
wih
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Everything posted by wih
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That's not a mistake. That's access control. Drives away players who can't read three lines without breaking out in a cold sweat and starting to drool. If you think Deadfire has too much text then try a book. That stuff is totally over the top with... letters. That's not fair. I have seen books and I have read some of them. And I am not complaining here. I liked the game and I backed PoE 2. I am fan of the game. The question I am talking about is why PoE 2 didn't sell well. The fact that some people face difficulties reading English prose doesn't mean that such books shouldn't be written and such games shouldn't be made. But I don't think Obsidian wanted PoE 2 to be a game that not many people will play. To repeat. I am not discussing whether the game is good. It is. A am discussing why the game didn't meet Obsidian's expectations.
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Nobody will do extensive surveys. Obsidian knows best what are the reasons, because they have the most experience to judge. However they won't tell us so... 1) Maybe you are right and maybe I am right. Without extensive survey we only have opinions here. 2) Abstract in the sense it was not personal and down to earth. Too philosophical. I have read such things, but mostly in my own native language. If I was native English speaker maybe I would think differently. 3) We have different perspectives here. I was able to understand what is being written, but the problem is that the writer tries to create a picture in the reader's mind using words. However, for the non native Engish reader those words do not evoke the same images and associations that the writer is expecting. So such a reader remains cold and is bored. Since you are saying that the game was well written, I will not insist that Obsidian should have written PoE in a different way, just that this probably led to some PoE players not buying PoE 2. 4) I mean this in the sense that PoE 2 only draws from the pool of PoE 1 players. By making the game a direct sequel Obsidian limited the potential player base for POE 2.
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The biggest mistakes with PoE and PoE 2: 1. Martial classes in IE games didn't have much to do and Obsidian decided to fix that. As a result the gameplay became too intense and chaotic and too much players were put off by it. And there were too much graphical effects and it was hard to see what is happening. And the fake attacks from IE games were removed so the pace became even quicker. Too much things happen too quickly and the combat log scrolls too fast. 2. The story was too abstract. It was hard to relate to it. 3. Too much text - difficult for non native English speakers to understand. Probably boring for many native English speakers too. 4. PoE 2 as a direct sequel means new players are reluctant to try it. Another but smaller problem was that DLCs weren't continuation of the story and you had to either replay the entire game for the DLCs or find your old save from before a certain moment in the game. The players who only play through games once were put off by this and they didn't want to buy PoE 2 early, preferring to wait until the game is fully complete. PoE sold well and it seemed that PoE 2 will also sell well. But most of the PoE I players were disappointed, so they weren' there for PoE 2. The game is great and it will be played for the years to come. It will be a classic. But it just didn't sell well enough. PoE III is now unlikely to happen.
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Guys, how do you deal with the UI? I find adding a new condition that should be at the top of the list extremely cumbersome. When I first create it, it is at the bottom of the list so I start to move it one step up at a time. But when I move it three steps up the list starts to scroll down every time when I press the UP button. Am I the only one who experiences this? I basically need to scroll the list back every time when I move the condition one step up. It is like Obsidian never tested what happens when you have more than 3-5 conditions in the list.
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I am at this moment sitting in the Cavern of Xaur Tuk Tuk. Four xaurips are untargetable and are trying to kill me, but the game is not in combat mode, so it is hard for them. I am regaining health very quickly. I tried to maneuver a little, which caused them to concentrate fire on Pallegina and knock her down, so she got an injury. Initially I thought this happened because Serafen managed to Whisper of Treason all of the xaurips at some point, but I am not so sure anymore. I can leave the cavern and enter it again, the xaurips stay untargetable. Eventually, I freed Mother Sharp-Rock from the cage and I named the island "Immortal xaurips". I got even more injuries but I at least I "completed" the cave.
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I think I see what you're getting at, and I think this back to a "in the eye of the beholder" situation. If I try to summarize what you're arguing, an analogous situation would be elemental damage types in PoE vs Deadfire. In PoE, the various Scion of Flame, Spirit of Decay talents increased any damage source of the given elemental type. In Deadfire, the damage source has to be explicitly keyworded with corrode, fire, etc. to get +1 PEN. You are arguing that "intuitive" here means the consistent approach of PoE1, where literally any damage source (even if it was a lash) would get boosted if it was the right element (this sounds like the Dark Souls interaciton with int). And you are similarly arguing that Might in PoE/Deadfire is more like the elemental talent approach of Deadfire, where even though it is very explicit and universal in how it works, it defeats the consistent approach because you will do fire damage but not be fire-keyworded and thus not benefit. (Personally I would consider either approach similarly intuitive; they are both pretty consistent but also still both require a "does it really work here?" testing every once and a while *cough* wall of flame *cough*) In that respect, the "eye of beholder" thing comes into play, because I think it matters what gaming context you are coming from. I was less bothered by Deadfire's new spell talent system perhaps because I'm really used to games like M:TG where paying attention like a lawyer to every single keyword is now second nature to me, but I can see how coming from most other RPGs where you expect something to do fire damage to be, well, fire, that that would be extremely unintuitive. Similarly, I'm less attached or fixated on the 1st stat of a 6-stat system being a physical strength stat, so might being a universal damage/healing increase is not really upending my expectations, it's just a new system with new things (and I've spent way too much time playing D3 so i'm used to the oddity of agility boosting how much damage my grenades do). So I find it more intuitive that might has a universal explicit rule rather than that it connects explicitly to how things were done in the past; and even if in the past it was not consistent e.g. throwing weapons and darts in BG in terms of strength but it would inform one's sense of what would be "intuitive" in this respect. It seems that your definition of "intuitive" is "something that is easy to explain and remember and which is also consistent". My definition of intuitive is "something that most people would expect to work certain way and then it turns out that it indeed works that way". My definition is a lot more fuzzy, because people's expectations differ and can also change over time. We can probably say that most people's expectations will be based on what the real world has taught them (that's one reason why "realism" is important to some people, including me). According to your definition Might stat is intuitive, but for me it is extremely counterintuitive. I would expect that Might stat governs things like melee damage, ability to draw a bow and reload a crossbow, probably ability to deal with firearms recoil (which you mentioned). It turns out however, that Might stat governs all damage (melee, ranged, spell) and also healing. I have even more trouble with Inteligence stat, to the point that I am trying to think of it not as "Intelligence" but as "something that gives AOE and duration". But I'm not criticising POE system. It was made to ensure balance between builds and realism wasn't it's primary goal. That's fine. Some people will love it and some will just accept it in order to enjoy the rest of the game.
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OP wants to play a character with magic who is weak physically. It is bad that there are still checks that treat Might as a physical stat. However OP can just skip those faulty dialog options and pretend that they are not meant for their character. Roleplaying involves many things and deciding which dialog options make sense for your character is one of them.
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Urgent request (DLC turn base option)!
wih replied to Pillars of fan's topic in Beta Feedback for Turn-Based Mode
xD. If you can do it once you can do it whenever you want. That's a silly suggestion. It's no that they don't allow you to switch between mods to forbid players abusing the system or something - it's probably just completely another thing to create a single system which can switch between the two. For players to be able to switch freely between the two modes the developers will also have to implement conversion from turn based to RTwP. Maybe this will be requested too. And it will probably be a can of worms. -
Urgent request (DLC turn base option)!
wih replied to Pillars of fan's topic in Beta Feedback for Turn-Based Mode
Apparently, it is not easy for the developers to provide option for switching between RTwP mode and turn based mode. However, in some other forum someone suggested that developers provide an option for an one time conversion of RTwP mode to turn based mode. I don't know how feasible is it though. -
Camera behavior (Turn based mode)
wih replied to Pillars of fan's topic in Beta Feedback for Turn-Based Mode
This is indeed a problem. Other people also complained about this. The developers will need to provide an option for the camera jumping and additionally, the camera will need to stop hopping to the offscreen enemies. This last bit is in no way intended. It makes no sense at all. -
Yes, this is a bug. The developers said they'll fix it in the next patch.
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Same thing happened to me. I was on the stairs and the young boars could barely touch me. There was a large boar also that died miserably without doing any damage.
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Icewind Dale was the first RPG I played. I don't like these open world games very much, probably because of Icewind Dale. Beside the nice atmosphere Icewind Dale had focused story and clear goals for the player. It felt like an adventure where you had to keep going through numerous obstacles and enemies. For me it didn't feel restricting, it felt like a challenge.
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A single battle is longer in turn based mode, but I tend to win that battle from the first try now. Previously I had the tendency to die and restart several times. So it is not immediately clear for me which mode is faster overall ...
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I suspect this is a wrong question. Obsidian tries to find new customers. Additional improvements, features, content and bug fixing won't bring many new customers. A turn based mode might. It is like a new release event. Suddenly PoE 2 is in the news again. For that, Obsidian may have allocated additional resources. Here is what Josh Sawyer said recently: "As time goes on, no matter how good the DLC or expansions are, the attachment rate goes down pretty sharply. If you release content a year after the game comes out, it usually doesn't matter how good it is."
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This is probably the auto pause on combat start option. It can be turned off. This option is unnecessary for turn based mode, but auto pause on enemy spotted is still useful because it enables you to avoid an encounter if you so desire.
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Pathfinding issue eating up movement points
wih replied to marajango's topic in Beta Feedback for Turn-Based Mode
In my game I told Eder to move through some stairs, but they were partially blocked by the main char. Eder bumped into the main char and continued to "walk" in place using up all his movements points and then stopped. Stairs are somewhat problematic.- 3 replies
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Creatures push other creatures of the way
wih replied to Grimo88's topic in Beta Feedback for Turn-Based Mode
I think it is a fix for the pathfinding problems which we had in POE 1. It is necessary for the RTwP mode and is probably equally necessary for the turn based mode. -
I don't think I have seen anyone being upset that Obsidian has added this option (few bitter posts about priorities, or doubts if it was a worthy investment, but nothing outrageus), those some people do seem to be worried that if PoE3 happened they might choose to go turn-based, which wouldn't appeal to them personally. Fair enough. Well summarized, @Wormerine. Thank you. Let's be honest: if tomorrow Larian were to announce that they're going to be making D:OS3 as a RTwP game, there would literally be rioting in the streets from the TB fans. And I would sympathize with those fans. For me, the singular most important positive characteristic of the PoE series is that they are RTwP games. Everything else about these games is secondary with respect to why I love these games. I think it is eminently reasonable for me to want one damn old-school classic RPG series made by a proven quality developer to be RTwP. Adding in yet another way to play the game is absolutely nothing to get upset about... If the turn-based play is unchanged, what on Earth would there be for Larian customers to get upset about? Your mistake is to think it's an either-or situation--it's not--never has been. Obsidian is simply adding another mode in which to play the game! So, your argument is defeated before it starts, actually. Why take the time and trouble just to falsely describe the situation? Deadfire RTwP hasn't gone anywhere that I can see... I am really loving this Deadfire turn-based play--whereas I but "liked" the RTwP AI-generated combat. My biggest gripe about the RT is that fights were over in a flash and I could barely keep up with who did what to whom... This Turnbased approach demands I take a bit of time and I find each fight infinitely more fun as a result--infinitely better than "press the spacebar pause", but as I understand it that mode of play in Deadfire has also been preserved. Obsidian is well on the way to making a very good game a truly great game, imo. Whereas I "liked" PoE1 and in lieu of turn-based I used the "spacebar pause mode" approach as a poor substitute, I also "liked" the RTwP mode as well. If you will remember, RTwP was added in after PoE1 was originally released! I remember the integration well. In PoE1, pseudo turn-based (Spacebar pause, select attack, space bar pause again, rinse and repeat) came before RTwP was actually made useful enough to use, IIRC. But I "love" (more or less) this turn-based mode--I'm thinking I actually prefer it to Larian's D:OS1/2 turn-based! What's with the nutty idea that "PoE3 is going strictly turn-based" simply because they've added a turn-based mode for PoE2? Come on--that's not logical, is it? As they are honing and refining the PoE2 engine to support *both* it of course would be ridiculous to suddenly hobble PoE3 by making it strictly turn based. Let's give Obsidian a bit more credit for brains, eh? I am sure Obsidian would never betray their core supporters - the people who backed POE 1 and 2. However I am not sure what Microsoft would do, so maybe kanisatha is right to be worried a bit. For me, ditching rtwp mode in a possible POE 3 game is going to be a PR catastrophe. I think that if (a huge if) we get POE 3, then it will have both rtwp and turn based modes. This is the only sane thing for Obsidian to do. It will be more work, but they will sell to both rtwp mode fans and turn based mode fans. And Larian will start getting heat for not supporting rtwp mode
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It is easier to implement a turn based game on top of a real time game than vice versa, so if this turn-based mode is successful then we can see POE 3 on the same engine, which means it will also be a real time game at its core with a turn base mode added. This is much better than never seeing POE 3. I think this is a great move from Obsidian and I wish them success.