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Wormerine

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Everything posted by Wormerine

  1. This has been present for as long as I remember, but I see it as a potentially annoying mechanic, especially in the turn-based mode. During combat I targeted a Brine Imp with Jolting Touch when he was in the spot A. While the spell was being cast he teleported over to the spot B. Even though he move far out of range, the spell still reached him and killed him. It is quite disappointing that the only way to prevent the spell hitting is interupt.
  2. Six hundred hours in Deadfire and I never knew this. So Petrify is a quasi-4th level DEX affliction. Yup.
  3. Nope, so far it's pretty great. It doesn't feel like a patch-in 8 months after release mode at all.
  4. 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. I do like RTwP but as I expressed before I don't believe it is the most intuitive system: there is a reason most game which ask you to play in real time rely on simple math. Analyzing enemy's defences, armor ratings, chances to hit etc etc. isn't doable if you play in real time and that is the game, even though most difficulties are tuned low enough as to allow players to ignore half of the systems. As mentioned by other people, PoE did put a lot of work into making IE gameplay more managable and fit for real-time, but I don't think it is an intuitive system, or nor I believe that those are systems designers would come up with, if "real-time" combat was the starting point. Would I want series to become turn-based? I would defend developers decision if they choose to follow that route, but as we don't have many games which do real-time thing, I would say that it's a tradition worthy of exploring. In reply to one of the earlier post which I can't be bothered to look up: RTwP is not a more efficient system for people who can coprehend things happening at once. While Turn-Based system does make abstract mechanics even more abstract it adds different kind of depth.
  5. Did this patch receive some major optimization? The game runs so far shockingly well. I even tuned up some graphical option without a dip in the framerate.
  6. So far Obsidian hasn't released a single update which wouldn't allow you to load an old save. However, balance might change drastically breaking your builds. It all depends how much the system will change.
  7. Yup. Chacking your character sheet is the only way of checking what's in a grimoire right now.
  8. Both Grimoires I have found so far have been bugged: They seem to work just fine though (add proper spells when equipped) but it's impossible to preview what they contain.
  9. I like the idea of semi real time? This is what I did. Set auto pause every 6s. I still enjoy the real time benefits of attack speed, triggers chance and still managing the battle without space spam. What I see is that TB take away elements of attack speed and chance to trigger. I do think Turn-Based more naturally bring attention to game mechanics. Having to commit to every swing makes me pay much closer attention to what I do, and what other possibilities are, while in real-time it's easy to keep doing the wrong thing, either by not noticing something, or being just too lazy. A 5% chances to trigger should be fairly useless and less attacks will be performed. If items haven't been rebalanced for turn-based mode yet, I hope it is something Obsidian will look into once the data starts flowing. I also do like how dualwielding simply results in dual attack. It might be a bit too powerful (just calculating in head, how it was just slighly faster in RTwP - maybe a minus to accuracy on off hand?), but it's more natural I think than having reduced recovery.
  10. As topic states. While we can see numerical movement range of enemies while they take their turns, I think that a circular, estimated movement range (in straight line ignoring obstacles - or not! if you feel fancy) when hovering over enemies would be a useful information to have when making decisions about positioning.
  11. Ok. Here is a question: Does Beast of Winter has it's own "DLC has been installed and awaits activation" message? I started a new playthrough with a third character in turn-based mode and after leaving the opening beach for the first time I was met with two messages: and As you can see Beast of Winter is installed: Just to be safe I uninstalled and reinstalled the DLC. I am using GOG. Here is an autosave, just in case: https://drive.google.com/file/d/1JVQ3Lgr7yhzOkpCT8mk087_QPhV0BGF-/view?usp=sharing Or maybe there is no message and it is unrelated to an issue from my previous playthrough. EDIT: Indeed i received the letter from Vatnir and this time quest appeared in the journal. I assume that BoW doesn't have its own dedicated popup window. Noriko's issue unrelated.
  12. Oh, what would be neat is an ability to set player and enemy speed movement separately.
  13. That is something to be said about stat/roll based combat and a turn based system giving player time and space to analyze the situation and choose the best tools for the job. It's like D&D was designed to be turn-based or something!
  14. Didn't get far as of yet, but so far it's bloody brilliant. Well implimented and fun so far! I started on Veteran (just to be safe) but might restart with the key fights of opening isle won't be too challenging. It feels good. Turn based works wonderfully with roll based design of PoE combat and they really did think this through. With certain abilities being free I am looking at many abilities that I used to ignore otherwise. I am still trying to figure out how exactly some of the mechanics work. Initiative? Ability duration? That's true, all turn-based games I can think allow players to change weapons equipped within limited slots without any cost. However, I don't think that means that pricey weapon switching shouldn't be a thing. I think Obs wants weapons switching to be a decision, rather than a tedious micromanagement. Overall, encounter design worked that way for real-time with pause (do I want to switch my weapon or: switch my target, buff myself, or debuff an enemy?) so it makes sense it got translated to turn based. EDIT: Dual wielding too good? Purely speculation.
  15. Even better - permanent arena, where you create and level up characters and who can die during combat. I don't think I would like multiplayer with real-time system. Turn based sounds much better. Still, good netcode is expensive. I am also not sure if balance is there to make multiplayer enjoyable. But sure, if PoE3 were to had some of the Microsoft budget, while still remaining, well, PoE a small multiplayer component would be welcome.
  16. Seems like they created couple renders for the backer beta locations, but abandoned the concept for the full release.
  17. I started a new playthrough with a turn-based mode on. I noticed that when stealthed the team moves with the same speed, as when unstealthed. Intestingly enough: give move order when unstealthed > while moving turn stealth on = characters slow down to what used to be stealth movemements speed. but stationary and in stealth > give movemement order = characters move in full speed.
  18. We will see. I am sure there will be issues. But the gameplay shown yesterday on CohhCarnage's streamed looked excellent. Technically it seems to be implimented really well, and coming from D&D the system is a good fit for turn based. Balancing it to make it fun is a challenge but it seems like they did put their hearts into it.
  19. I would expect the patch to drop around the time expansions usually do - as mentioned before 10 am PST is a fair estimate.
  20. I believe type of random events you get depends on what kind of crew you have - I personally got “Orlan game” twice but encountered a lot of “Make a sacrifice to Ondra” events.
  21. Overall, dare i say it, I would welcome random events both on land and sea.
  22. Shush. I already killed my hopes for a proper, major post campain expansion exploring the aftermath of Eothas actions and Deadfire's state after factions conflict. Do not rekindle those hopes.
  23. Sorry for being off topic. But its great to meet someone who play homm Who doesn't plau homm? Which reminds me I bought HoM&M3 on gog a while back, and still didn't play it.
  24. Josh picked and pitched the project. There was a point where they decided to make a RTwP game over a turn-based game. And they pitched an RPG in stype of Infinity Engine games. He is also pitching a Medieval RPG with turn based combat, and so far it hasn't been greenlit.
  25. Or in this playthrough it wasn't only Rekke's mysterious companion that got erased but Wael/Hand Occult. (reference: https://forums.obsidian.net/topic/108024-forgotten-sanctum-rekke-ambient-comment/ )
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