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player1

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  1. And to clarify: Plese do not implement DPS or similar stat instead, since those are too much situational (DR, grazes, chance to hit etc...), and thus unreliable to give proper info. Let it be just attack rate of specific weapon when equiped on character, with everything factored in.
  2. Can we get rate of fire/attack as character stat for equiped weapons? It would be really useful for gauging at glance how often some weapon equiped by some characters will attack/fire. It should take into factor all properties that modify effective speed of attack for that character *reload *recovery *dexterity *"speed" of weapon *any other bonuses Currently, in my playthrough, when gauging weapons I need to manually test them out and count how quickly they attack. Like have two characters attack 3rd character, one with weapon I try to measure speed of and another with reference weapon. There really needs to be some "sane" in-game way of getting this info, without using ridiculus tests.
  3. On original poill: Should the POE that was released have been more appropriately called and Early Access Game, rather than marketed as a finished product? Hell no. Game was feature complete and shipped with intention of being as such. It had bugs not because it was planned to be buggy, but because issues were not found before release. Now, on the other hand, for those with short memery: Was it buggy on realase enough to not recommend it playing? Hell yes! Stats corruption bug, animal companion bug and few others were big enough to not recommend game for playing, or to freeze any current playthroughs until further update. If critical game bugs were not propmptly fixed with 1.03, which made it pretty stable, I would still not recommend playing it at all. Luckly, it only took 10 days to fix these critical bugs and enjoy game immensly, so all is great IMHO.
  4. Of course, you still get loot.
  5. I would really like to be able to automate per encounter abilities, for less challenging encounters. Less micro for easy fights. Way too often it happens I completely forget about wounding shots or knockdowns options that my characters have. Dragon Age Origins was great in that regard. In that game I used automation for exactly that purpose. To automate renewable abilities, based on some triggers.
  6. Raderic keep shouldn't really be done "guns blazing" if you are not skilled in the game. There are other ways to handle the keep.
  7. Why would anyone want so expensive DLCs is beyond comprehension...
  8. I would prefer if some budget goes to the making NPC portraits. I was quite surprised that so many NPCs are partially voiced, but only companions and main baddy have character portraits. As rule of thumb, if NPC has voiced lines, it must have portrait too.
  9. Interesting... I can not reproduce the issue. For me, with Penetrating Shot, all attacks reduce DR by 12. Using Sagani.
  10. So if I do not yet side with any of the Defiance Bay factions, I'm safe. Right?
  11. And lets not forget grazes. It halves weapon damage making DR much more punishing and DR reduction much more valuable.
  12. Shadowrun Returns developers turned to Kickstarter once again for the sequel, despite the first two games in the series selling well at a glance. When you're self-funding a sequel in an unpopular genre, it helps to have an extra million+ dollars that imposes no legal obligations on you, unlike a private investor or bank loan. (It's worth noting that Shadowrun Returns is incredibly well-made, and SR: Dragonfall was easily one of the best games of 2014) On the other hand Larian Studios (D:OS) refused to do Kickstarter once again, since they felt that Kickstarter should be limited to projects that really need the money, and due to the success of their game, they do not "need" Kickstarter to make another great game.
  13. I prefer having at least some voice acting instead silent "shells" of the game like Shadowrun Returns, which totally kills immersion. Please lets not go that way, even BG and Fallout series had decent amount of voice overs.
  14. I did discover one thing for those curious. While camping rest is required to trigger Durance conversation, inns rests do contribute to decreasing number of rests needed to trigger conversation. For example, I noticed I needed 3 camp rests to get Durance first trigger in Act 2. But after I rested 2 times in the inn, next camp rest triggered the vision. EDIT: Just to make sure, I did another test where I rested in the inn 4 times. In this case also, next camp rest triggered the vision.
  15. Speak for yourself too. I like adrenaline rush from in-game urgency. In fact, I try to push myself to experience all game content for the shortest in-game time (least resting). For me, exploring whole game world and quests is not fooling around. Resting too often and going back and forward without doing anything is fooling around. Anyway, playing game like this is a blast! Party is tiered? No issues, move forward until encounters get too difficult. Spent all spells? Still have health? Move forward! Low health? Still have spells? Move forward and use those spells to keep party alive. Somebody maimed? Ok it's a rest time. :D There should be high score for this kind of play. Back to the point, what is important that this urgency should not be through the whole game since that would be indeed exhausting (this unfortunately includes NWN2: Mast of Betrayer). It should be in short bursts based on some quests where it makes sense. And game should not have too many of such quests. This could also add additional dynamic to those quests. Have different things happen based on how long it tales to work on those quests, etc...
  16. I think time limit itself is bad as a hard cap. There should be a soft cap. Add additional progressively more difficult encounters, the more time it passes (while still not giving XP). Package it in some campaign flavor reason based on urgency of the important quest. And do not do it through the whole game, only in places where that urgency is real. It fixes two things: Overleveling due to fooling around, instead progressing with urgent quest. It adds pressure to the players, for time being (until urgency is resolved), so they know that while urgency is real, that time is a limited resource that is spent while resting, and should not be wasted.
  17. Update: I just got first vision from Durance by camping 4 times in the wildness (currently in act 2). Reloading the save and trying again led to the same thing. Is this hardcoded requirement? Do you need to rest specific amount of time in wildness in order to advance Durance quest.
  18. Any help? I am at act 2 and Durance quest has not advanced at all.
  19. When doing Eothas temple at 3rd level with just 3 characters my rule was going forward as long as possible until someone gets maimed. Then go back to the inn. And why not, it is not like I'm in wildness to need "camping" supplies?
  20. >>>There it is again... "Skip it, ignore it". This reminds me on common responses to the critics of Dragon Age Inquisition, that is has too much boring fluff. IMHO, if you tell me to skip some content in RPG, then something is way off wrong in that game.
  21. Hmm... I think I finally found first non-backer godlike in the game. Some death godlike drunkard in Salty Mast. Almost god worried that Obsidian pulled "only backers are godlikes".
  22. Oh puh-leeeeze. If you're annoyed by backer NPCs, you've got bigger problems than them. Just friggin' ignore them. Simple as that. There are zillions of commoners and nobles walking around the city as well. Some might find it annoying that they have nothing more to say than a single line or so. Would you want to dump them too? Seriously, you and the other whiners on this need to get over it. I don't mind them being there because they populate any of the cities and towns and make them look less empty. Well sure, I do ignore them. Just like commercials on TV. Actually nope, it's more like credits going in the middle of the movie. Anyway, the point stays, they are out of place with names and looks (at least godlikes) and do not improve the game in any way. They are compromise done in order to get game funded. Same for not so stellar implementation of stronghold. It needed to be there, due to kickstarter goal, but was never implemented decently.
  23. You mean like watcher abilities and cleric/paladin bonuses that are exclusive to player character only. :D Note that I do understand your point. I just do not agree that PC is any weaker if NPC have stats with higher ability total, as long as those characters are made role-play wise, instead min-maxed.
  24. They are npcs in living world. They certanly should not be tied to some arbitary character ability points. And if their build has more ability points it does not mean that they will be better then player. After all idea is that companion ability points are NOT optimized for their role, but given based on personality. Customized player character will always beat that.
  25. As separate post, here are comments on other suggestions. 1) Supply mechanic. Love it. It is just right mechanic to manage classes with per rest abilities. But I would like adding some level of urgency to campaign, to reward more players that spent less time in resting then others. If there is some conflict in campaign, have it gradually escalate over time. Have it controlled through difficulty or some other slider (off, low, medium, high). 2) Custom companions. I do not have problem with them as such. But I would really like if story companions are not tied to the same 15 point attribute rules. They are, after all, story companions, not player created characters. They should have their attributes allocated based on their personality and should use over 15 points if needed. After all, they are special story companions. Even in old BG games, their companions had unusual high attribute total. But since they were predefined and not optimized, it was OK. As for custom companions, I would like if their mercenaries role is better reflected. Let them have upkeep, instead of one-time pay. Maybe even have it negotiable. Up front sum for some time, or right on share of loot during adventuring or something...
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