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desel

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Posts posted by desel

  1. 2 hours ago, desel said:

    Just had to make another exception to the 'No preorder'-rule for Cyberpunk 2077.

    Bought it on gog.com as well, to cut out the middle man and give all of the $66 to CDProjektRED.

    1 hour ago, Oner said:

    I'm trying to get my hands on a CE but unspurprisingly they went fast.

    Checked on Amazon the very moment it read "CD PROJEKT RED presents" on the screen during the conference and, fortunately the PC edition was still up for grabs by then. Won't be opened of course (at least not right away) so I had to get a digital copy on top of that. Also to be not at the mercy of the postal service and to be able to start playing immediately.

    Reportedly the PC CE will be available for the Americas and Canada after all, and when that's happening Europe, Asia and other regions might get restocks too.

  2.  

    Does anyone can name studio which make good/great game at first shot, and it was something bigger?

    CD Project Red?

     

    CD Projekt RED.

    Sorry, had to.

     

     

    As for Bloodlines 2 - I'm not big on pre-ordering myself, but for this I just had to make an exception. Same will be done with Cyberpunk 2077 the very moment pre-orders go live.

    Also: Available on ALL the distribution platforms (including the despicable one) which on its own can't be praised enough. Paradox fortunately also seems not as easily bribed as other certain publishers, so fingers crossed it stays that way.

     

    $90 for the Blood Moon Edition is "a bit" steep but then again absolutely worth it if it's guaranteed DRM-free by pre-purchasing on GOG.

  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.

     

    On Path of the Damned this should definitely be disabled by default. There really is no point to issue another warning like that when there already is one (in boldface) at the start of the game, stating that Path of the Damned

     

    "is only intended for players who want the most punishing encounters!".

     

    Which virtually makes -every- encounter there is a potentially punishing encounter. No need to mark them again as "too hard for your current level" or stick a silly skull icon next to it so that you don't forget what you have been signed up for when choosing Path of the Damned difficulty.

     

    Really should be an option to tick or untick in the "Difficulty" settings or as suggested included with the other optional punitive gameplay features under Expert Mode.

     

     

    As one of those "less is more" UI/HUD purists I'd appreciate the option to hide the floating numbers as well.

    • Like 4
  4. 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.

     

    Cheers for starting the topic and sharing your impressions on the matter, probably couldn't have summarized my opinion any better.

     

     

    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.

     

    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.

     

    My thoughts exactly.

    Constitution would be another factor in the likeliness of a character receiving a wound/getting injured (higher constitution -> less likely to receive a wound/getting injured)

    and would also determine the max amount of wounds/injuries a character can accumulate before succumbing to death (higher constitution -> higher amount of wounds/injuries to sustain).

    Much better than just setting the max amount to a fix number across-the-board for all characters and classes.

     

    Currently it really feels like they just lazily copy-pasted the whole thing from Tyranny.

    • Like 5
  5. Just a friendly reminder that the upcoming beta is likely the last chance to speak up and have the current "just health" implementation removed and the split health/stamina system reinstated again.

    Considering that "just health" is quite the step back (a.k.a. decline) from the additional layer of tactical depth health/stamina is able to provide this really should be a no-brainer.
    Removing a perfectly working system just because "some people" didn't get it right away (despite the tutorial, loading screen hints and obvious green bars and red portrait fills) was, is and always will be bullsh!t in any case and should never be tolerated.

    • Like 2
  6. Probably mentioned already, but any kind of cRPG (old school isometric or third/first person) set in the Dune'verse could be really cool, just for the highly unique and quite different setting alone.

     

    Something story-driven set in Warhammer: 40K would be a real challenge, however I think it could be done by putting the player in the shoes or boots rather, of one of the more prominent and central, already established characters like Gideon Ravenor or Gregor Eisenhorn, for example.

     

    With Tim and Leonard around - another World of Darkness-related RPG, preferably with focus on Vampire: The Masquerade, obviously.

     

    A proper cRPG set in the Lovecraft'verse would be very nice too.

    • Like 1
  7. In all seriousness, a health bar going down and not coming back up unless you heal is the same thing as having it refilled after combat automatically, in terms of make-sense. Like, you get beat up, your health is at the middle and you still fight like nothing ever happened and when it's out you automatically fall? Is on/off "serious" rpg mechanic? I don't think so. Also I don't see anything Diablo-esque about health bars refilling after combat, considering in Diablo you need to heal via magic or potions.

     

    One of the problems that's elegantly solved by splitting a character's vitality into stamina and health. Nobody's questioning stamina automatically refilling after combat.

    That's also why splitting vitality into stamina and health makes for the arguably best abstraction of how it works in real life.

     

    I too feel that in terms of mechanics it's something that makes POE stand out from the rest and therefore should be embraced instead of simplified. Dumbing things down never goes down well (see Tyranny or Dragon Age 2).

     

     

    Last paragraph seems to suggest that nothing's set in stone just yet though.

     

    yNyIN1R.png

     

    If there's enough beta tester feedback in favor of the old Health/Stamina system that is...

     

    Fingers crossed then.

    • Like 4
  8. No, and it doesn't need to.

    In fact it would be pretty stupid if Obsidian turned their back on 2.5D isometric, PC-exclusive cRPGs when it's much easier to compete in that segment, especially with an already established and acclaimed franchise like POE.
    The 3D open-world, multiplatform ARPG subgenre is way too over-saturated and you would have some serious competition to go up against.

    The sales for POE and TWM 1+2 show that there's still a big enough audience that enjoys these kind of deep and complex experiences you can sink in just as much hours as you would in something like TW3.
    Tamper with and try to improve for the worse on the classic IE-formula too much and you'll get something like Tyranny, which - surprise surprise - doesn't exactly sit well with the cRPG audience, going by the underwhelming sales figures.

    You could probably interpret the funding for Deadfire surpassing POE's already as a sign for the franchise growing. Not at the "through the roof" rate like it was in case of the Witcher, but slow and steady.

    • Like 1
  9. First of all I hate having characters knocked out. It feels like failure to me. I almost always reload when it happens.

     

    Second, I hate playing with negative status effects. Swollen eye? -2 perception. I'm trying to build my character to get the most effectiveness out of them and now my rogue or ranger is less effective. Is the overall effect huge? No. But it feels disproportionately punishing to the player because they've been doing everything they can to max out this character and now some of that is undone. This is one of those times where a designer thinks, "-2 perception isn't too big a debuff, players won't mind" while players will think, "this totally negates my Helmet of Darksee/resting bonus, how lame."

     

    Lower the difficulty and/or check "No Knockout Injuries" in the difficulty settings.

    Sorted.

     

    BTlTViC.jpg

     

     

    As a proponent of the way health and stamina management was (imho) brilliantly handled in POE I also fail to understand whenever Sawyer brings up the argument that some people had a hard time understanding how it works.

     

    Can it get any more clearer than this?:

     

    7r1EnBS.jpg

     

    Or this?:

     

    tUdxmla.jpg

     

    All they have to do for POE2 is to come up with an even more idiot-proof way of communicating what that green bar represents or why characters aren't dying despite their portraits filling up with red and just stick with the long-term health and short-term stamina mechanic from POE.

    • Like 15
  10. Having a proper visual representation of a guard's detection range would be nice too (potentially dependent on me having enough of some stat).

    Nothing's stopping the enemy from pulling this stuff on me, of course, besides the limits of good game design and my Perception score or another appropriate stat. Or a torch.

     

    Speaking of - I also recall Sawyer mentioning that it's now Perception (for real this time) and not the Mechanics skill which gets checked vs. detecting hidden things in the environment. A high level in Mechanics, if there still is a Mechanics skill in Deadfire, should now only help with picking locks, disarming traps and knowing or figuring out how to operate contraptions and apparatuses like you expect it would.

     

    Having a proper visual representation of a guard's detection range would be nice too (potentially dependent on me having enough of some stat).

     

    Like with any other visual helper features - as long as it's optional and can be toggled off, sure, why not.

     

    Shadow Tactics

     

    What a game.

    With a surprising (for the genre) attention to story and characters. I really dig the concept of the somewhat deranged teenage street urchin, talking to her weapon and tools as if they were people ("Wake up little knife", "Wake up little tune", etc).

    • Like 1
  11. And remove the requirement of remaining in stealth all the time to increase chances of detecting hidden stuff.

     

    This has been already confirmed to be not the case anymore. Being in scouting mode does not confer a bonus to detecting hidden stuff.

     

    Having things like time of day, equipment noise, visibility etc. would just make stealth a lot more annoying, not fun.

     

    Strongly disagree, it would make things a lot MORE fun, especially for rogues.

     

    Time of day, for instance does play a role in Deadfire. Every NPC has a schedule they'll follow and you can use that to your advantage.

     

    If I remember correctly they even confirmed pickpocketing.

    • Like 3
  12. Type: A cross between 3/4 Junk and 1/4 Brig/Brigantine, mainly because Junks are criminally underrepresented in any kind of media these days.

    Name: "The Heaving Harlot"

    Fate: The "inhabited soul" one. The soul of an actual harlot, complete with matching attitude, personality and behaviour (lots of cursing, sexual innuendos and overall potty mouth). Would repeatedly inject its/her comments during dialogue with the crew, without being asked of course. Being told to shut up would only encourage more comments.

    • Like 2
  13. Forgot where I saw or heard it - maybe somewhere in the Fig comments or during one of the Q&As? - but it's actually not the time being slowed down during combat (= Slow Motion Mode in POE with slower animations and all that) but the overall pace that has been stretched a little. Including slightly longer recovery periods for both the PC's and the opposing party, as well as longer (not slower) animation cycles.

    Switching from this "Slow" Mode to Normal (=Fast Mode) would just speed up things like recovery and animations again but not time itself, iirc.

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