselves regarding AI and pathfinding; and 2) why direct the attention to a buggy system? In retrospect I think they actually should have managed the problem better - they should have put in big letters in the known issues list "we know there are problems with the AI and engagement, hold on until we fix them". I imagine this would have kept the atmosphere much better on the beta discussion forum. My expectation is that Obsidian won't go back on the engagement mechanics, they'll try to improve the AI so it doesn't ignore engagement, and I hope they succeed in that within the timeframe and resources they have. Anyway, I think further going on about these problems doesn't serve any purpose, and turning the discussion of a problem into a personal war is detrimental to everyone participating, including Sensuki. Regardless of whether or not they agree with you, people would take your arguments much easier if you present them objectively, saying nothing further than what needs to be said, no matter how tempting it may be to rub someone's nose. My personal opinon on engagement - engagement is just a tool. If it's doing its job well I'd go with it, if it doesn't do it well, I'll point it out. I don't see a reason for making such a fuss over it.
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I don't think you can. I tried my best yesterday but I couldn't find a way to do it. Ctrl or alt-clicking doesn't do it either.
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[Description of the issue] By left-clicking on a character portrait while in the shop interface, you choose whose character's equipped item the item you are examining from the shop will be compared to, but there is no visual indication of this feature, or of which character is selected. [DETAILED list of steps to reproduce the issue AND what to look for] Example: 1) Open the shop interface with the armourer 2) Left-click the portrait of one of your characters 3) Examine (right-click) some of the armours he is selling. 4) Click the "Compare" button. 5) Notice which armour the examined armour was compared to. It was the one belonging to the character you clicked. 6) Now close the second window that appeared, and click some other character's portrait. 7) Click "Compare" again. Now the armour is compared to the other character's armour. [Expected behaviour] Some visual feedback should be put in place to tell you which character is active while in the shop's interface. [Other remarks / Comments] I discovered this feature by accident.
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[364] Fine Arbalest Turns Into Warbow
Gairnulf replied to Gairnulf's question in Backer Beta Bugs and Support
Scratch that, it turned out it was just the comparison tooltip, the one showing my equipped weapon. The other one, comparing it to the warbow as hidden behind the container's window. It seemed strange to me as well that the data loaded in the tooltip would be taken from a different place than the data loaded in the item description -
List of typos/spelling mistakes/grammar/inconsistancies thread
Gairnulf replied to Headbomb's question in Backer Beta Bugs and Support
Scaen Cultists' and Scaen Initiates' hoods have the same description. It used to be different in 333. I'm pretty sure the 3d model was different as well. -
List of typos/spelling mistakes/grammar/inconsistancies thread
Gairnulf replied to Headbomb's question in Backer Beta Bugs and Support
I've posted this before, but the issue is still here in 364: the verb "will" here wrongly links to the attribute "Will"'s page.