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Tigranes

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Everything posted by Tigranes

  1. Read the Bestiary to see their strengths and weaknesses. They have low HP and are weak to fire damage, so if you do it right you can kill them quickly. Shades can summon Shadows, keep that in mind.
  2. Uh. What. 1) Wherever you can replace party members, you can rest for free or for a negligible fee. 2) Opening a door with a key deprives you of, like, 40xp. Those are very weird exploits, because they're very annoying to do, for an extremely tiny benefit (in 2) and zero benefit (in 1).
  3. I'm pretty sure there are no such contractually binding rules. Kickstarter pledges are glorified donations. In fact, Larian didn't hesitate to scrap the 10+ level megadungeon they promised their backers in a reached stretch goal the moment they discovered that taking the immense time and money to put it in the game would cause them to have to cut corners and half-ass everything else. That stuff happens. Intelligent project managers simply take it on the chin, learn from it, and then do what's best for the game, even if it means they'll have to suffer a few whiners complaining about broken promises later on. Did they? I don't even remember, and I backed D:OS. The moment the KS ended I knew the megadungeon would be a big problem. But I don't think anyone could reasonably have foreseen that it would be acceptable to tell backers, "hey it's not a good idea to actually make it." (The problem, arguably, was promising it in the first place. But that's one of the ways all first gen KS's went awry, from physical rewards to megadungeons.)
  4. Everyone gets a saved game before jumping in the pit, it's automatic.
  5. VD has shredded games in the past, both before starting AOD and during. I don't really see how you can be 'predicting' how other people are going to review the games - but I guess it's a very thinly disguised way of saying "hey if you read those positive reviews keep in mind one guy's a shill and another guy well at least he realises how some of the game sucks."
  6. Of course I can blame you. It was additional work to implement a separate feature for custom companions that many people demanded, and it is a feature which increases your options and replayability regardless of how many pre-designed NPCs there are. We also have clear history of the Kickstarter campaign where people asked for it and it was presented as a stretch goal. So there is absolutely nothing in the actual facts that supports anything close to "oh they are so lazy". I also like well written companions. I don't wish there were more, but I wish the ones we had got more attention.
  7. A game that tries to derive its made-up words from real life languages shouldn't be punished for having a few words that aren't derived. Raedric never joins you MonarchX, he just comes back to bite you in the arse and call your mother mean things later on.
  8. I only finished an ironman Monk on hard, but I could avoid most of the delemgan types (or hit them early), distract with figurines, etc. - same with crystal spiders. Paralyse isn't as big a deal even if you get hit by it. I did invest in a lot of gear and talents for Will saves, Prone/Stuck bonuses, etc. I imagine it's not as straightforward on POTD.
  9. You don't. It's just one of the failings of the 'make-multiple-PCs-and-call-them-a-companions inn imo'. The idea of which (for me) is just them being lazy and going 'We created 6 companions with stories, but now I am tired. Lets give the playerss the tools to create generic companions for their party and call it a day!'. And it's not like the cost of creating a companion would have been very high and thus the few we got - they rarely interact with the world so I can't imagine giving them a backstory and stuff being so hard for a writer to do... ...but good to know about the moon godlike....I didn't realize their self heal was good enough to replace a priest. Now maybe I could create non healer PC and not having to suffer the Dunce (or was it Durance....) in the party:) Companions are an investment. You have to invest in quite a bit of writing (at least, more than any other character gets in the world other than main villain etc), you have to invest in portrait art, you have to invest in a companion quest, you have to invest in voice-overs (which cost a lot), and so on. Indeed, part of the reason POE companions aren't quite as vocal or involved as in some other RPGs is precisely because they are a lot of work. Meanwhile, they added the ability to have custom adventurers because... it's a nice feature and one that many people asked for. Of course, now, you mistakenly connect the wrong dots and complain about that too. Moon Godlike isn't as much healing flexibility / power as Druid or Priest spells, but they are definitely the only racial bonus to be really good at the moment. They're surely far too good - look at Human bonuses which are very similar but get a 5-second delay that makes it useless.
  10. Food is crucial to survival in early game on POTD/Solo. Certain potions and scrolls, like Fan of Flames, Paralysis, Revival, Maelstrom, Major Endurance, can be battle-changing at strategic points. Enchanting is so obviously useful for almost any player, and especially with merchants selling ingredients, there's no conceivable way you're lacking ingredients if you've looked everywhere.
  11. Try support at obsidian dot net. I suspect they won't have any direct control over your issue, but perhaps they can help nudge one of those involved.
  12. If you could just add MP, why not? But designing with MP in mind almost invariably has a negative impact on the overall design of the game, as testifeid by developers over the years - e.g. Swen Vincke of Larian talking about the co-op centric design in Divinity: Original Sin. The reason BG/BG2 MP never really took off was because the game didn't do this, and didn't really design anything with MP in mind. Invariably, MP was very clunky and not worthwhile.
  13. I have no idea. Our team here has no relation to the Armoured Warfare forum. You should continue to follow up with My.com, or to try and find admin contact information on the forum page itself.
  14. No, the best melee rogue dual-wields very accurate and/or life-leech weapons and takes advantage of flanking and other penalties. Because then the enemy you are 'engaging' dies in a few seconds, so it doesn't matter which way it's facing.
  15. "Hey, we are working hard to fix this bug, and we're also letting you know this fact!" "GRAGH YOU ARE STUPID WHY ARE YOU TELLING ME THAT YOU ARE FIXING THIS BUG" People like you are why many developers, and other professionals, quickly realise it's a bad idea to communicate with their customers. Stop ruining for everybody else who would like devs to communicate and listen.
  16. Petrify is currently insta-win button, yes. Sky dragon is still very doable on solo without it, however. Its damage output isn't that strong and it's also not particularly HP bloated, so given decent deflection and defenses (let's say, 70+) you'll be able to go toe to toe and live to tell the tale.
  17. They are harder than other enemy types in the early game, and they do require you to use a slightly different strategy compared to them. I don't think they're super difficult or strange in any way, but they are a good example of how to make enemy types not so much "blob of HP".
  18. Buy climbing hook and rope from Gilded Vale for the Valewood wall, too. Or get higher Athletics.
  19. Maybe originally they had the more ambitious idea of using the sounds of the bells to guide you to guess?
  20. You're clearly not powerful enough to finish the lower levels yet. So come back later. Why do people think "this dungeon is broken" instead of thinking "my party is still only level 8, 9"?
  21. Most bugs identified since release have been addressed, or are in the pipeline. Patches are coming out basically on a weekly basis, and you can also choose to have access to beta patches. The game is very polished for most of the time. If you're unlucky to get one of the specific issues, you can look forward, often, to a patch the next week. *shrug* games have always been buggy and bugs have never stopped me playing them, so it depends on your own threshold.
  22. So you want to visit the same area over and over again and fight the same monsters for no reason other than the enjoyment of combat? Fair enough, but I think that's probably something most people who play games like this would get intensely annoyed by. I play for the progression and to move on to different challenges, and then to restart and try different characters. Not to kill the same things a million times with the same character. Sounds, as you say, 'pointless'.
  23. Ankhegs were bog standard enemies, they were just a bit stronger to discourage you going that direction too early. Shades and Phantoms, on the other hand, actually force you to learn the game systems and play a bit differently, after which you find they are not difficult at all. That is a good example of enemy design that actually encourages tactical learning and variation. The problem with POE is that there are too few enemies like shades and phantoms.
  24. What's 'ridiculous' is that you sent a very important character away on a mission...? Since there's no info on if there are any variables involved in the quests (at least that I can find) about how effective a particular character/class may be on that quest or whether it makes any difference who you send, it's not exactly illogical to assume you may want to send someone you feel has the best chance of success. Given you already know how minor your rewards are... *shrug* I don't think characters can die in missions, either. That would be disproportionate to how small a deal they are in terms of rewards, etc.
  25. What's 'ridiculous' is that you sent a very important character away on a mission...?
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