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Everything posted by Silvaren

  1. New patch broke description of Last Word warhammer. Parameters of this particular weapon aren't displayed anymore. I don't know if this is general issue or only while playing with polish language. "System.NullReferenceException: Object reference not set to an instance of an object"
  2. I understand that many people prefer turn based, but just imagining an enemy going around my tank is enough for me to want to stick to RTwP. But let's see how they deal with this and other problems. If this makes battles longer, then I'll definitely play with RTwP because it took a lot of time for me to finish my first pt. One way or another, it's a great option for players. Engagement can be solved just the same as in D&D. Ofcourse without attacks of oportunity while someone cast spell near enemy, but walking nearby - yes. The Temple of Elemental Evil done this right. Every character and monster have threat range. Enemies running in or out of this range provokes attack of oportunity. Number of possible engagement can determine how many of those attacks can be performed.
  3. I wonder how they will resolve action speed, recovery time from armor? Will they affect initiative or allow more actions in one round? Both Arcanum and Fallout Tactics had alternative comba mode. But in those games player could switch between both modes at any time. And those games had real time. Pillars is real time with pause. But if you think about that - every Infinity Engine game, Neverwinter Nights series and Pillars are quasi-real time. All characters act in turns but all of them act simultaneously (IE turn takes 6 sec, Pillars has more fluid period of time - action speed and recovery time between two actions). In IE games were casting times, weapons had speed factor, characters had number of attacks per round. In Icewind Dale 2, both Neverwinter Nights were initative rolls. NWN 1&2 had all spells with the same casting time (1 action) or certain number of attacks during this 6 sec round.
  4. I played it on PotD (without level scaling) and it was the hardest fight for me in the game with current and previous patch. I managed to win this fight in first try, but I used 3 scrolls of withdraw for few characters (I didn't have any means to resurect fallen heroes so I tried to keep them alive), run from Oracle to destroy those machines. Other hard fight was with Maura/Weyc for me. Problem is that player don't know exactly what such boss can do, how Oracle's attacks works and what is doing the stuff around the battleground (those machines and flesh bubbles).
  5. Look at it: https://www.reddit.com/r/projecteternity/comments/a81gd7/poe2_my_game_has_turnbased_mode/
  6. All of my playthroughs looks like that xD Maybe it's like that because of prebuffing being locked. Tyranny didn't have that featire and consumables were instant - but even then I didn't use much of those in case of cooldowns which could block use of healing potions. I always thought that you guys are using all consumables to the extend and I'm doing something wrong because of playing mostly without them.
  7. I played Infinity Engine games for years since the 90's. I never used consumables other than healing potions. I saved all those Potions of Cloud Giants Strength, scrolls, wands and other stuff "for the rainy day" (idioms - in my country we say literally: "for dark hour"). The need never comes. Every time I start a new game in Pillars 1 & 2 or Tyranny I promise myself that I will use consumables in most fights. It never happens. I'm playing on PotD difficulty only. I'm just finished Forgotten Sanctum DLC. There is one last quest for Ukaizo. Throughout entire game I used some healing potions (during SSS DLC and Forgotten Sanctum), bombs and some Empower charges (mostly during those two DLC). Other than that I used in some situations few per day / per encounter activie abilities from my gear which I find useful. Forgotten Sanctum forced me few times to use Withdraw scrolls (yeah, my illusionist with Arkane skill over 20 didn't use much scrolls during entire game). I keep all consumables "for the rainy day". The need never comes. Most of the time I don't see it to be worth. Take Pallegina for example. Put on her Blackened Plate Armor or new iteration of Sanguine Plate. Long recovery and rather low Dextirity are slowing character so much that I don't thing it's valid to lose action for drinking potions which will last only 20 sec (I'm talking about characters without Alchemy skill). Often I don't want to lose action even for use of Sworn Enemy. I was using consumables often only in solo plays and Ultimate Challenge in the first game but while playing with party it feels like waste of time. I rarely use Empower and never give much atention to resting bonuses from food (I'm resting to heal injuries). I feel that consumables and other limited items along with Empower mechanic can add fun to the game but I'm constantly skip those options of customisation. Help me change my mind and cure old habits. I would apriciate any advice.
  8. I know it's not a bug but an immersion breaking issue. It isn't probably worth programer's time. After reading Llengrath's scroll to kill all people prisoned in the Enclosures the sailros near Bekarna's room were still singing shanties (lying dead on the floor). I guess it's area's sound design and it just triggers there.
  9. I noticed that my Watcher's HP drop in some strange way. My Watcher didn't lose conscious but his portrait turned red. He wasn't at 0 HP but the game displayed it like it was no HP value at all - " /200", in other words - "empty space/max HP" and "0/200" on the portrait. I uploaded video of that fight: Healing and resting didn't help at all so I reloaded previous save. This bug appeared with Vatnir's HP this time. I uploaded second video: I put save files in dropbox: https://www.dropbox.com/sh/2b7k5jmxxcbgxse/AAAo4uzrl6mOU0JUMi2w2ih0a?dl=0
  10. Maybe someone will find this useful. If you upgrade Effort (2h sword with Raw Damage over time) to Hemorrhaging, it can cause Hobble or Sicken on crits. It works with abilities like Wrath of Five Suns (so I guess it should work even with spells and other AoE effects).
  11. I like first kind of romantic interaction with Xoti. But the rest of it - meh. I like that Pallegina is unavailable for watcher. It suits to her theme. There were only few romances in games made by Obsidian which I like. Visas and Handmaiden in KotOR II and Safiya in Mask of Betrayer. Maybe it's better thaylt Tim and Leonars won't put romances in the Outer Worlds.
  12. It's common display bug and easy to reproduce. It requires player to quickly spam dialogue choices via keyboard (during conversations) or during interaction on the world map (scripted events, places like abandoned village etc.). All those little numbers will stay until reload/entering new area.
  13. Illusionist with that mask from Vihtrack and Eye of the Wael Scepter. Many illusion spells are great for hard CC or simply debuffing stats like penetration.
  14. Alpha Protocol has great reactivity. It's very underrated game. Dialogue system is fluid and great for C&C, reputation and roleplaying certain type of character. It looks like The Outer Worlds will have skillchecks too.
  15. I will buy it asap. It isn't Spacer's choice. It's my choice.
  16. Beeholder, a holder of bees, a bekeeper. *Taps head knowingly* Beholders in D&D build hives so it makes sense
  17. I remember gold box games from SSI. There was one particular sci-fi cRPG as fun as Pool of Radiance and rest of gold box series - Buck Rogers. There is pretty good story why SSI made AD&D game with that license (Matt Barton made interview with people from SSI). Buck Rogers has that oldschool retro sci-fi atmosphere I would like to see in new game from Obsidian team.
  18. We need space opera with unique setting from Tim & Leonard! I'm hyped.
  19. Does Dragon Trashed from multiple chanters stack? I have that pretty stupid idea of making Magran Priest/Troubadour with party of companions/sidekicks who can multiclass as chanter - Pallegina, Konstanten, Fassina, Vatnir (Tekehu can't use Dragon Trashed iirc), puting Prodigy - Firestarter on the playlist and having fun until my entusiasm burns out. I never had more than one chanter in PoE 1 nor in Deadfire.
  20. 1. Did you play Age of Decadence? Did you play Torment Tides of Numenera? Did you play Deadfire at all? Or did you play old Fallout from 1997, Fallout 2, New Vegas? There are dialog choices that end up in unique way. Gives different outcomes, build reputation, express player's agency, character. I'm not talking about lore dumps. It's far better than behave good or behave bad + some optional questions as Geralt who is riding on the railroad conversations most of the time. 2. Maybe they are 10% story and 90% combat in some, but it is still better than 1% story with almost non-interactive conversations, 19% witcher sensen and 80% borring&repetetive combat with two different slash. Open world exploration in Witcher 3 is 100% combat. And Wild Hunt rarely rewards players for exploration because Geralt is probably already overleveled and itemisation sucks so much that only gear of certain witcher school is worth using. "Every single dungeon follows the same principles and the only difference is that the corridors are not the same" - you just described Witcher 3 but there are little to none unique locations in the open world. Cities are like empty forest with buildings instead of tress and non-interactive people. Compare Novigrad to Athkatla, Sigil, Sagus Cliffs, the Bloom, Maadoran, Neketaka or other cities in cRPG. There are more quests and interactions with poeple than in Novigrad where you can talk only with questgivers and traders and finish chekclist while railroading through simple and short sidequests. "If you want to keep playing the same thing over and over again" - another feature of Witcher 3. Let just dive for contraband 100000 timne, blow up XX of monster's nest, slash few bandits in their copy-paste camp or search for treassure because those stinking socks must be better than your Cat School Gear! xD "well go have fun with that"! 3. Yeah, Sapkowski made only few consultation for the game but he wrote most of that cool characters you can met in the game. You know - Geralt, Yennefer, Ciri, Dandelion, Zoltan, Avallach, Djikstra, Radowid (CDP Red twisted him into psycho), Triss (she's much different than in books). You should give huge credits to original author. CDP Red just copy-paste all those characters and break some of them by doing so. What I meant though was that Sapkowski wrote the story about Geralt searching for Ciri... And then writers from CDP Red wrote the story about Geralt searching for Ciri. You clearly can see some repetition here. 4. Andromeda wasn't bad game. Black PR was strong, peoples who repeated all bad words about the game without even playing it. Meta plot about Jardaans who created life in entire cluster and over a dozen different part of that worldbuilding story are more complex than the surface about colonisation in new galaxy. And imho better than the story about Geralt searching for Ciri and fighting against Wild Hunt. But story is subjective thing - it's based on individual taste, context of known stories encountered before. Andromeda is better than Witcher 3 at least in combat (every weapons have different feel - not only stats) - so there is another good thing about itemisation. Most weapons and armor and consumables are useful. Character progression is much better (you learn new abilities throughout entire game and those abilities add new mechanics, can change playstyle while in Witcher 3 at some point I had nothing to do with skill points - CDP Red even bring new skillpoints-sink mechanic in Blood and Wine DLC), exploration - though as in Witcher 3 you follow questmarkers, there are no "?" on the map. In Andromeda you go where you see something what stands out - and in most of places you will activate sidequest or find something to add to the worldbuilding and metaplot. Overall I'm not saying that Witcher 3 is bad game. It's average, has great characters, some quests are good, atmosphere and music is awesome. But the gameplay is just bad, character progression and itemisation are badly designed. And in terms of computer RPG genre it's below expectation and standards set back in the 90's - I mean it's below expectation in terms of combat mechanics, conversation options, quest construction, exploration, rewarding player, roleplay, C&C. And I'm not saying that Andromeda is great game. It's average like Witcher 3. Some things does better, some worse as in other AAA cRPG from last few years (Fallout 4 and Inquisition too). Gameplay wise I would say that Andromeda > Inquisition > Fallout 4 > Witcher 3. When someone makes open world cRPG where main story can take 20-30 hours and leaves 100 hours for watered down exploration - he should be sure that the gameplay is fun enough to keep player interested and engaged. CDP Red failed at that.
  21. Both Inquisition and Androemda have companions sidequests and those are at the similar level as the sidequests about main cast of Witcher 3. Andromeda is obviously better than Inquisition. DAI has little to no itneresting sidequests outside of Inquisitor's inner circle. While in Andromeda most sidequests build upon few themes of the game, bringing another brick in the wall of consistent world. There are ofcourse companions' sidequests - up to 1 hours long with cutscenes, combat, choices. There are planetary stories - which add to the worldbuilding and overall multithread story. There are sidequests about few groups in Andromeda - initiative, outlaws, resistance, roekaar, kett, remnents. Some are bigger, some smaller, but they are intertwined. Execution is mixed in quality, as it is in Witcher 3 - it's still the same scheme - go from point A to point B and pick one of binary choice. Story in Witcher 3 is about Geralt searching for Ciri (deja vu). It's simple, antagonists are flat - as same as surface of the story in Inquisition and Andromeda. But it's the difference between working on someones IP and working on your own IP. BioWare have paradoxaly greater creative freedom than CDP Red. They own THE Dragon Age Setting (in short - THEDAS), they own Mass Effect Universe. They can do whatever they want. When CDP Red was limited with Witcher's world - and Sapkowski himself said that this world is only a background to the story and this is why he wasn't bothering with drawing a map. Witcher's world is only a background. There is no story in it other than "the plot". Geralt is searching for Ciri, some side threads are in the background, the world is a background. In Inquisition and Andromeda on other hand - there is metaplot, there are stories which add worldbuilding. There are mysterious of the settings. In Witcher 3 it's hard to be surprised from the story or the world (at least if you are familiar with the books). THEDAS and ME Universe are expanding. Under the sufrace of cliche plot about saving the world from demons (Inquisition) or colonisation effort (Andromeda) there are metaplots - histories building upon huge lore. And all those little sidequests (in Andromeda for example) bring some hints to story of the world. Plot of Mass Effect Andromeda is more complex than people used to say, but it's hidden everywhere in the game. In planetary story missions, in sidequests, in little notes, datapads, on the map of the Heleus Cluster. I found some interesting analysis of the C&C in games on MrBtongue's channel on yt. Good desinged choice are those which work as the cause and effect chain of events. Good C&C work as simiulation in the world, logical outcomes. Butterfly effect style of C&C is often artificial for the sake of "big surprise". Once again I'll bring first Fallout - if you buy water from merchants to make them deliver it to the Vault, to the hidden location of the Vault 13, Unity Forces will find the Vault quicker. Cause and effect. Contruary, the simple example of artificial C&C is the ending of Witcher 3. There are 5 basicaly random choices during interactions with Ciri which determine the outcome of entire game - no matter how you will act you have to gain certain number of points out of 5 maximum points. Is it simulation? Is it cause and effect? Witcher 3 has the same illusion of choice which can be found in other AAA games of this genre. Seriously, PoE 1 and Deadfire, TToN, Age of Decadence have bigger reactivity than Witcher 3. Great panel about C&C and writing in games was presented by Josh Sawyer during GDC:
  22. Maybe I wasn't clear with my thoughts. As game Witcher 3 is borring and repetetive. During combat you can use fast attack, strong attack and optional whirl. You can use only three types of attacks during entire 100+ game and all weapons work the same. Signs doesn't matter much because you can't build character as mage, the have auxiliary role and when I was playing the game on hardest difficulty I used Quen 99% of the time. There is no "gamechangers" in combat because all weapons work the same way (difference is only in stats) and you have only 2 types of attacks + whirl. Even character progression is dumb because you won't learn new mechanics other than minor changes in using signs (which on hardest difficulty are pointless with except of Quen and situational Yrden or Axii). You don't learn new things, you only get % bonuses to stats. And when you learn enemies' animations after 15-20h combat stays borring to the end. I had to seek overleveled monsters with red skull to have any challenge. As roleplay Witcher 3 is just bad. BioWare's games have in some way defined character but in both Mass Effect series and Dragon Age series player have much more freedom in conversations. Conversation wheel gives players more option to choose than conversations in Witcher 3, while people are constantly whining about how dumbed down is conversation wheel. From the point how conversation are constructed it's even more dumbed down in Witcher 3. And yes, games I mentioned before are much better in terms of conversation and role playing. In games made by Obsidian, Harebrained Schemes, Iron Tower, InXile, Stygian Software or Larian player have much more options to: 1. Express your character, 2. express your agenda, 3. affect conversation via dialog choices 4. affect the world via dialog choices 5. use character's stats and abilities to get different results in different situation 6. all options give player additional solutions to quests or encountered problems. Quest design in Witcher 3 is terrible what means it's typical AAA cRPG. Player is led by the hand from point A to point B (Wticher senses) and find binary choice at the end. Games made by Obsidian, Harebrained Schemes, Iron Tower, InXile, Stygian Software or Larian player can chose different path, different way to solve the problem. Actually there are multiple solutions to most quests. Interplay's Fallout in 1997 gived players higher standards than Witcher 3 in 2015. Players could rescue Tandi in seven different ways. Players acted like they wanted. Vault dweller didn't have Witcher senses to follow throughout straight line. Play both Pillars, Torment Tides of Numenera, Wasteland 2, Age of Decadence, Shadowrun Dragonfall and Shadowrun Hong Kong and you will find more reactivity, more choices and non-linear quest design than in Witcher 3. And then compare the scale of sidequests from Witcher 3 to sidequests from Baldur's Gate II or Pillars of Eternity series. Show me sidequest in Witcher 3, where player can explore completly optional, huge, multi-leveled area with memorable characters and self contained storyline for 2-3 hours with fights, conversations, riddles, secrets and treasures. Show me in Witcher 3 equivalent of quests like The Cult of the Eyless, De,arnise Keep, Windspear Hills, Umar Hills with Temple Ruins, Planar Sphere, Sahuagin City, Watcher's Keep... Entire chapter in Underdark was optional in BG 2 because player could kill silver dragon end leave Underdark. Show me in Witcher 3 equivalent of quests like those in Raedric Hold, Fort Deadlight, Old City, Drowned Barrows... Sidequests in Witcher 3 are short. Main characters get maybe 1 hour-long. It's funny how people say "every sidequest in Witcher 3 tell the story". Isn't that obligatory for the cRPG genre? Seriously is it a new standard? Didn't you play any cRPG before 2015? As story Witcher 3 gives deja vu for anyone who read the novels. Hypothetically - if you switch writers in game with Andrzej Sapkowski but the story remains the same, you could call it self-plagiarism, a salad out of old lettuce (if I used correct idiom, you know, I'm from Poland and in our country we say literally - reheated chop). Some characters are twisted, Triss for example. Imho she was ruined by CDP Red. She manipulated Geralt in the way she didn't act like that in the books. And when she admittted to this during one conversation I coudn't chose my answer because the game was running that conversation on railroads! Great role playing, trully. New standards. Ofcourse you can praise how well developed are characters in Witcher 3 but in fact it's not CDP Red thing but Andrzej Sapkowski. Then if you say that Witcher 3 is better than other AAA cRPG - I would say that even Inquistion, Andromeda or dumbed down Fallouts from Bethesda in some ways are better (character progression system, itemisation, combat mechanics) and in other ways the same (quest design, certain characters sidequests). But Witcher 3 as other AAA cRPG is way below standards set by Interplay in the 90. and uphold by Obsidian, Harebrained Schemes, Iron Tower, InXile, Stygian Software and Larian. Slasher/shooter with movie style sotrytelling are just more popular than niche cRPG with player's freedom in complex construction of content. EDIT: And all activities on the map, so called "points of interest" in Witcher 3 are just fillers. Pointless open world in sake of open world because they are popular and easy to sell. Jason Schreier wrote interesting thing in "Blood, sweat and pixels" about Witcher 3 development. CDP Red run out of ideas to fill the game with interesting content somewhere in the middle of the process. So even exploration is borring and repetetive. Yet people will say that open wolrd in Witcher 3 is the best ever. Great taste!
  23. VGA is just stupid. Take 2015 for example. Best RPG category with Bloodborne and Witcher 3 but without Age of Decadence, Shadowrun Dragonfall DC and Underrail. And the winner was Witcher 3 with pointless open world and linear quest design, binary choices and rather small reactivity, almost non-interactive dialogs without roleplay options and with less lines to pick than provides BioWare's wheel. And they call it "story driven rpg" while at least 70% of the game is focused on pointless combat with trashmobs, borring point of (no) interest aka "?" and short sidequest - few minutes long with NPCs whoes name no one remembers. And the combat - you have many "different" swords, all have the same attack animation - and people hated that in first Mass Effect where every weapon had the same feeling. No game changers throughout entire game. And most people say Witcher 3 set new standards for entire RPG genre... You guys remember side quests in Baldur's Gate II? Those set standarda. They were like huge, separated storylines. The same goes with Pillars 1&2 but even better in construction - multiple entry points, multiple solutions, it's just non linear design of quests. It's like BG scale with Fallout design rules. I think those are great standards. Reactivity in Pillars, Age of Decadence, Tides of Numenera or Shadowrun series. Tim Cain said beautiful thing in the video about joining Microsoft. Some called RPG story driven games. "Obsidian makes player driven story". I'm sad because of sale numbers of Pillars 2. And VGA is terrible. It isn't about the best, but only about the most popular titlea. 2014 looked the same in RPG category.
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