Jump to content

Multihog

Members
  • Posts

    102
  • Joined

  • Last visited

Everything posted by Multihog

  1. What am I even reading here? So you're saying that Obsidian should keep a poorly balanced ability as is just because you hate change? You should be thankful that they pump out free, high-quality updates instead of crying about it. It's nothing but a good thing that broken abilities and other balance issues get patched so that the game becomes the best it can be. You still know what abilities to pick; it's not like the tooltip lies about the ability. They changed some numbers? So what? The ability still does what it says in the description.
  2. Like the title says, something has broken this functionality. In previous versions, if you used the keyboard for adjusting combat speed up and down, this caused the indicator at the bottom of the screen to move correspondingly. In the current version as of this post's date, this functionality is broken, and the UI indicator doesn't move when the combat speed is adjusted via keyboard. This means that you can have combat speed at the fastest while the UI shows that it's supposed to be set to the slowest possible. I strongly believe that this bug is universal and doesn't have anything to do with my save game.
  3. I do understand in Monster Hunter World they write "XXX slayed" when you kill a big monster (and boy does that trigger me every time...). I, personally, enjoy the occasional Engrish. "YOU DEFEATED" in Dark Souls was some first-rate Engrish.
  4. And preferably one where you aren't The One in another way, either. That stuff is so played out.
  5. And hear the fan of my PC and other background noise and not hear the music or ambient sounds of the game.
  6. The thing is, though, that there are other people who play this game. That you don't mind the narration doesn't mean that many people wouldn't benefit from and enjoy the option to turn it off. I said the above to state my opinion about the narrator, not to argue against there being an option for turning the narrator's voice off. More to the point, though, I was going on a bit of a tangent myself, as you are about full voice-over (and which I generally disagree with too - I think it added a lot of immersion to the game and was by and large very well performed - and whilst I see the value of leaving much to one's imagination, I also believe there is great value in a performance as a means of delivery for those lines), and was actually addressing my one gripe about the narration which are the unscripted "they say" lines that follow each of the gods' dialogues. Oh yes, I also appreciate great delivery. Absolutely. It's just that I don't feel like voice acting adds much to this type of game, which could be described more aptly as book-like rather than movie-like. I don't feel it complements that type of design very well. You're just looking at a text box anyway, which doesn't really leave much room to connect with the voice. Also, you'll probably want to read faster than the voice acting plays out because you most likely aren't accustomed to reading at a snail's pace, unless you're a slow reader. In contrast, for a fully 3D game with facial animations and cinematic camera angles, it's absolutely crucial, and convincing delivery is everything.
  7. I see where you're coming from, and I'm sure it would take some effort, but based on the apparent demand for this feature, I think it would most likely be well worth it to implement into the game natively.
  8. So easy to implement that it has in fact already been implemented It says "voice", not "narration". What do you suggest? Every time there's a segment with narration, am I supposed to load the game (because you can't open options while in a dialogue window), provided I saved just before, go to the sound options, and turn down the voice volume. Then, afterwards, I'm supposed to go back and turn it back up? Seems like a lot of tedious micromanagement for something that could have its own universal slider.
  9. The thing is, though, that there are other people who play this game. That you don't mind the narration doesn't mean that many people wouldn't benefit from and enjoy the option to turn it off. As others have mentioned already, it's also a simple thing to implement, so there's really no excuse for not having it—especially considering how vocal people have been about it here on the forums. There's unquestionable demand for it. I'm going off on a bit of a tangent here, but I'm of the opinion that going for full voice acting was a poor choice on the whole. I always read faster than the voice acting plays out, so I either end up waiting for it to finish, which is jarring, or I skip half the voice line. How the old IE games, and PoE1, handled it was elegant: voice a couple of lines to give the player an idea what the character's voice sounds like, and leave the rest to their imagination. It's easy, an innate human ability, to imagine a voice for the rest of the lines. It also confers the additional benefit of being able to add more lines into the game or edit dialogue without it seeming inconsistent with the rest. On top of that, I'm sure the full voice acting cost a lot of money, money that could've been spent on other, more important things such as perhaps writing more dialogue.
  10. I second this. If they offer you SSRIs, don't take them. They're poison pills that mess up your brain's biochemistry by overflowing it with serotonin. This causes severe symptoms—potentially permanent, to some degree, after extended use—such as complete or partial sexual dysfunction, among others. Their entire premise is based on a myth that depression stems from a lack of serotonin, which isn't confirmed at all, and their effectiveness has been documented to be dubious, largely depending on a placebo effect. Nevertheless, doctors are always eager to prescribe these pills.
  11. I'd like to see a more tightly focused game with more reactivity, like Tyranny. I've been playing it lately, and loving it. I'm particularly fond of the fact that it gives me authority and lets me boss people around It's also great how it has a strong, convincing motive for the player character. There's always a sense of proper involvement due to how fundamentally the premise, and your role in it, ties to everything that happens in the game. You're basically doing your job. They did much more with much less. Better and more focused narrative, more reactivity, smaller world, less but more impactful fights > big/open world, lots of mundane errand quests that have no bearing on anything, lots of useless trash fights, narrative that has to conform to open world design and loses its urgency Besides that, I'll also say what I don't want them to do again: focus so much content in one city. I found Neketaka in PoE2 quite overwhelming, and had trouble balancing my gameplay between r̶u̶n̶n̶i̶n̶g̶ ̶e̶r̶r̶a̶n̶d̶s̶ completing quests there and exploring the archipelago. I've heard others report the same problem. EDIT: I have no idea how to add quote to a post when editing, but I agree with aksrasjel about the whole god-centric storyline getting old. In fact, I never liked it to begin with.
  12. Damn, kudos to you for being such an awesome and communicative dev(s)! Exemplary, really.
  13. I feel like a big part of the problem is that the music is too homogeneous throughout the entire game. The entirety of Neketaka's—and honestly nearly the whole game's—music is characterized by the same tranquil, Dorian mode type of mood, and the orchestration/arrangements are also very samey. Why does even the slum area have such a chill vibe in the soundtrack despite all the suffering, poverty, and criminal activity? I don't feel that the soundtrack reflects the area well. Also, like mentioned before in this thread, the fact that the music remains the same at night makes the soundtrack feel more static. Anywhere you go in the game, the music sounds more or less the same, and on top of that, the tracks are very subtle, which makes them all the more unmemorable. It's as if the soundtrack is deliberately as neutral as possible so as to not evoke any emotions in the listener. It's not awful, and certainly sounds professional, but it's neither particularly interesting nor memorable. It's definitely not something people will look up on YouTube 10 years from now and get a strong sense of nostalgia.
  14. The Witcher 3's, and almost any AAA game's, worst weakness is that they completely spoil themselves by always pointing the player directly to the objective. Back in the day, you could look up a walkthrough of a game if you were stuck; today, such a walkthrough comes built into almost every game, and it can't be turned off. If it can be turned off and you do so, then the game becomes unplayable because the HUD provides all the information necessary to finish the quest, not the game world. The game never leaves anything for the player to figure out or discover in regard to quests. It's always a matter of religiously following the quest marker and step-by-step list of objectives. Paying attention to the 3D world—or knowing what you're even doing, where you're going, and what the quest is about—is optional, the HUD and minimap being the main components that call for the player's attention. You can be completely clueless as to what you're doing in any quest in the game and finish it. Fortunately, PoE and Divinity: Original Sin aren't poisoned by this design. Having to know what you're doing in a game instead of blindly following a dotted line nowadays is considered "archaic" design by many. This, among many other reasons, is why I think it's silly to even compare IE-style games and something like The Witcher 3. They have next to nothing in common from a design standpoint.
  15. Not enough. The past two days I've played, all I've done is walk around from NPC to NPC in Neketaka. Having too much combat gets old, but still I think having too much combat is better than not enough. That's the worst. This game has a fun combat system, and it's been underutilized as far as I've played. I finally reached Old Town, and it's a blast.
  16. I'm playing Final Fantasy 8 on PC. I really like how this game has characters that actually look like human beings. The semi sci-fi setting is great too. I couldn't get into 9, but I've enjoyed 8 a lot so far.
  17. Oh, absolutely. My bad for not doing that in the first place! The output.log is attached, and the save is here: https://www.dropbox.com/s/tlowsyjns81418w/Dorf%20%28f93e5bbd-1f36-470d-9e3f-7767b98c9e9e%29%20quicksave.savegame?dl=0 Perhaps I can play the next version of the game. Thanks for your support. output_log.txt
  18. I'd say the fun isn't so much a property of the game itself, but rather people's experience of it. What someone considers to be fun of course ties directly to their individual preferences, and how well a particular game (or anything else) caters to those. Though I'm certainly not denying the fundamental importance of having fun when playing a game, because indeed why play it if not to have fun? For me a game feeling unbalanced would detract from my enjoyment of it, in part because it tends to rather constrain viable playing styles and options and such. How a game being/feeling too balanced would for others reduce their enjoyment though, I don't quite see; hence my curiosity (complaints about insufficient energy having been spent on other things or post-release rebalancing I get, but then it's not really about being 'over-balanced' as such). This is all anecdotal, but what I've heard people say is that they want to feel powerful, and to them, that feeling of being powerful comes from having some overpowered spells in their arsenal. In other words, those people like to blow **** up. They tend to argue that when the game is balanced, they never feel like a badass. I don't enjoy killing stuff effortlessly either, but some people apparently do.
  19. I'm gonna tell you about it anyways, because it is in parts about nostalgia. If you replay Baldurs Gate II now, the dialog is often really cringe worthy. And descriptions and mechanics aren't up to par for this age. I disagree on all counts. BG2's writing is solid and entertaining—very often funny—as are its mechanics. Not sure what you mean by "descriptions", but if you mean that grey descriptive text in PoE, then I'm glad for its absence in BG2 as it's all just redundant text. I'd turn it off in PoE if I could. Less is more. I don't care about the wrinkles some character has on their face. BG2 also has amazing companions and companion interactions. By the way, no nostalgia: I played for the first time in 2012. What a wonderful world we got, where we are allowed to disagree. ^_^ Oh yeah, definitely. Few parts of art lend themselves to objective analysis, where a definite conclusion can be made. Something like "better writing" is quite subjective.
  20. I'm gonna tell you about it anyways, because it is in parts about nostalgia. If you replay Baldurs Gate II now, the dialog is often really cringe worthy. And descriptions and mechanics aren't up to par for this age. I disagree on all counts. BG2's writing is solid and entertaining—very often funny—as are its mechanics. "Mature" doesn't mean better, though I'm not sure if it's even that to begin with. Not sure what you mean by "descriptions" either, but if you mean the grey descriptive text in PoE, then I'm glad for its absence in BG2 as it's all just redundant text. I'd turn it off in PoE if I could. Less is more. I don't care about the wrinkles some character has on their face. BG2 also has amazing companions and companion interactions. By the way, no nostalgia: I played for the first time in 2012.
  21. In the recent live, non-beta version of 1.2.0.0017, progress: I got 1 more functional button! https://www.dropbox.com/s/yxcmtdtbfv06zkx/2018-07-03%2022-11-34.flv?dl=0 It's not save-related or anything, by the way, because it happens even if I start a new game. I've tried reinstalling the game and everything. Something in this patch broke it because it didn't happen in the previous version.
  22. I decided to pick the game back up after taking a long break from it due to bugs and poor balance. Well, again I'm hindered by a bug, and a new, worse one at that. Well, the video speaks for itself: https://www.dropbox.com/s/erzlbaiyz2eknql/PoEbug.flv?dl=0 As evident from the video, all buttons but the middle one are unclickable. This renders the Behaviors entirely useless, and consequently, the game becomes unplayable, or at least unenjoyable, as my playstyle largely depends on the automated behavior. I tried playing in windowed mode and disabling Steam overlay and GeForce Experience (that worked for the previous similar bug that affected the UI globally, not just this menu) to no avail. The game version is the newest beta. Please help. Thanks. EDIT: it only happens in the beta update. I reverted back to the older, stable version, and the Behavior UI works fine. My save won't load with that version, though, so I can't play the game. DxDiag.txt
×
×
  • Create New...