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Everything posted by Madscientist
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Request: Separate Character Builder
Madscientist replied to Shakyr's topic in Backer Beta Discussion
I would like to have this as well. NWN2 had a very good one: http://nwn2db.com/ Who made this? I like it and I wish there was something like this for every RPG. -
I think this is a feature and not a bug. Both PoE and BG have relatively complicated rules, thats almost always true for large party based RPGs. - Assuming you know the rules very well: + In the IE games it was easy to create an optimized char. Max out some stats and dump others. This is even more true if you know where to find what items. One of the first shops you find sells a belt that raises your strengh to 19 (but you had to collect some money to efford it). Some classes or class combinations are much better than others. Kensai->mage or ranger/cleric are good examples. + In PoE there were several ways to create a useful char of any class and you could discuss forever which one is optimal (pro tip: look which builds got the ultimate achievement ). I think it is better when there is no obvious optimized coockie cutter build. - If you do not know the rules well ( I think this is more importent for most players) + In the IE games it was very easy to create a bad build and for beginners it is hard to see which choice is bad. some examples: - Only very high or very low stats have an effect, nothing happens in the middle - How can a new player know that some classes are better than other, like a fighter->mage is good but a mage->fighter is bad. - The requirements for classes, multi classes and especially dual classes are really obstuse. Only human can be a paladin, only half elfs can be a ranger/cleric and you got to have several minimum stats for dual classing. Other restrictions come on top of that. Why can clerics only use blunt weapons, which weapons can a fighter/thief use for backstab. - In PoE it may be hard to create an optimized char, but it is easy to make a viable char. Think a bit about what char you want to have and you will likely be able to create such a char. If your idea makes some sense your char will probably be able to finish the game without big problems. It is surely possible to make a bad char (ranged barbarian with low mig and int could be a good candidate), but unless you desperately try to be bad you should be able to create a useful char. In general I like the concept of PoE much better than the concept of the IE games. In the IE games it is easy to get an optimized char and it is also easy to make a very bad char. In PoE it is easy to make a viable char but it is hard to make an optimized char and its also hard to make a bad char. I think this is much better and more interesting.
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Please keep the factions in the game. Weather a group likes you or not has absolutely nothing to do with combat mechanics and their complexity.
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I have played lots of RPG since the middle of the 1990s and I would not say that PoE2 is too complex. I would rather say that many things are not explained well and the formulas are hard to understand. In defense of the game I must say that the in game encyclopedia is not implemented yet, but even if it was there like in PoE1, there are several information missing. - The formulas are not there (damage, action speed, . . . ) and those formulas have become more complicated than in PoE1. The most importent change is the use of double inversion for penalties, which makes it impossible to calculate stuff without calculator. - I think that the rules for PoE1+2 are easier to understand than the rules of the IE games, where PoE is their spiritual successor. Lets look at hit chance. In PoE everything is acuracy - defense +1d100 and the result determines if it is a miss, graze, hit or crit. I think that is easy to understand. In BG every char had a thcac0. This means " to hit chance armor class zero", so a char had to roll this number or higher if he wants to hit an enemy with armor class zero. It was influemced by your class, your level, your strengh and your weapon profiency. for both numbers (thcac0 and ac) lower numbers were better. So a sword+2 or an armor+2 was better because it lowered these numbers by 2 points. Yes, every item that gave a bonus to something actually lowered that thing (except for stats, so a potion of strengh really increased your strengh, which could lower your thcac0). And stuff that made you worse increased the numbers (once again, except for stats). You also had many different saving throws. So if you use the wand with the spell "death breath" that poisons the target, does it roll against the saving throw for wands, breath, death or poison? (The spell does not exist in the game, I just chose the most confusing example.) Lower saving throws are better. I am still not sure if a spell description says "spell uses saving throw vs magic -2", does this make it easier or harder to hit. This is just one of several examples were PoE is easier to understand than other games. - The good news is that most of these things are not really neccessary to know. If you are not a power gamer who wants to create the ultimate char and you do not want to play on the hardest difficulty it is enough to know: when you want to make a char who fights with weapons: give him lots of strengh, select abilities that raise your damage, acuracy and penetration, use buffs that increase these things for your party and cast debuffs that lower these things for the enemy, plus use CC effects on the enemy. I was able to finish BG2 without knowing anything about the DnD rules (or knowing DnD at all, to be precise), and this knowledge plus positioning and some trail and error was enough to finish the game on normal. I admit that some battles were very hard for me and I fail them a lot even today ( liches, the battle where you can get the staff of the magi and some others). Ok, I did not beat the alpine dragon and the swamp dragons+archmage in PoE too. - I agree that many information are transported in a bad way or even not at all. You should not need to look in this forum to understand the game mechanics. Everything should be found in the game. The in game encyclopedia is already optional (means you never have to look at it if you do not want to), so it does not hurt to put all information inside, including the formulas and some explanation to it. - I do not understand why they changed the system from PoE1 to PoE2, especially the change from DR to penetration. It was a long way from the initial PoE1 at release to PoE1 version 3+ with lots of changes in between. I think that the system of the final version of PoE1 is very good. Why did they change so many things? Now they have to do the whole balancing and optimizing again from the start. If they kept the stat system of PoE1, they could focus all their time on more and better content and new extras such as multi classing and world map exploration.
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Since you can see it in PoE2, I was asking myself: What was the recovery time for spells and items in PoE1? Did recovery depend on the casting time of the spell? Which things boosted recovery for spells and items? We had a lot of discussions about speed of weapons, but playing the PoE2 beta made me realized we talked little about the speed of other things.
- 171 replies
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- Mechanics
- Attack Speed
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(and 2 more)
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I have already said that I want this and I still want to have it.
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My 2 cents about ship combat: It was the most boring part of the beta. Move forward, turn right, turn left every turn until you are in firing range. When in cannon range shoot right, jibee, shoot left, repeat and pray to the god of random numbers for hits. When the enemy ship had 2 hull left it attempted to flee. Chasing it took forever (move forward, turn left, turn right) and when I finally was in firing range I sunk them. The battle took more than 30 rounds and you always repeated the same options. So I agree with you. We need: - try to board or flee option at the beginning, trying to board will damage ship and both options may fail. - A move forward option. It felt bad that I had to use straight, left, right when I just wanted to get closer. At the moment I would avoid ship combat if I can. In PoE1 stronghold management was one of the worst parts of the game. Spend lots of money and time to build things that give you a random item every turn and being forced to return every now and then because if you let your crew handle the enemies you spend more money and time for repairs and replacing crew. Some of your crew will die anyway even if you return and fight yourself. NwN2 had one of the best strongholds in an RPG. While having a ship as base can be interesting, an epic battle to defend it looks more interesting in a fortress than on a ship. I hope it will be interesting how you get your first ship (or later ships). I hope it not just the intro saying: Eothas destroyed your castle and walked away. You gathered your companions, sold everything that was left of your old strpnghold, bought a ship and set sail. Some people compared the ship to the soul eater mechanic of MotB. While MotB had a very good story, I did not like this mechanics much. On the pro side, it made you really involved in the story, so you really felt the need to find out more about your condition and to solve it ( unlike the watcher thing in PoE1, no sense of urgency to find Thaos and not get insane). On the con side it forced me to be a good char and suppress it as much as possible, because I play very slowly and I have no idea how to survive if the clock is ticking faster.
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I have finished beta version 3 on classic difficulty. I gave everyone a fine weapon and fine plate armor. It was very easy to win all battles. I did not use any consumables. I started with everyone at lv6. My chars: - Main char: Bleak Walker/Devoted, dual wielding scepters (max strengh, other stats average) importent talents: disciplined strikes, dual wielding style, rapid recovery, eternal devotion, retribution, paladin auras result: good damage, can heal a bit with LoH if neccessary, scepter mode does not damage him much, very useful - rogue/soul blade dual wielding sabres (max strengh, dex, per; dump res and int) importent talents: crippling strike, dirty fighting, biting whip, hammering thoughts result: very good damage, soul annihilation did often more than 100raw damage, I used only crippling strike so no invisibility which means backstab or becoming an assassin would be useless. - skald/barbarian, dual wielding sabres (high str and int, other stats average) talents: invocation that lowers armor, invocations that paralyses, other things were barbarian talents. result: The armor invocation and paralyse invocation were very useful. Low level chants felt useless. The barbarien part felt not very useful. It would have been better to be a pure skald so I get the chant that creates a fire lash for everyone and also a damage invocation. I did not want to use a berserker because of confusion. A chanter can be very useful for the party. But it may be better to single class for having the good stuff earlier or multi classing him with a different support class like paladin or priest because damage wise he is not impressive. - single class shattered pillar, quarterstaff, (max str and dex, other stats average) talents: lower wounds, lightning strikes, torments reach, rooting pain, thunderous blows result: very usefull char. Attacking enemies with torments reach often created 3 or more wounds so I could spam it. Because of rooting pain I interrupted all enemies around me all the time. I chose a 2h weapon because torments reach is a primary attack and a quarterstaff because I don´t want to move so much to reach the enemies. If high level abilities are not super impressive it may be good to multi class with fighter for more damage to make it easier to spam torments reach - Priest of Magram, crossbow, (max res and int, other stats average) talents: restore, suppress affliction, iconic projection, withdraw, dire blessing, consecrated ground, circle of protection, devotions of the faithful. result: To be honest, his only job was to cast dire blessing and then shining beacon, then iconic projection if something was still alive. I used also suppress affliction and restore if neccessary. Except for shining beacon his damage was pathetic. Basically his job was to cast dire blessing for the party, then do anything else just to feel not completely useless. It would have been better to have a skald/priest as supporter in the party and add another melee damage dealer to the party. One more thing: Moon godlike special silver tide feels useless. It has only 10 base healing and it does not seem to scale with level. This is too weak for giving up a helmet.
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beta version 3: map gets flooded with ship text
Madscientist posted a question in Backer Beta Bugs and Support
https://imgur.com/a/LzlOg I had won a ship battle but my ship got damaged and a crew member injured for 7 days. While sailing I consumed some supplies every few miles while I was sailing. When I arrived at the village the screen gets flooded with info about used supplies. I made this screenshot the moment the text was fading away, you can see it better initially. I think this can be presented in a better way than flooding the screen with -1repair messages. A crew member got injured for 7 days. I think it took zero or 1 days to rech the village. The moment I arrived at the village I lost several medicines and the crew member is injured for 1 day. Can anyone explain why she lost 6 days of injuries in a single moment? -
beta version 3: gray options in ship combat
Madscientist posted a question in Backer Beta Bugs and Support
https://imgur.com/a/uxk1a In ship combat the options you have already selected become gray. At first I thought you cannot select those anymore, but you can select them. I think this can be confusing to new players. -
I have finished the main quest, talked to Vektor and told him I need a cook for my ship. Then I went to the ship screen and I wanted Vektor to join the crew. He cannot be found in the known sailors screen. When you click on a crew member and you move his portrait to the known sailors window, his slot will be empty but the known sailors window will be empty too. If you click on a different crew member the one you put to known sailors will reappear in his slot. I know that not all ship mechanics are implemented yet, but I hope this will work fine in the final game.
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beta version 3: missing icons for equipment
Madscientist replied to Madscientist's question in Backer Beta Bugs and Support
All kinds of clothing (not armors, those are correct) are missing an icon in beta version 3. They had the correct icon in earlier versions. -
beta version 3: no cannons on the ship
Madscientist posted a question in Backer Beta Bugs and Support
https://imgur.com/a/LZasn On deck, a cannon can be seen in the first opening on the lower deck . When you are inside the ship the are no cannons around, just boxes with cannonballs. Usually cannon were fixed behind these openings and the openings for the cannons were closed when not in combat so no water can come in. When combat starts you open those openings, load the cannon, push it forward and fire. If the cannons were stored in some storage room, it would take forever to make them ready and the enemy would destroy you before you can fire a single shot. I know that this is not importent because it does not harm game mechanics. But I think it feels strange when you cannot see any cannons inside the ship when you can use them in combat ( without the command to get them from the storage room ), especially when you see a cannon looking out of these openings when you are on the upper deck. -
https://imgur.com/a/efJvf I am at the entrance of the temple that has been added in the second version of the beta. I can see the shadows of the wall and of the cannon that are caused by the light of the entrance, but my characters do not have a shadow caused by the light from the entrance. ---------------------- https://imgur.com/a/CUqKM When in stealth mode, my characters become transparent but their shadow is as intensive as it is when you are not in stealth.
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*Missing String xxx* Mega Thread
Madscientist replied to Aarik D's question in Backer Beta Bugs and Support
https://imgur.com/a/do3PL When enchanting Beza´s Toothed Blade you can also see missing strings. -
beta version 3: missing icons for equipment
Madscientist replied to Madscientist's question in Backer Beta Bugs and Support
https://imgur.com/a/n3c37 Beza´s Toothed Blade does not have an icon and it does not have a tooltip. It did have a tooltip in the earlier versions. The weapon itself is still buggy. good news: It looks great when you have it equipped and hold it in your hand in the inventory screen. -
beta version 3: NPC in wrong position
Madscientist posted a question in Backer Beta Bugs and Support
https://forums.obsidian.net/topic/95635-strange-vision-cone/ Here you can see where Riordu Red-Handed was in the second version of the beta. He is in the correct position, bound to the pillar. https://imgur.com/a/aYw3w His vision cone has been fixed, but now he stands in the wrong position, some distance away from the pillar he is tied to. He still does not give me a cloak as it is written in the text.-
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https://imgur.com/a/O0C6O https://imgur.com/a/niiCY If you scroll the screen a bit up and down in the right position, the shadow of the ship jumps from one image to the other. The game is paused. If you are in the upper part of the map (first image) the shadow of the ship remains constant, as it should be. If you scroll down to the lower part of the map (lower image) and you scroll around, the shadow of the ship changes a lot depending on your position. Expected behaviour: The shadow of the ship should not jump or move at all when the game is paused. The only reasons why the shadow may change are: - The ship moves because of the waves. - The ship or parts of it ( like the sails) move because of wind. - The sun changes the position over the day if you wait long enough. The game is not a physics simulation so it is ok if the shadow of the ship is constant, but those jumps feel really bad. ------------------------------------------------- https://imgur.com/a/5Pty3 https://imgur.com/a/atjP9 The wave caused by the ship changes its direction relative to the ship when you scroll the screen up or down. The game was paused while I made these images. expected behaviour: The wave caused by the ship should always have the same position relative to the ship unless the ship is moving or the direction of wind or waves changes. Because the ship does not change its direction while you are on this screen, the wave caused by the ship should always have the same position relative to the ship.
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beta version 3: bugs on the ship deck
Madscientist posted a question in Backer Beta Bugs and Support
https://imgur.com/a/mRVU8 - The name plates over the chars are overlapping which can make them hard to read. - Irrena has a running animation, but she is stuck in this place. - Is it intended that half of the crew members do not wear any cloth except their underware? - The telepathic helmsman is a known issue. -
*Missing String xxx* Mega Thread
Madscientist replied to Aarik D's question in Backer Beta Bugs and Support
https://imgur.com/a/kaYlx Another missing string in the ship menu. It would be nice if this info was also in the description of the crew members. The "Value: 0cp" does not make any sense there. -
*Missing String xxx* Mega Thread
Madscientist replied to Aarik D's question in Backer Beta Bugs and Support
https://imgur.com/a/AQchb In the ship menu when you look at your crew members, some are missing a string. Eadulf ( the one above the character in the image) has the same issue. -
Wo findet man die neuen Änderungen? Wenn ich auf Seite 1 auf den github Link clicke, dann ist der neueste Eintrag der von mir gemeldete Bär -> Keiler vor 2 Monaten.
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beta version 3: soulbound weapon does not update
Madscientist posted a question in Backer Beta Bugs and Support
https://imgur.com/a/ad3D5 I have found the soulbound dagger and bound it to my main char. My main char is a bleak walker/devoted who is devoted to scepters. I equipped a scepter in one hand and the dagger in the other and cast eternal devotion. This did not count towards the 5 fire damage, but this may be correct because I did fire damage with the scepter, not with the dagger. Then I equipped the dagger without any weapon in the other hand in weapon slot 2. I cast eternal devotion with the dagger equipped and caused more than 5 points of fire damage. The game still tells me that I did zero burn damage with the dagger. - If the animat is immun to fire ( I do not think so ), the combat log is false and the dagger is correct. In any other case the dagger is buggy. - I think it is a bug that having a melee weapon in one hand and a ranged weapon in the other hand gives the dual wielding speed bonus when attacking only with the ranged weapon. question to the devs: Is it intended that you deal fire damage with the dagger for the upgrade or should any fire damage count? The dagger cannot cause fire damage by itself so you have to use abilities. In PoE1 in the second last patch we could buy a soulbound belt and one of the conditions for upgrading it was to deal 500 fire damage. The belt cannot cause fire damage by itself. My paladin used a burning lash, flames of devotion and sacred immolation and all of this counted towards the damage for the belt. -
https://imgur.com/a/P4T41 When I enter the tomb of Xakora the game is auto paused because of enemy sighted, I see the red circle of an adra animat but there is no animat to be seen. The undead priest did not awake yet. I have to go closer and only then he wakes up and other enemies appear. expected behaviour: If an enemy summons other enemies, the red circles under the summoned enemies should only appear the moment they have been summoned.
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