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tobajas89

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Everything posted by tobajas89

  1. You sir should go an replay Kotor and Kotor 2 . In Kotor 1 and 2 there are 2 characters that are playable in both of the games, T3-M4 and HK-47. T3-M4 being a character that you always get in both of the games while HK-47 in both games was an optional droid you could get, in the first game you could buy him and in the 2nd you had to repair him. But that's what he said. There are droid companions, but your character can't be a droid, making these companions more special. You avoid overlapping specialization that way. If you read what he wrote and what I wrote as a response, he say's that in Kotor you get "one" droid companion, and Kotor 2 you get "TWO" droid companions. In both of the game you have the exact same two droid companions. Thats why I said he should replay it since he a) dont remember it correctly or b) he never found the two droids in the first game.
  2. You sir should go an replay Kotor and Kotor 2 . In Kotor 1 and 2 there are 2 droid characters that are playable in both of the games, T3-M4 and HK-47. T3-M4 being a character that you always get in both of the games while HK-47 in both games was an optional droid you could get, in the first game you could buy him and in the 2nd you had to repair him. Also on this thread, every single god in the game makes their own "godlike" so to speak seeing as their touch creates different features on the godlikes. We get to pick from 4 and a 5th is shown. But there are a total of atleast 11 gods or maybe more so should they have added 11 different godlikes?
  3. So I've been playing the game for about 40+ hours now I believe clearing each and every content I can find along the way, having just done everything available in act II and stepped into Act III recently. But I just dont understand if some stuff that were said to be included in the game were changed/deleted or not. First thing I did when I got the strong hold was to build the prison so I could take prisoners. As I remember that it was said that some characters could be captured and held, then people would appear and offer something in exchange for the prisoners. Now I've only taken three as prisoners, Nyrid, Eorn and Gramrfel. Nyrid has been in my prison for some 30+ hours and no one seems to care for this guy. Eorn has been for some 20+ hours and again no one seems to care. Gramrfel on the other hand I captured and the second I left the map and entered a new area he escaped, so no clue on this guy. Overall the whole point of taking prisoners seems completly pointless except for having NPC'S in the dungeon and getting some cruel points for torturing them. Another thing is the hirelings, so this is among the only things I actually looked in the PoE official game guide to see where and how to get them. All the +prestige and +security in here seems to be completly wrong. For instance I have managed to find 3 "special" hirelings. All the brothel hirelings, of whom I chose Gjefa. All of them are suposse to give +3 prestige +0 security but they all only give +2 prestige +0 security. The faction hirelings should give, Crucible +8 prestige +4 security, Dozens +4 Prestige +6 Security, Doemenel +2 prestige +8 security. But in fact they only give 50% of that my crucible only giving me +4 prestige +2 security. The last hireling I got was a guest hireling, Dunryd Psion the only guest hireling to have appeard, he is suposse to give -2 prestige +4 security but instead he gives -2 prestige +2 security for 100cp/5days which means he is even worse then the normal hirelings that costs far less. I actually hired him but then dismissed him and now he refuses to leave my throne room . Now at the moment I have 42 prestige and 42 Security, the thing I focused entirely at first was prestige before going for security. Now of course I have'nt had this for the around 35 hours that I have had the stronghold. But in all those hours, I have only had 3 different guest, the town drunk, a wanted thief and a cruel ruler. All who gave - in either prestige or security and had to be payed to leave or escorted away. The thief only appeared once while the drunk has come 5-6 times and the cruel ruler 3-4 times. As it is right now I am pretty much wondering if there are any positive things that can happen at all at my stronghold. I also always lose 25-50% of the tax income and twice I even lost everything. At the moment the whole point of getting prestige and security just seems so pointless. Also if you are gonna change hireling stats atleast in my opinion it should be done before the game guide is made or it should be changed in the guide. It just kinda feels bad to buy something and then have it be incorrect on stuff right from release day.
  4. For the party members that may be true, but certainly not for the baddies. There, combat needs to be revisited and adjusted. As things are now, even oozing green blobs would outrun a cheetah, and all this is because the game won't to deter kiting - whether via ranged weapons or "cheap" long-range spells. My guess is that the movement speed of all enemies at the moment has a set movement speed since I think atleast they all seem to move at about the same speed. I am not sure how the movement speed is set up but it might take a while if they are going to adjust every single enemy in the game to have their own speed. Like a slime being extra slow or a spider being extra fast perhaps. But there are spells/skills that root/slow right? They can be used to kite. Also if it was real life it would be really hard to kite with a bow. Seeing as the more you run the more you'd be out of breath meaning the harder it would be for you to hit. You would also need to stop turn around, pick up an arrow put the arrow on correctly and pull the bow string, aim and then let loose. A skilled archer could probably do this within 5-10 seconds if standing still and not being out of breath.
  5. All the old IE games had XP caps aswell so I dont know what you mean by this?
  6. Thanks for the numbers on the hit but I have to ask is that really correct on the dmg calculation, because the dmg is suposse to be 39-52 if the roll in this case becomes dmg 21.3 does'nt that mean that the graze hit already lowered the dmg count by my guess 50%, you mean to say instead that it lowers the dmg by 50% and then after the dmg - d.t is done it lowers the dmg by 25% again? I went to my friend and got some more numbers to look at. Critical hit Acc 61 - def 64 = -3. Roll 99 - 3 = 96 (Critical).69.0 - 6.0 = 54.2 Normal hit Acc 61 - def 27 = 34. Roll 47 + 34 = 81 (Hit).42.2 - 6.0 = 32.6 Graze hit Acc: 61 - Def: 44 = 17 Roll: 24 + 17 = 41 (Graze) 21.3 - 12.0 = 7.0 Miss hit Acc 61 - def 64 = -3. Roll 5 - 3 = 2 (Miss) So again I understand the hit and miss factor but still dont understand the dmg, for a crit the dmg is increased by 50%, normal hit has normal dmg and graze has 50% less dmg. But on all three different hits the total end dmg is lower then what it should be in my eyes. 69.0 - 6.0 should be 63.0 not 54.2, 42.2 - 6.0 should be 36.2 not 32.6 and lastly 21.3 - 12.0 should be 9.3 not 7.0. I am gonna check to see if this all is because of difficulty or something before I write anything more. Tried it on different difficulties and the dmg calculation seems to be the same on all difficulties. This means that on a critical hit there was an extra 14% dmg reduction, on a normal hit the reduction was 10% and on the graze it was 22%.
  7. Hmm yeah I kinda figured that the rest system would no change and to be honest it does'nt have to, atleast not much in my opinion. Still my opinion is that combined with how the health/stamina system works combined with having resting maxed at 3, 6, 9 depending on the difficulty (if the wiki is correct) at the highest difficulty it will be more of a point of frustration compared to a difficulty increase. So it's 1d100 + acc - def = miss,graze,hit or critical. Makes sense the thing I was more curious about was the dmg point why 21 - 12 = 7 when it should be 9 I mean it's almost a 25% decrease without it showing in the hit why it counts like that, been trying to find info on it but to no avail so far. Still thanks for the feedback on my post to everyone who responded
  8. 1. Barbarian - tank spot simple soak character 2. Paladin - Melee semi tank/dmg + buffer 3. Chanter - buffer/debuffer + melee dmg 4. Priest - much needed healer + buffer even more melee dmg 5. Cipher - single target dmg dealer + ranged dmg 6. Wizard - Aoe dmg dealer + ranged dmg Overl all since I've only seen up to lvl 8, and alot of the talents have not been shown. I am a bit unsure on the picks as of yet. Seeing as spells only seem to be affected by abilities at the moment it would seem like spells are really powerfull when you get them but they will later on just be less usefull since they do not increase in dmg, which in turn will make the melee/ranged dmg dealers alot more usefull.
  9. Really nice work and yes 16 slots looks alot more natural in my opinion
  10. So I had a try at the beta at a friends house and decided I wanted to give some feedback on what I saw. First of I have to say I am really happy to see an old style RPG as I am a huge fan of them and I pretty much have played and own all of them. Really looking forward to when I get my hands on this sadly I was not able to get into the backing on this project since I discovered this game to late. Now to my feedback, these are in my book mostly minor things while some of them are a tad bit annoying. - Spells information, this is mostly for a single spell and I am honestly unsure if this a bug or if it is intended. The spell in question is Concelhault's Corrosive Siphon. The information say's this, Attacks fortitude, On attack +15 accuracy, 136 Corrode damage over 10 seconds, +136 stamina over 10 seconds, Eats away at the target's spirit, inflicting corrosive damage and converting that essence into stamina for the caster. Now what this would imply to me atleast that it's a single target spell that affects a single target by draining their stamina and giving it to the caster. What it actually does for me atleast is it first of all does 297 damage over 29 seconds which is 3 times the damage and lenght of time that it actually say's in the info that it will do. Secondly when I actually use it, it does'nt just use up a single spell lvl 2 usage but instead uses up all 4 of them instantly. It also has a huge area of effect and for me affects multiple targets. As an example while standing in the inn I decided to test out my spells on my party members to see how they worked and what they did. I was at the time standing close to the stairs on the right of Lord Harond when I cast this spell on myself every single NPC in the inn turned hostile on me and were affected by this spell, this also included everyone in my party except for the BB rogue. The spell killed everyone in the inn except for the rogue. After this while trying it outside on enemies it pretty much hit every enemy on the screen. Overall I would like to see more indepth description of what the spells does and what affects them like in the old infinity games where it was very easy to understand. - Inventory is waaay to small in my opinion 8 slots per character now I do understand that it is 8 slots per character but you also have a stash, not sure how much you can put in the stash but it has 28 slots and a slider so I guess more then 28 slots? Weakness with it being that you can only access it at a resting area. Maybe I am just a bit of a horder but I would have liked to see 16 slots, it also looks alot more natural with the 16 slots look, also saw that there is already a mod for this but it would be nice if it was implemented from the start. - Health, stamina and resting now as I understand it health is lost at around a 1:4 ratio compared to your stamina there is no way to heal health from what I understand only stamina. This had a somewhat negative effect for me since I decided to kill Medreth I was able to kill Medreth and his goons and warthogs but even though I was able to keep the tanks stamina up he eventually went down because of the health loss. This whole mechanic kind of made me annoyed since even if I can manage to keep my party up and alive with "healing" if a fight is prolonged to long or to many hits are taken it wont matter how much "healing" I can do since they will fall down anyway. With the limited amount of rests you can do while outside anyways this will severly limit your exploration time since you will be forced to return even if you dont want to, the back and forth part has always been one of my most least favorite things to do especially when nothing really happens while running back and forth. I mean the higher your difficulty the less rest times you have before you must return meaning that the higher your difficulty the more time you will have to spend running back and forth, this is especially true in POE where you atleast in the beta cant exit a map from everywhere but have to use certain exits. I can even now picture myself being forced to run back to town as much as 10+ times just to clear out a map on the highest difficulty while on the lowest I might not even have to or just return once or twice. This is to me one of the worst mechanics in the game at the time since it pretty much forces me to X mins or even X hours just running back and forth, while it does as mentioned force me to be more thoughtfull with my resources and better my tactics since I cant rest as much on the higher difficulty there will be a certain amount of dmg taken and you will be forced to use up spells to win. But overall it does'nt really change the difficulty as much as it punishes you by playing on a harder difficulty by forcing you to run back to a rest place alot more. - I dont really understand how the combat works at the moment to be honest or rather I dont understand how a hit and damage is calculated, for instance BB wizard grazes enemy for 7 dmg, Acc: 61 - Def: 44 = 17, (up to here I understand) Roll: 24 + 17 = 41 (Graze) (Now I am lost I understand the +17 is my acc vs his def but what is the 24 roll and why is 41 a graze?) 21.3 - 12.0 = 7 (also wtf I understand 21.3 is my dmg vs the enemy 12 D.T but why is 21.3 - 12.0 = 7 it's simple math it should be 9.3 but somehow 21 - 12 for the game = 7????) - Also while this is not a huge thing why is it that when I try to innitate conversations with NPC's it will not always pick my party leader most often it will pick the closest party member to send forth sometimes the game just randomly pick a party member and sends it into a conversation. Would really prefer if the game would only send the party leader and not just seem to pick the closest one or a random member. Okey enought ranting for now atleast, overall I really liked the game even though there were quite a few bugs, the game was extremly slow which I really dont understand why and there were alot of *missing string*.
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