Everything posted by Humanoid
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Might & Magic X Teased by Ubisoft, To Be Revealed at PAX East
For that Minesweeperish puzzle, you cast the low-level Light magic spell detect traps. After which I found you don't even need to avoid the traps. I walked straight down the centre, to the end - every step resulted in a prompt to select a character to disarm the trap. I guessed that it used perception, so I let my barbarian with a measly 25ish perception disarm all of them, no problem at all. It's ....it's probably not the intended design, no. P.S. Apparently the Water magic spell Liquid Membrane is broken in the player's favour, it reduces damage by massively more than seems intended, apparently to the point of near invincibility. EDIT: Was thinking of finishing the game today, but it's too bloody hot to do it. It's still 30°C+ outside at 9:30pm, hotter inside with residual heat, and playing this game, which is an insane power hog (especially on the store interface screens, yes that's right), would raise the temperature a fair bit beyond that. It's really the kind of thing that merits a hotfix.
- Pictures of your games Part 3
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Might & Magic X Teased by Ubisoft, To Be Revealed at PAX East
But, but what about my quadruple Barbarian party? I jest, but I'd probably prefer a simple forward-or-back toggle for each character. The example that comes to mind, perhaps oddly, is Final Fantasy 7, where you had a damage penalty for melee attacks performed from the back, but would also receive a reduction in melee damage taken. By the way, Rune Priests can GM Light I think. Didn't put a single point into mine since I had a Crusader though. None of the orc classes have access to either Light or Dark magic, so they'd be prime candidates for the supplementary Dark Magic casters. Below is my post I was originally typing up, the text above is a fake edit. Not recommending this rebalancing mod as such, but it's an interesting list of the various mechanics in the game that are fairly trivially user-editable. If I ever get around to playing again, I'll most certainly make a good number of changes to suit myself. Thinking specifically: - Redesigned classes, mostly to allow a more flexible party setup and wider access to different skills (link with detailed chart below) I'd definitely do something of the sort, especially magic-wise. I'd also think that giving all melee and hybrid classes the ability to GM whatever weapon they wished would be a reasonable change, as the restrictions appear to be as much due to archaic fantasy tropes rather than actual balancing. A mage with access to all the Fire spells and all the Air spells is significantly stronger than one only having one of those schools, but a fighter Grandmastering both spears and axes is not meaningfully stronger (indeed given the investment, will be significantly weaker) than one with just one of those skills. (Mercenaries might be problematic, however) -Slowed outdoor time passage by 1 per step Oh god, yes -Reduced enemy blocking by 20% Without a counterbalance, this runs the risk of making the game too easy, but as it stands, in the early game especially, block overly penalises non-dual-wielding melee classes (especially since Radiant Weapon is bugged and non-working). -Weapon penalties for medium and heavy armor reduced slightly (roughly 10%). Armour in the game in general I think is pretty problematic. In essence you're just spending points to allow you to wear armour without penalty, but that's a lot of points to spend for the relatively meagre armour bonus on said gear - especially noting how the non-armour stats on said gear are no better than what you can get by wearing cloth armour which requires no investment on skill points. Unfortunately I don't think making a balanced armour system is possible within the scope of user mods, it's just a fundamentally flawed design. -Damages for ranged weapons increased Obviously just a bandaid solution, proper viability for ranged combat is a long way off and would require at least one, if not both, of either allowing proper mobility in combat or proper firing arcs. -Damages for magic focus weapons slightly increased (less so than ranged) The problem with these is not the baseline damage but the fact that it scales exactly zero with the skill, until you reach Grandmaster at which point the damage is instantaneously quintupled. This is a nonsensical design, but I wonder if it's possible to have the scaling occur per point as per normal weapons. -Stat requirements for challenge walls halved (may lower even more, still testing) Mainly an artifact of ranged combat, and therefore perception, sucking. Wonder if it's possible to change all the perception checks to be spirit or vitality checks. It'd be a bandaid fix to be sure, but I don't like the odds of a total combat overhaul. P.S. One of my own proposed changes would be bumping up the evade points you get for the Dodge skill. For an already fairly limited defensive skill, it's marginalised even further by the single point of evade per skill point investment. Some testing has been done by those more patient than me, and 1 point of evade is completely trivial by midgame in terms of enemy attack values: you want the value to be in the ballpark of the attacker's attack value, but GM Dodge gives a pitiful 25+30 points of evade, against late-game enemies with around *200* attack value. I don't even know if doubling the evade points per skill point would be sufficient.
- STEAM!
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Might & Magic X Teased by Ubisoft, To Be Revealed at PAX East
Semi-responses, semi-ramblings on various points above: - A formation system, unless it allows for custom formations, tends to restrict your options of class/role though. Want three or four melee characters? Too bad. A lesser concern is that it would largely obsolete the challenge/taunt thing they have going (a reasonable design with a mediocre implementation in this game). - Individual spells should scale with your character in all cases, yes - at the moment some spells and spell schools are marginalised by non-scaling, such as Dark Magic where essentially all you want is just to advance far enough to get the important spells and no further (and by that I mean, for the most part, Sleep). I mean, even if some things can't practicably scale linearly with spell power, they should still scale with mastery. Have Sleep last two turns with Master and be an area-effect with Grandmastery for instance (not nearly as overpowered as it sounds like given the three-enemy-per-tile limit and given that one has to be woken by attacking it anyway. - In general I do feel the magic system in the game was built pretty slapdash. Every man and his dog can learn Air Magic, Water Magic is restricted to specialists (indeed only three of them), and of course the whole Dark Magic problem. - The time passage system bothers me, both in this game and in prior ones. It might supposedly add 'flavour' if some things can only be done on certain days, but in the context of a video game, that just means waiting/resting in front of said interactable thing until it becomes available. (Talking about things like fast travel in the older games, and praying at the shrines in the current iteration). - The other thing is the night and day cycle. I'm not inherently against it, but feel the implementation in this game tended to magnify the worst aspects of this kind of design. There's no option to wait, even if it doesn't count as rest, in smaller time increments, nor any option to wait until specific points in the day (i.e. dawn). I do feel 12/12 hour split between night and day also throws away too much of the average day, especially since the dawn and dusk lighting is attached to the day cycle, diminishing it further while leaving the 12 hours of night completely static darkness. Let's just pretend it's summer all year long and line up the 'properly night' period with the required rest period. It'd also make any proposed NPC/shop availability restrictions far less annoying. - Final comment on the night thing - the various torch/flashlight type are useless during the night as they don't do anything to improve visibility as far as I can see. It appears they're designed such that they, instead of actually lighting stuff, just change the static lighting model in levels (i.e. dungeons) specifically flagged to be dark - i.e. it's merely a tool to flip from 'dark dungeon' mode to 'bright dungeon' mode in that subset of dungeons that support it. P.S. Random comment that doesn't really fit anywhere: I avoided using fast travel for most of the early-to-midgame because of the stated cost of 150g per passenger. It turns out it's actually the flat cost for your entire party. So yeah, 150g per trip, not 600g. I probably should have tested that earlier.
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What are you playing now?
The guild-related quests are probably consistently the worst parts of Skyrim's writing. I'm told the Dark Brotherhood one might be an exception, but I wouldn't know because I murdered all of them (I was playing a strictly independent assassin) - and it's sad and lazy that the mass murder option isn't an option with the other guilds, since they proved that they could do that kind of proper choice when they can be bothered. The big quest in Markarth is also oft-mentioned as a badly written one, but I've never done it myself. In the end though, maybe the biggest praise of Skyrim's writing that can be is that it's not as idiotic as Fallout 3's, although probably a result of being relentlessly more generic.
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Might & Magic X Teased by Ubisoft, To Be Revealed at PAX East
Don't remember what monsters use curse, but I definitely cast the Light magic remove curse spell at various points. Not often though, not even sure it'd be double digits. And yeah, shadow blessing is pretty great in that it finally stops the tedium of, if you have a Freemage, casting the detect secrets spell every few dozen steps, or otherwise from having to cart around the dog NPC. That said, I'd grown attached to the dog so I still have it after gaining the blessing... But yeah, both the need for some sort of special NPC/spell/blessing to even see a secret, let alone attempt to get past it, added to the dumb decision to only let one class even access Dark magic, is a disappointing design. Buff maintenance in general is a tedious aspect in any RPG with it, and is something I'd be delighted to see consigned to the dustbins of history. It's not in any way an interesting decision, it's just busywork. An exception can be made for powerful short-duration buffs with limited usage that you can use tactically, but something used permanently may as well be a passive feature. But I digress. Where was I? Traps, eh, there's what, maybe two rooms in the entire game where you need to detect traps in the first place? Fire blessing is a mixed bag, it's useful to be able to tell where exactly enemies behind a corner are, but the increased detection range gives annoying false positives about monsters in an area.
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Might & Magic X Teased by Ubisoft, To Be Revealed at PAX East
Haven't encountered sleep, but have been cursed a number of times, though admittedly nowhere near as often as other effects. Also ridiculously unfair that they can stun you for five rounds and you can only stun them for one, but on the other hand, Burning Determination is ridiculously powerful and the AI isn't smart enough to notice that you're immune to things. I haven't finished the game yet but feel the same way you do about the closing stages, at any rate. MM6.... ah, MM6. Where ranged combat wasn't just viable, it was necessary. And where the optimal combat technique was to stay in real time and hold down the 'A' for attack key while constantly backpedalling. (Unlike in MM7/8, you can't move in turn-based mode in this game, making it strictly inferior)
- Kingdom Come: Deliverance Kickstarter
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AMD R9 290X
Mantle drivers and patch for BF4 is now available for those who want to be guinea pigs. For old times sake perhaps, they missed their January release date by a day. Early reports showing worst-case 7-10% improvements for combinations of high end CPU + GPU, scaling up as either the CPU gets weaker (30%+ for a 290X paired with a Kaveri CPU for instance) or with the number of cards. Compared to the speculation perhaps some may be disappointed. Not industry-changing at this point, but then again people do pay hundreds of dollars for upgrades of similar magnitude, and this is free. The value, of course then, will be in how ubiquitous support ends up being. As I have neither Hawaii nor BF4 I'll hold off upgrading drivers for now.
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Might & Magic X Teased by Ubisoft, To Be Revealed at PAX East
Yeah, Spirit Beacon is a trap, invites all sorts of bugs. Bizarrely there's a sticky thread called ETA 31/01 that you'd think would be in reference to a patch, but, a) there's no reference to actually releasing anything in the topic, and b) that date has passed. Weirdness. Some bugs of my own: a couple CTDs yesterday after a week of more or less fully stable operation. Eh. Also a bug after zoning that disabled all my movement and actions but left UI features accessible. And one where some buff icons started refusing to appear - i.e. I cast a spell, the combat log tells me it's applied, but no icon ....but only for some spells, or maybe all spells cast by one character. Being a very hot weekend here, the heat issue is coming to the fore too, my PC case feels like it's been left out in the sun, there's definitely some kind of rogue rendering or whatever going on here - indeed like Starcraft 2's famous uncapped menu screen, there are a few reports of borderline-adequately cooled machines or worse sustaining some sort of damage. I'm getting pretty close to the end, and have to say that the charm is kinda wearing off by this point. Just mazes of single tile width paths with monsters and dungeons and lots of dead ends with nothing in them, no cities or anything else interesting. And as a consequence the game is becoming a bit of inventory management hell - a lot more useless drops paired with long treks back to town to get rid of them. In the early mid-game I was definitely planning another playthrough at some point, now that's very unlikely.
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What are you playing now?
I bought myself a CH F-16 Fighterstick USB a couple years ago for exactly that kind of thing (well, Privateer primarily). They still make the exact same joysticks that, along with Thrustmaster's FCS sticks, were the industry standard in the 90s - just updated for USB input. I think the ad for WC3 featured a kid using a CH Pro Flightstick, heh.
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Might & Magic X Teased by Ubisoft, To Be Revealed at PAX East
Had a bit of a tough time last session, found myself completely stuck twice to the point of having to cheat and look up a walkthrough, and both times for very similar reasons. Found myself at a point in the game where I literally couldn't find a single thing to do without getting either the water or air blessings, to the point I randomly did the Tower of Enigma in the hope that it'd unlock the next bit (no such luck, without a freemage it seems completely optional content), and the puzzles therein gave me a bit of a headache. Turns out I didn't properly clear out the Lost City. I was absolutely convinced I had, but I think what happened is that my bags got filled and I left it almost complete and forgot to go back, probably distracted by a break in session or something. Then after doing all the stuff that opened up, got totally stuck again. And again it was because of a shard I had overlooked in a place I thought I had completely cleared (and I was fully convinced this time). It's a timely reminder I guess, that as good as nostalgia can be, there's a good reason we've moved forward in many areas. Wasting hours because of missing one single tile might qualify as classic gameplay, but is probably something I could live without.
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Might & Magic X Teased by Ubisoft, To Be Revealed at PAX East
I'm a bit ambivalent, depends how much the limitations of the game are inherent to the game itself. While new content is in itself welcome, my position is that they've proven they can recreate the experience of the old games - now let's see them make improvements to the formula. Question is whether it'd need a full blown sequel to demonstrate that.
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Might & Magic X Teased by Ubisoft, To Be Revealed at PAX East
There's literally not enough experience in the game to GM four skills, I think the maths was such that you could GM three and Master one at best. That's capping out at level 33, and that already takes into consideration the +10% XP hireling. ...unless, of course, you find and exploit the respawn bug. There's a bug that involves some sort of interaction with the Lloyd's Spirit Beacon spell that can cause everything, including bosses, to respawn in the game. Without it, nothing ever respawns. It's weird then that there's actually an achievement for hitting level 40, which is currently impossible. Either an oversight, or a sign of some significant DLC to come. And technically the XP table already ingame supports up to level 50. EDIT: Just hit a bug where one of my portraits, including health and mana bars, disappeared, and nothing in its place but a grey rectangle. Loading screens or save-reloading don't solve it, restarting now.
- STEAM!
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Might & Magic X Teased by Ubisoft, To Be Revealed at PAX East
Yeah, all buffs like that, and so do debuffs. Which leads to odd situations like being poisoned with 1hp left, if you take one step you die, if you sleep for 8 hours, you wake up at full health ....with the poison still on.
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IE 11 issues
To add insult to, er, insult, the policy now is that since we have IE8, Firefox is no longer required. So IE8 for anything and everything now.
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Might & Magic X Teased by Ubisoft, To Be Revealed at PAX East
Vendors will fill you up to a different maximum depending on the vendor, however there's no need to run yourself down to zero supplies before restocking, the price will be charged per unit. The price per unit is different for each shop, but honestly, supplies are so cheap regardless that it doesn't matter by the time you have access to multiple vendors. e.g. One vendor might sell at 10g each to a maximum of 6, another at 15g each to a maximum of 10. At zero supplies you can buy from the first and end up with 6, paying 60g, or buy from the second and end up with 10 for 150g. Optimally you'd buy the 6 first, then go to the other vendor and top up to 10, paying a pro-rata additional 60g, thus saving 30g compared to buying from the second merchant alone. In practice though that's such a piddling amount of money that it's not worth anyone's time. Just buy from whereever you are at the time, and if you need to max out for whatever reason, go to the itinerant merchant during act 1, to Seahaven during act 2, and to the inn outside Karthal after that.
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Kingdom Come: Deliverance Kickstarter
Stretch goals are always going to be a weird thing when you only have one pot of money that all pledges come into. Unless the particular goal costs $1 or less to fulfil ($1 being the minimum pledge size), then you're necessarily taking away from main budget to fund that stretch goal. e.g. you've raised $99, that's $99 to use for the main feature. Someone pledges $1, now you've hit a stretch goal that costs $20 to implement and now you've only got $80 instead of $99 to implement the core feature. But then, how much would it have been if you hadn't advertised that stretch goal in the first place? Would you have raised $90 total and come out ahead, or $70 and so lose out? And when I say 'lose out' or 'come out ahead', it's not just the developers who feel the result, but people who were uninterested in that particular goal. The requirement to solve that would obviously be to have multiple pots and have them collect in parallel. But it's not really a realistic suggestion. For one, the only way to do it would be to run concurrent Kickstarter campaigns (which is probably against their rules) or run your own campaign independent of Kickstarter (which even the biggest names have struggled to launch initially). And moreover you'd probably end up with less money as a result of backer confusion anyway. Anyway, I'm not sure where I'm going here. But I do know when the PE Kickstarter was running, I was like "please please people stop posting comments onto the KS project page so they won't keep having to allocate more budget to making a dungeon that I'll never bother tackling." It's a selfish desire of course, but yeah, stretch goals do that.
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Might & Magic X Teased by Ubisoft, To Be Revealed at PAX East
Yeah, the experience thing is pretty weird. Death or even unconsciousness, sure. But being stunned for one round denies you XP? Also the weird 5% bonus for dealing the killing blow - it's led to some OCD manipulation from me to make sure the numbers are as even as possible. I get irritated when they don't all level at more or less the same time.
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Kingdom Come: Deliverance Kickstarter
That's entirely not what I said. If a game has a stretch goal for, say, other platforms, I'll contribute more. The unfortunate implication is that a developer like this, who's promised cross-platform support from the start, might end up with less money because they included it by default instead of making it a stretch goal. Maybe sometime a developer needs to be cynical and not disclose that information on the initial pitch perhaps.
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Might & Magic X Teased by Ubisoft, To Be Revealed at PAX East
Maybe because of the megaambush just prior to him. Act 2 really ought to just have been an appendix to Act 1 - hell throw it into Act 1 and move the hard gating to after that point. It was, after all, just one dungeon to Act 1's four dungeons (five if you count the tutorial). It'd add a feeling of freedom to Act 1 having two cities, and solve most of the trainer placement issues.
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Might & Magic X Teased by Ubisoft, To Be Revealed at PAX East
- What are you playing now?
There's a blog post on the sidebar of these forums explaining exactly what's going on with the distribution options. - What are you playing now?