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Everything posted by dukeisaac
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Hi ! So Deadfire is looking increasingly amazing and my past "worries" are slowly making way to a relentless HYPE. (I still have a few issues (proficiency modals, ...), but I can live with them for release) That being said, performance still seems to be an issue for me. I recently upgraded my computer (i5 7400, AMD rx 580, 16 gb ddr4 ram) and while not being a beast, its pretty decent. Yet, loading times when launching the game and in character creation are still pretty slow. FPS is generally consistent (60 fps) except in those moments. Should we expect more optimizations for launch or is beta 4 the best it gets ? Thanks !
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Character Creation: Still Kinda Not Great
dukeisaac replied to Tamerlane's topic in Backer Beta Discussion
Very good points all around. To me, Obsidian should fix this issue asap. Initial reviews are going to be critical for early sales and if the character creation screen isn't 100 %... well it doesn't bode well for the rest. -
I think everything is the same, except that for single classes, you get two ability points per new power level (so lvl 3, 5, 7, 9, 11, 13, 16, 19). Might be wrong though
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I agree that the percentages in Intuitive are surprisingly strong, but I kinda like the double movement and immune to engagement attacks of swift. Imagine a dual-wielding fighter or rogue zipping between enemies, could be cool.
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I'm not too worried about balance at release, I'm more interested in whether certain systems will be fun (per encounter/per rest, weapon proficiency, health/endurance). Balance is iterative and considering the size of the game, it will take time. In any case, the beta has been so far all over the place and it's clear they are giving us old stuff to play with.
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Let’s make Deadfire UI the bestest it can be
dukeisaac replied to Wormerine's topic in Backer Beta Discussion
This. It's the most annoying feature ever. I really dont understand why the devs insist on this. I don't get it. You want to equip armor in quick items slot? Why? Huum, personnaly, my peeve is about being forced to align the arrow with the slot to equip items. Why can't it be just the item, no arrow, like in the previous game (and pretty much every CRPG I've played). -
Let’s make Deadfire UI the bestest it can be
dukeisaac replied to Wormerine's topic in Backer Beta Discussion
This. It's the most annoying feature ever. I really dont understand why the devs insist on this. -
I think generic passives for every class (similar to POE) is a good addition to Deadfire. Unfortunately, there are too few in my opinion and many that are not generic (gunner, marksman, etc.) should be. It's a good step in the right direction but I'm still not entirely sold on Deadfire's gameplay. To me, POE 3.0 is still superior (obviously, this only considers combat mechanics and not the rest).
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Request: Bahavior Editor ease of use
dukeisaac replied to mrmonocle's topic in Backer Beta Discussion
Same. I played with it a total 5 mimutes before abandonning. The basic AI is also not to par with POE1 I feel, for example auto-attacks. -
Request: Bahavior Editor ease of use
dukeisaac replied to mrmonocle's topic in Backer Beta Discussion
I agree with the UI requests. The tone, a bit less -
Empower - Babe put in a corner
dukeisaac replied to IndiraLightfoot's topic in Backer Beta Discussion
For the first time, I used an empower on a fireball spell (with the mercenary wizard) and it came as useful, perhaps too much. It did over 100 damage on the Lagufaeth. So I guess it will be fun and useful on certain damage spells, not so much for others. As is the case with many things in Deadfire, this needs to be communicated much better. -
Man, I can't wait till someone cracks this code...
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- Scavenger Hunt!
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My worst: Optimization. True, my rig isn't that great and we're still in beta, but I'm worried that I'll have to upgrade my computer to get a performance similar to POE (no lag, no jankiness, etc), despite promises of similar technical requirements. I'm also not a huge fan of character building as is : too few talents (seemingly changing), no general ones, hard to navigate builder, lack of info about how skills work, etc. Not a huge fan of the proficiencies and the associated modals either. I feel there is a Battle Brothers influence behind them (great game), but I'm not interested in having to be proficient in many weapons, give me choice to specialize or go wide. Spellcasting is... well, you know. Too slow, too weak, its all been said. Finally, transparency. What does an empower do this specific spell/ability ? How do power levels work and what do they affect ? What stacks and what doesn't ? My best : Art and environment/encounter design. Everything is beautiful and I like the encounters I've seen, they seem to hit the mark of WM1&2. I really like the stealth mechanic and I like the multiclass/subclass combo. I think I will like ships a lot, but I wont be able to judge before a boarding option is available from the get go and I'm allowed to advance my ship more than once per round Just realised that most of this isn't exclusively from the latest patch, but what the heck
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I'm a bit late to the party but I'd also like to say that I too am not enjoying the deadfire beta as much as I expected. I was also expecting that we would use POE 3.0 as a starting point upon which multiclassing and higher level gameplay would be added (with slight tweaks). While I was originally happy with the direction the game was taking (except a party of 5), I'm not convinced that the changes were worth it today. I still hope that its a balance issue and the right balance will be struck and I still believe I will thoroughly enjoy Deafire, but it seems that the game is so far a missed opportunity to really shine. As for what jars me the most, others have explained it very well (see posts from Maxquest and Andrea Colombo specifically) but here is the run down : lack of transparency in combat mechanics, general game speed (casting and recovery vs movement speed), what do power levels and empower do, etc.
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I also found ship to ship combat confusing, especially with movement. How come I cant close more in one turn? It seemed useless for me to go full sail ahead at the beginning and then turn port or starboard until the round is over. A "maintain course" action seems necessary. I got destroyed just trying to close in over nine rounds... Also, maybe a wind indicator? The text descriptions are nice, but are just flavour so far. Seems like there is a lot of potential, but I was honestly expecting something more scripted than "tactical". A pleasant surprise though. I'm sure it will get better