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Gairnulf

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Everything posted by Gairnulf

  1. I'm also fond of the "highlight a given container or no, based on skill/attribute level" option. Saves the physical burden of manually spreading out the party and still leaves some uncertainty, hence replay value.
  2. Would it be possible to get some developer feedback about the play week? Would love to know more about your thinking process and what you liked and disliked! I can only speak for myself but... I am having a blast. There are still tons of balance and polish bugs that we need to clean up, but I am having a great time running through the beginning of the game. Things I think we need to work on after playing for a couple of days: Feedback in UI - there are some UI screens that we need to tweak to give better feedback. One example is when you are buying camping supplies, the store UI doesn't mention when you are at max capacity. You aren't allowed to buy more, but it never informs you why that is the case. There are lots of little things like this that we will need to clean up. Fatigue - I think we need to tweak the fatigue numbers a bit. I feel like it needs to take a bit longer before fatigue starts to set in. I like the system, but since resting out in the field is a resource, it forces me to run back to an inn more often than I would like. Balance - Like I mentioned before we need to do more balance passes on many of the systems. This is pretty normal, though. Save/Load - We are still having strange behavior from save/load. Nothing particularly game-breaking, but lots of little annoyance things. That is my quick list. I am sure it will change or morph throughout the week. Also, I am loving my chanter. I was a little cold on it when I first started her, but I am loving her invocations now. - I was hoping you'd mention the UI Any chance we'll see improvements to the UI layouts, shops', inventory's, HUD, or you can't say at the moment? - Same impression about fatigue here - Re balance, can't say much, because I haven't played enough, and save/load is at the core of the game crashing for me, so can't comment on that either.
  3. Sorry if I'm spamming this, but it seems pretty important to me, and I'd rather spam you a little if that prevents someone from missing the news: Source: http://forums.obsidian.net/topic/69317-press-release-pillars-of-eternity-now-available-for-pre-order-worldwide/?do=findComment&comment=1534363
  4. Of course there will be a marketing campaign.
  5. Speaking of which, I just noticed the requirements stated on Paradox's buy page are not on the https://eternity.obsidian.net/buy page yet
  6. I'm not very knowledgeable on tablet specs, but aren't 4GB RAM tablets something of a rarity and expensive currently? 4GB RAM is the minimum requirement published on Paradox' "buy PoE" page: https://www.paradoxplaza.com/pillars-of-eternity-pre-order BTW they should update https://eternity.obsidian.net/buy with these requirements too
  7. Adam and several of the other programmers have been working on some memory optimizations, especially in the prefabs for summoning, which take up a huge amount of memory. I'm also very curious, probably more than about progressing in the beta, about what you considered should be changed after some testing of your own, hence the impatience.
  8. No it shouldn't/isn't. The point you are trying to make has been discussed to hell and back, multiple times. There is no logic in you statement, because it can be extended to the whole game. For an example if quest are well designed they should be a reward in them selves. You would do well to at least skim the previous iterations of this thread. Please learn the difference between an "illogical statement" and "an opinion which is different than my own". Also, I don't make it a goal in my life to read every old thread that has discussed a given question, and not having read every past opinion in hundreds of chronologically ordered posts doesn't make me feel somehow unworthy of giving my own. Any opinion I give, I do so with the words "in my opinion" somewhere in the sentence (just like in the one you've quoted), just to avoid the sort of people who seem to take enjoyment in typing stuff like "there is no logic in your statement". If you feel I'm too far below you in my knowledge of the subject, because I haven't read something you posted in a similar thread last month, please just ignore my ignorant posts, better for all of us. A well designed quest should not be identical to another quest, hence the difference between two filler battles and two quests. I thought that difference was obvious. I'll pass the chance to comment on anyone's logic. You weren't misunderstood, and I agree that a well-designed, creative, and novel encounter can be enjoyable in and of itself. But that's, what, maybe 10-20% of the total for a typical game? Most of the innovation comes with Boss monster fights. Would you miss the filler combat if it was gone from the game? Actually, it doesn't even feel like filler combat, at least to me, with the current level of difficulty in the backer beta, although they've achieved that unintentionally. I don't consider it 'filler'. It's a core element of most cRPGs. Under "filler combat" I understand randomly generated groups of skeletons around Thalantyr's tower in High Hedge, or goblins in Irenicus' dungeon. If that kind of respawning groups of enemies was a core element of the IE games, then I think it was a very unsuccessful element which I wouldn't welcome back into PoE. Ok, whatever we call it, "filler" or "core element" combat, my preference is that if it's a frustrating activity, that brings me nothing new in terms of game experience, besides the experience points themselves, I'd rather not have the combat at all. And if this XP is needed in order for my character to advance enough relative to the expected level envisaged by the game designer, then I can get this amount of XP which I would have gotten from the battle through some quest, by just increasing the quest XP. If on the other hand you enjoy this kind of combat, then the XP you get from it is not a 'compensation' for having grinded through it, and you are not going through combat just for the XP. If the combat event was an unavoidable part of a quest, it's all the same to me whether I'll have some XP from the combat, or all the XP when the quest is finished. If the combat was a random encounter, not a set piece, but just some generated enemies, then I guess it should bring XP (I would prefer not to have such random encounters at all).
  9. Yep, I only read the Gamespot and Eurogamer reviews, and they both mention that the reviewer was playing on medium difficulty, and then complain it wasn't very difficult. Go figure.
  10. This must mean a BB update tomorrow or Thursday! We most likely aren't putting out a beta build this week because we had to push back our play week to this week. Jesse will probably play the same build we are playing now. I see. So, I'll be awaiting the next beta build with impatience. Can't progress after a couple of savegames made in Dyrford ruins, memory leaks...
  11. just as a side note, the newest DA (Inquisition) from Bioware got its reviews today. The PC reviewers are lamenting the absence of tactical combat due to few abilities (passive play, no input from the player required except against dragons) and btw also notice that the PC version is better off with gamepad controls than mouse + keyboard. Ahh, Bioware.... Those reviewers are either twisting facts to attract people who want an easy game, or have gone through the game on easy difficulty themselves. I've watched Laidlaw play on hard on twitch, and he wouldn't get far without pausing.
  12. This makes me think the release date is still too far, and the marketing campaign hasn't started. I'm sure they'll get up to speed once there is a month or two left to release.
  13. If I remember correctly, our current plan is for another trailer closer to release. We haven't talked about a specific plan, though, so I can't into details. That's cool. I think there is a tendency nowadays to show too much game content before release, including spoiling details from the story and characters. I hope this doesn't happen, but I don't think it's likely anyway. Obsidian has a respectable style in its marketing
  14. Nice of you to post this guide. At least I know I haven't missed anything important about how to play the battles more efficiently. Although I can't bring myself to use undressed characters, it just doesn't feel normal
  15. Are there plans for releasing other, more detailed trailers as the release date nears, and roughly how many?
  16. I paid more than the game's cost because I backed it pretty late, but I bought more stuff than the game itself. Actually I bought the bb access and the expansion discount primarily because I wanted to donate more
  17. You weren't misunderstood, and I agree that a well-designed, creative, and novel encounter can be enjoyable in and of itself. But that's, what, maybe 10-20% of the total for a typical game? Most of the innovation comes with Boss monster fights. Would you miss the filler combat if it was gone from the game? Actually, it doesn't even feel like filler combat, at least to me, with the current level of difficulty in the backer beta, although they've achieved that unintentionally.
  18. No, it's Josh Sawyer's actually: https://mobile.twitter.com/jesawyer/tweets Funny, there is no official twitter for PoE
  19. The problem you are asserting isn't the fault of the XP reward; it's a problem with poor encounter design. My assertion would be that, all else being equal, combat without the expectation of a reward will be less fun than combat with an XP reward at the end. If I have been misunderstood the first two times. I'll reiterate - if combat is well designed, in my opinion, it should be a reward in itself.
  20. I doubt many people would support something to be done merely because it's the same as the IE games if at the same time they don't think it's fun. So I propose we don't use the argument "because it's like the IE games" without adding "and I consider it fun". Everyone who played the IE games knows that xp was given for killed enemies, that is a fact, so no need to argue about it. The question here is, did xp for kills make the game more fun or not. Anyone has their opinion on this question, and I have mine, which I've given in my last post. All I want to say is that it's not rational to ask for a not-fun feature to return, just so we can copy the IE games in their less fun sides. I think filler combat was not a fun part of the IE games, and I don't want it back, and I consider the xp for it the excuse for the non-fun battles, so if I only have fun and well designed battles, even if they are fewer, I don't mind not getting xp for them.
  21. That's just my suspicion. I suppose the more frequently you move through areas, the sooner the crashes will start. I also had the plan to go through the dungeon in one go, exctly for these reasons, but I couldn't make it. Maybe I should have moved all my loot to the stash and rested inside the dungeon.
  22. Just curious, did you have any game crashes on your way to completing the beta, and where? Also, how did you avoid them? I'm pretty much stuck in the ruined temple under dyrford crossing.
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