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PRuano

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Posts posted by PRuano

  1. For sure if the game wasn't f2p with optional p2unlock, still there should be the same number of paying players and none of f2p.

    Simply all the f2p tried the game for a while then leaved cause low content, low rating and high bugs...

     

    But I understand why you are angry. Personally I prefer to try something before to buy it for that reason. A car, a chair or a software are the same. Problem is they are spending few time on this project for more complex and bigger and valuable pc software I fear.. 

     

    Anyway, if you love the game as you say, think to make it available all over the world to have the largest community of players playing together. That will be great and many more players of a bigger community also will pay for the game to have everything unlocked. Me too in the end, as they release the multiplayer feature.

    But again, half content and too many bugs at the moment. We have to wait 2017..

    Not sure if you were replying to my post.

     

    I dont have too much of a prob that is fremium (its normal these days on mobile, got used to it, at least they have a full content unlock), and none whatsoever with season type releases (which usually means not all content delivered upfront).

     

    Its only when the fremium system is badly implemented in that it gives "freeloaders" too much without an incentive to contribute somewhat (either through in-app payments or add revenue) that it starts to disrupt the return and consequently the development of the game itself that i have a problem with, particularly since premium costumers (read as having paid the $25), are the most affected, both by having longer waits between content (which they actually paid for and in advance) and because some of the development resources need to be directed to fixing the F2P part (the first patch was mainly for that, if i recall), thus even less resources for game bug fixing and content.

     

    And as for try before buy, im all for it, but that was already possible before f2p, with demo versions, lite versions and shareware, you just didnt "try" the entire game (and im not counting extra content, or difficult levels in that definition of entire game).

    • Like 1
  2. And having said all that, I think that Obsidian has nothing to apologize for. They're doing the best they can on a hard project, and a year from now, none of us will care about the fact that everything came out late. What we will care about is the fact that Obsidian did the job right and that the game's amazing. I think that asking Obsidian for an apology is honesty childish. I'm assuming most of us have already paid $25 and will not pay any more; thus, from our vantage, Obsidian is essentially working their asses off to make a game for us for free. When someone does that for you, you don't demand apologies no matter how late they are.

    I agreed with everything you said up to this point, after that couldnt disagree more.

     

    i did pay the $25, as i bought the physical game before, loved the game, couldt stand the long setup and teardown, shelved it, was excited when they announced the digital game that would fix that, agonized at the several delays, loved the first release, wanted to support the development and prefer the classic premium model, so payed for the bundle but getting more disappointed as time goes by for all the reasons you said before.

     

    Obsidian is not "essentially working their asses off to make a game for us for free" for those who paid, they are just delivering what was paid for, in season type release, and failing at that.

     

    And honestly, i dont believe most paid the $25 for the game, i think most went the (horrible trend IMHO of) F2P way, just look at all the posts on how best to play it that way there are in these forums; the problem was, Osidian was WAY WAY too generous and made things too easy for getting a lot (if not most) of the content by that way, thus failing to monetize on that (F2P is still a business strategy for commercial digital content, and a tricky one at that, its not freeware), which obviously impacts development, both of this and future sets, which right now honestly dont see happening sadly.

     

     

    And I think the "state of the game" thread is total baloney. Obsidian's working out the kinks on this tablet version. When it's finished, they'll release it on Steam and it'll be a huge hit because it will be polished right out of the gate and the releases will come much more quickly. I truly don't think Obsidian ever expected to recoup their investment in the tablet market; this is just a dry run for them to knead out all the snags so that the Steam version is flawless when it hits. That's where their money is going to come from.

    Ya, but those of us who paid $25 dont particularly appreciate paying good money (and $25 is good money for a non AAA digital game, even more so in mobile than PC, not even Square goes that high) to be beta testers for a version which will most likely come out cheaper at release or be early discounted.

     

    And that PC money will, AT MOST, recoup losses, not fund future development for the other sets.

     

    I didnt agree at first (and still dont for the most part) with that thread views, but Obsidian must REALLY get their act together, or those predictions will come to pass.

  3. Did a small experiment, and although the sample was small, it points to the fact that you guys are just unlucky.

     

    Managed to cycle throw the top card 45 times, and only got 4 repetitions, on a single try.

     

    You may wanna try it yourself.

     

    The trick is using Merisiel Evade power to get the top card, evade, force reshuffle.

     

    To setup, go to a quest and create a party with Merisiel (for the peek and shuffle), Kyra (for the 6 blessings and cure Merisiel), Seela (for 6 blessings and cure), Sajan (for 8 blessings), Lem (for 5 blessings and cure) and Lini (for 4 blessings and Cure)

     

    Next put all chars on Town Hall (if available, the best since it allows a new explore with any type of card, not only blessings or allies) or another that allows extra explorations (either through discard or other effect).

     

    Merisiel turn will be:

     

    - explore, evade, use blessing/ally/location power, repeat until no more cards can be used to explore (be mindfull of always leave enouch cards in hand that you never run lower than 5 with hand reset)

     

    For OTHER chars:

     

    - give card to Merisiel (preferably blessings or allies that allow extra exploration, or other cards if location allow discard to explore), cure Merisiel if possible (Kyra has Cure spells AND Heal power) and then skip turn.

     

    For each Merisiel exploration, make note of card drawn; for better results, keep a table with a number and a card, and just keep track of card number.

     

    Do above until blessings deck runs out.

     

    Then just check number of sequential cards drawn.

     

    Results will vary of course, but doubt very much it will be 50% on average like you claim.

     

    Its obviously an empiric and limited method, since we cannot program a large number iterations of draw a card, put back card and reshuffle of the location deck that would give better results, but does gives an idea that the shuffling method isnt as flawed as claimed (not claiming its good either, like i said its an ineffective method and only allows a small sampling for testing, which cannot give a good evaluation of the algorithm, but not as flawed as claimed).

    • Like 6
  4. Its well known to any real programmer that something with these kinds of interactions between entities, with several edge/special/unique cases are way more dificult to implement for a computer than for normal human beings, who can infer a lot that needs to be explicitly written for a computer (its that leap that machine learning and A.I. may acomplish and why those fields are getting so much backing from all the majors, from Google to IBM).

     

    Add to that several platforms with different rules of programming, and you have a lot more trouble (yes, the model is the same to all, but it still needs to be coded for each,and even if using multi-platform development toolkits, theres always problems; and after that theres all the different stuff like UIs)

     

    And as for the boardgame side, go look at the size of the FAQs and Errata and all the mistakes paizo did on the boardgame version, that required 3 editions to make it right.

     

    So my advice is give the devs a break, go play some other game (plenty of those around), and come back in a few months (its a season pass/episodic type of game, get it?) when all the content is in and most of the bugs are ironed out.

    • Like 1
  5. Some more info:

     

    - the party was created with permadeath set (dont play story mode any other way), and was the first party created (right when the game was released)

     

    - the party suffered almost a TPK on Adv2, with just one char left, so left it on standby and proceeded with my second party.

     

    - since party 2 already got all legendary on Adv3, and while waiting for Adv4, decided to bring back party 1 (adding some new chars to bring it up to speed)

  6. They both give the +1 bonus, that is just the way they work, no reason why the greatclub couldn't give d10+1. The greatclub +1 gives the magic trait which is helpful for incorporeal monsters, among a few other monsters.

    Its a traditional RPG thing with d20 systems, static bonuses only come from magic/masterworks items or ability/feat bonuses.

     

    (There are a few other ways to increase the static bonuses but are situational and not directly related to the item itself)

  7. Yes, I'm aware of that bug, but this appears to be a combination, with *both* effects triggering inappropriately.

    The bug is with the damage being triggered on a bury card wildcard event, and the devs already said it is fixed in the next patch; a workaround for now is to forfeit any game with those wildcards and try to get a game without (thats how i got through legendary).

     

    The damage triggered from killed henchmen other than those from the scenario though doesnt appear to be a bug, is as written; nasty, but survivable.

  8. Yes, very frustating, nasty bug.

    Only managed to pass Heroic because got the wildcard that made all boons cost 4 extra, and always made what i could (choose lowest skill die, no buffs) to fail on the boons that would trigger the burying.

    The damage triggered by ALL henchmen type monsters (not just the scenario ones) is bad enough, with this bug its really nasty.

    Managed to finish in Legendary mode, got a game without those buggy "gain X, bury card" wildcards, so its possible (although i also got lucky that deck lookup got the henchmen and vilain early), all that force damage is nasty.

  9. Devs already posted

    This bug is still present as of now. This module is pretty darn buggy (particularly hate the way all "before combat" checks auto-fail, those Warchanters SUCK), but *this* one is the killer. Abandoned until fixed.

    Devs already posted it has been fixed in next patch.

     

    A workaround is to forfeit any game that has a widcard with the efect "gain X, bury card".

     

    And those before combat checks dont auto-fail, you can still use cards with chains, they will trigger those checks, its only a visual bug that makes the chains appear before the checks.

  10.  

    ...even when their card shows type = monster, that is.

    This happens for example when playing Blessing of Lamashtu against a villain, and only one die is added instead of two.

     

    Are you selecting to Discard or to Bury the Lamashtu blessing? I have several in my decks and they always worked as intended.

    Exactly, Lamashtu blessing gives a normal extra die when discarded, but requires burying it to get the two.

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