Jump to content

eisenschwein

Members
  • Posts

    15
  • Joined

  • Last visited

Posts posted by eisenschwein

  1. This is still happening and absolutely not fixed, by the way. And by the looks of it, it probably never will, unfortunately.

    Just got to Neketaka for a new playthrough trying out the TB combat and almost immediately stumbled over the detached awareness circles/vision cones. And if it's happening there I guess it's still the same for every other location where NPCs "leave" outdoor or indoor areas for the night, often via entries or exits.

     

    2oMdQZ.jpg

    SjPwkt.jpg

    IcKnPY.jpg

  2. If @Aarik D actually was referring to the floating red damage/green healing numbers and notifications on status effects kicking in/wearing off (such as "Immobilized", "Immune", "Interrupt" etc) when confirming(?) that Expert Mode would also hide said on-screen feedback (during the Drowned Barrows sneak peek stream two weeks ago: twitch.tv/videos/254486517?t=00h48m10s).

     

    If this was the case - it doesn't work.

    It's still displaying the floating numbers/status effect notifications with Expert Mode enabled:

     

    slwtEc0.png

     

    Z93GNrg.png

    WSEqzjR.png

    isnNRXK.png

    CSRDWme.png
     

    In case this was a misunderstanding - I guess you could consider this another request for the corresponding on/off toggle then.

     

    Surely I'm not the only one who's bothered by all those numbers and Immune's, Immobilized's, Interrupt's, and whatnot firing off during combat, often at the same time and unnecessarily obscuring the battlefield in the process.
    Again, the very same feedback on damage output or status effects kicking in/wearing off is displayed in the combat log as well, so I'd really appreciate the option for less redundancy when it comes to communicating that information to the player. One source is usually enough (for me personally anyway).
    Wouldn't it be great if we could enjoy and appreciate the VFX, animations and environments during combat without getting numbers and notifications thrown in our face?

    • Like 2
  3. Because I (and probably others as well) like to find out myself - the hard way - if something's "above my level" and shouldn't necessarily be tackled at the current time.

    Don't know about you but If I'm going for POTD right away I expect the game to not hold my hand like that. I'm well aware that I'm entering a world of pain and don't need the game to remind me, thank you very much.

    MoNVdBr.jpg   iMSxokM.jpg

    + any other "above level" indicators I haven't come across yet or don't know of because they're not featured in the Beta.

    Also - is it too much to ask for a toggle to hide the floating red damage/green healing numbers this time around?

    Always wondered why this wasn't included, for instance as one of the optional helper features/visual indicators of Expert Mode in PoE1 already. Considering that you could refer to the combat log as well for the exact amount of damage or healing done at any time, effectively rendering the floating numbers redundant.

    Ype0VQU.jpg

     

    Thanks for considering.

    • Like 10
  4. Raising CON = raising the injury/wound limit, as suggested in the Health vs. Endurance/Health thread.

     

    My preference still lies with the endurance/health system from POE1 as well and I can't see the current one in the Beta doing things better in any way. If anything it does things worse than POE1 with the often mentioned

    a. fixed number of injuries and
    b. the missing strategic component of balancing and maintaining short-term endurance vs. mid-term/long-term health.

    I also wouldn't know (yet) how to bring back b. without completely replacing the current one with the endurance/health system from POE1, which of course would be the most preferable solution, but for a. it may be merely a matter of very minor GUI redesign with a small change to how one of the primary attributes affects the max count of injuries.

    As already suggested by @eisenschwein and others it would only make sense to let Constitution control how many injuries a character can receive before dying.

    My suggestion:

    Increase the max injury count by 1 every 2nd point in Constitution.

    Starting from:

    CON 1 -> max injury limit: 1
    CON 3 -> max injury limit: 2 (CON 3 was the lowest you could go in POE1, I believe it's still the same in the Beta character creation?)
    CON 5 -> max injury limit: 3
    ...
    Con 11 -> max injury limit: 6
    ...
    CON 19 -> max injury limit: 10
    ...

    This way the player character's chosen class (and accordingly distributed attribute points) as well as the NPCs/companions' classes would also be properly reflected in their different max injury limits. There would be not only distinction in how the different classes or builds participate in combat (melee, ranged, magic) there would also be distinction in how much they can take and absorb before reaching the limit and dying the final death.

    Should Maneha, a Barbarian (CON 19 in my last playthrough of POE1), not be able to soak up considerably more damage or accumulate significantly more injuries than Aloth, a Wizard (still base CON 10 in my last playthrough of POE1)?

    Two concepts for the corresponding redesign of the injury meter necessary to support the proposed revision:

    p0XTjJM.png

    doUfpQl.png

     

  5. My preference still lies with the endurance/health system from POE1 as well and I can't see the current one in the Beta doing things better in any way. If anything it does things worse than POE1 with the often mentioned

     

    a. fixed number of injuries and

    b. the missing strategic component of balancing and maintaining short-term endurance vs. mid-term/long-term health.

     

    I also wouldn't know (yet) how to bring back b. without completely replacing the current one with the endurance/health system from POE1, which of course would be the most preferable solution, but for a. it may be merely a matter of very minor GUI redesign with a small change to how one of the primary attributes affects the max count of injuries.

     

    As already suggested by @eisenschwein and others it would only make sense to let Constitution control how many injuries a character can receive before dying.

     

    My suggestion:

     

    Increase the max injury count by 1 every 2nd point in Constitution.

     

    Starting from:

     

    CON 1 -> max injury limit: 1

    CON 3 -> max injury limit: 2 (CON 3 was the lowest you could go in POE1, I believe it's still the same in the Beta character creation?)

    CON 5 -> max injury limit: 3

    ...

    Con 11 -> max injury limit: 6

    ...

    CON 19 -> max injury limit: 10

    ...

     

    This way the player character's chosen class (and accordingly distributed attribute points) as well as the NPCs/companions' classes would also be properly reflected in their different max injury limits. There would be not only distinction in how the different classes or builds participate in combat (melee, ranged, magic) there would also be distinction in how much they can take and absorb before reaching the limit and dying the final death.

     

    Should Maneha, a Barbarian (CON 19 in my last playthrough of POE1), not be able to soak up considerably more damage or accumulate significantly more injuries than Aloth, a Wizard (still base CON 10 in my last playthrough of POE1)?

     

    Two concepts for the corresponding redesign of the injury meter necessary to support the proposed revision:

     

    p0XTjJM.png

     

    doUfpQl.png

     

    Yep, had something in mind along those lines.

    Simple (to implement) yet making quite a difference in regards to what you'd expect from a character with high constitution vs. a character with low constitution in terms of perseverance or pain tolerance, if you will. It does indeed make little sense that an archetypical barbarian and an archetypical wizard should falter or fall from sustaining the exact same, rather low amount of wounds or injuries, unless they're built specifically around and with that in mind.

     

    UI-wise definitely an improvement over the "traffic light" too.

    Nice touch with the skull as well.

  6. Limiting the amount of injuries to 4 for all character builds while not factoring in, for instance different CON stats still is simplifying/trivializing things quite a bit too much.
    Reworking this to be more dynamic and fine-grained (both visually and mechanically) could actually turn out to be THE compromise everybody can live with, if endurance/health is not given another chance.

  7.  

     

    Greetings,

     

    so I briefly dipped into the Beta yesterday to see if the concerns regarding the "streamlined" iteration of the health system were justified and...

     

    Yes, I don't like it at all, for mainly 2 (for now) reasons:

     

    - It simply doesn't feel like PoE. With the injury/wound limit artificially set to some arbitrary number (4, is it?) it resembles Tyranny way too much, and obviously not in a good way.

    Correct me if I'm wrong but in PoE you could accumulate a whole bunch of negative effects, afflictions, injuries, etc in much more subtle (and natural) increments before either or both endurance and health were decreased to such a degree that you had to take a rest. Or take the chance and continue on for a little longer, risking to be murdered during the next encounter.

     

    - The tactical part is gone for the most part. Managing both endurance and health and pondering whether to heal up completely or take the gamble hoping that endurance will hold was both a thrill and a satisfactory experience, especially when pulling off the gamble and saving a restoration spell or a precious use of wound binding or field triage in the process.

     

    Haven't played the Beta yet myself but I can already tell that this is something I won't like about the revised system too.

     

    How about tying the amount of wounds or injuries a character can sustain before collapsing to his or her constitution instead? Limiting it to 4 for all character builds, completely disregarding different physiques and levels of hardiness/toughness is simplifying things a bit too much for my taste.

     

    If the classic endurance/health system won't be given another chance I could at least live with that compromise.

     

     

    It is already tied to a character's constitution.

     

    Your 22 CON fighter isn't as likely to drop as your 8 CON rogue (although one might argue the fighter's goal in life IS to get beat on so, their chance of going down increases).

     

    You only get an injury if you actually fall during the fight.

     

     

    Thanks, I figured that much.

     

    A puny wizard being able to sustain only 2 wounds while a towering barbarian could be wounded 6 times and still go on would be a more elegant implementation though. Especially within the roleplaying context.

    • Like 3
  8. Greetings,

     

    so I briefly dipped into the Beta yesterday to see if the concerns regarding the "streamlined" iteration of the health system were justified and...

     

    Yes, I don't like it at all, for mainly 2 (for now) reasons:

     

    - It simply doesn't feel like PoE. With the injury/wound limit artificially set to some arbitrary number (4, is it?) it resembles Tyranny way too much, and obviously not in a good way.

    Correct me if I'm wrong but in PoE you could accumulate a whole bunch of negative effects, afflictions, injuries, etc in much more subtle (and natural) increments before either or both endurance and health were decreased to such a degree that you had to take a rest. Or take the chance and continue on for a little longer, risking to be murdered during the next encounter.

     

    - The tactical part is gone for the most part. Managing both endurance and health and pondering whether to heal up completely or take the gamble hoping that endurance will hold was both a thrill and a satisfactory experience, especially when pulling off the gamble and saving a restoration spell or a precious use of wound binding or field triage in the process.

     

    Haven't played the Beta yet myself but I can already tell that this is something I won't like about the revised system too.

     

    How about tying the amount of wounds or injuries a character can sustain before collapsing to his or her constitution instead? Limiting it to 4 for all character builds, completely disregarding different physiques and levels of hardiness/toughness is simplifying things a bit too much for my taste.

     

    If the classic endurance/health system won't be given another chance I could at least live with that compromise.

    • Like 2
  9. I wouldn't call it 'punishing' - especially on Normal, even Hard difficulty - at all, in my experience with PoE the split system rather presents a novel and welcome strategic challenge having to balance and keep up both the health and endurance levels of the characters, no matter if they're 'squishier' than others or not. Didn't notice much of a problem there, to be honest.

    On PotD it's a bit of a different affair obviously but, as Obsidian has said numerous times before, they don't design around and for the game being played on PotD as the standard difficulty. You know what you're getting into and that it's going to be much more of a challenge to manage health & endurance on PotD difficulty. It's one of the reasons why it's called 'Path of the Damned'.

    Good to hear/read that Sawyer and Null are keeping the door open for the split system to possibly return and replace the current iteration, if given enough Beta tester feedback.

    I'd hate to see the split system being discarded just like that.

    • Like 3
  10. They said they're still experimenting so fortunately nothing's set in stone just yet.

    Would be pretty stupid though to throw a, imho perfectly working and quite innovative "gamified" representation of a character's vitality over board. Especially if it'd be for some people's lack of willingness to invest some time to understand and get the hang of things. There isn't anything hard or particularly difficult to understand about POE's health/endurance system to begin with.

    I hope Sawyer's preference for the POE approach (which apparently he also proposed and pushed for) prevails in the end.

    • Like 3
  11. 1M?!

    Even more than I expected then.

     

    @Aarik D or any other Obsidian representative:

     

    ETA on an alternative (PayPal) to pledging through fig?

    Pretty sure there are many Yurp-folks that want to chip in again.

     

     

    Would appreciate the PayPal option too.

    And yes, CCs still aren't that common in a few places including Europe, in case you were wondering.

×
×
  • Create New...