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Everything posted by Wormerine
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Beta IV - General Feedback [The Good // The Bad]
Wormerine replied to DexGames's topic in Backer Beta Discussion
Wait.. you click those? That’s a dedicated for skill based gameplay I am not sure I should admire or pity:-). “Space” is your best friend. I found slider a bit tricky to precisely operate but I am sure there are shortcuts for it. I like the speed of those extra 4 settings. -
First Hour Beta 4 - Bug Report/Suggestions
Wormerine replied to bleedthefreak's topic in Backer Beta Discussion
I can explain ship stuff: 1) the tooltip is a leftover - you indeed can use move forward as much as you want. To compensate its effectiveness got nerfed. 2) Manoeuvres can fail now - it seems that inexperienced deckhand crew can extend length of turning/jibing. It is expressed 8n “flavour text” and is represented by the arrow conecting the two “turn” boxes. -
New beta brought some much needed improvements to interface - some expected and some surprising. As such I wanted to make a list of stuff, which I think would enhance it even further. 1) Access to skill tree view from character screen. Why, oh why Obsidian have you put so much work into a clearer way of presenting skill trees and yet you insist on keeping it hidden behind levelling up? A button on character screen that would allow us to see the full skill tree would be very handy. 2) Bonus information before one gives an order in ship combat ok, stop move gives +20accuracy, move -5evasion. How about giving access to information before making a move. Adding that to tool tips is a must. In addition do turns now always take two moves? Is there a chance to fail and prolong the manoeuvre? What is this chance? 3) Hold to move in smart camera I adore the smart camera - it’s something I thought would be cool to add but didn’t expect to see. To make exploring even smoother would it be possible to add “hold to move” option like in ship view? Naturally there is a bit of a conflict as both mouse buttons already fill and important role with LMB being used for boxing and RMB for setting a direction your formation is facing. However, a toggle to replace the RMB with “hold to move” would be great for city movement over longer distances. EDIT: 4) Ability to disable quest/enemy difficulty markers in “expert” options EDIT2: 5) Greyout unusable spells in equipped Grimoire you pick spells on lvlup, you pick subclasses. That means some Grimoires are more useful than others. It would be handy if when viewed its content the Grimoire would gripes out spells which aren’t of interest to me due to being already learned or me not being able to cast them. Right now it’s a pain to figure out which Grim offfers exactly. 6) 7) Highlight craftable items - I like how UI has dedicated crafting button which shows how many recipies are craftable. It would be great if once the crafting menu is opened it would also highlight in what "folders" those craftable items are located. A need to clicking through every category to find 2 craftable items makes me less likely to bother. 8 Item sorting in stash PoE had a very handy feature of sorting items in stash according to type, value, enchantments etc. Without it sorting through items can be difficult.
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It's on GOG as well. I really miss my old 10mb/s internet right now.
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Ha! And I disliked her before Witcher3. But in my case it is mostly due to my expectations. Before Witcher3 Triss was pretty much filling Yennefer's role. I was wondering what they will do in W3 as they would have essencially two same characters. As it happens they nailed Yen and cleverly turned Triss into manipulative bitch, who used Geralt amnesia for her own gain. Delightful. Oh my, I feel like replaying W3 now, for Yen alone.
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Yessssss!!!!!! Now 10GB download and its GOOD TO GO!
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It doesn’t seem like anyone posted it yet, so here is the newest demo presentation of PP: Just as a heads up, it is a demo prepared for a PC Gamer weekend. While it is gameplay, it is not representative of an actual ingame mission, with much smaller squad, lacking many integral mechanics and a not playable faction being played as here. However, it does showcase some cool cor mechanics of PP.
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There is this weird situation now with multiclassing. Summoned weapons can be ridiculous in PoE1 as mages aren’t as survivable in close engagements. However, mix wizard with fighter and some of its perks and he gets much better. Give him summoned weapon from PoE1 and he is ridiculous. Yet, for a pure wizard and new summoned weapon might not be worth it (or more importantly fun). That’s a issue of stretching a system designed for single classes into multiclassing. Having those “situational” or “multiclassing oriented” abilities wouldn’t be an issue in itself, however, single class wizard might have an even smaller selection of spells if we count those “multiclass skills” out on account of not bringing enough to the table. Still, how many single class wizard builds needs there to be, if we can also shake things up by mixing spellcasters with other classes on subsequent playthroughs?
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I am pretty sure the deal is: promise to do with souls what I want you to do, and I will help you survive the fall. But it’s something I will be verifying in a semi distant future. It might be that completing favour quests is enough to guarantee survival. Yes, the boons don’t stack but if I remember well you do get the “Gods revenge ending” for every one you pledged alliance to and betrayed.
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Lliras attacks no matter what you say. Yeah, that's what the walkthrough said. All the playthroughs are melding into one right now. I am writing down all the questions and doubts and I will be experimenting with those and probably make a thread with my findings for anyone who cares. I could swear there was something about her being taken care of.
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Josh said that they were experimenting with wind mechanic but it ended up being more annoying than interesting. Isn’t “stop” somewhat a drop of an anchor?
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Check the results, so many people picked this one! EDIT: https://www.surveymonkey.com/results/SM-83FTDGN58/ Ekhm. I was one who picked it. Not to mess with results, as I even replayed my first PoE save to refresh my companions endings (poor Sagani...). It’s just I certainly didn’t do any other endings, so someone maybe adopted her? When you take her from her cradle, Lloras confronts you isn’t there an option to give him the baby? I am almost 100% sure there was some “give her to other tribe” thing going on, though I can’t rememeber. Anything thing I will have to keep my eye on.
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I remember it being reported that if you complete all Gods’ quest you survive the fall, even if you didn’t make a promise to any of them. Josh said a while ago, that it is impossible to survive the fall without making a deal with one of the Gods - I assume it is a bug. Never attempted it myself. If that it is a bug, it's a very well supported bug. Once you've completed even one god's quest (irrespective if you pledge to them), you have a quest update pointing you to burial isle to jump into the pit (and you survive). Narratively, completing the quest is what grants you their trapped souls on the island to carry you down, the pledge to become their champion is something extra.Huh. Interesting. Once I get to the end of my current play through I will try different things and see what happens. I was convinced you need to pledge alliance to one of God’s to get their soul’s support.
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After all game releases next week! ...oh wait. So. Bunch of codes. What did we learn? https://youtu.be/J6VjPM5CeWs
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- Scavenger Hunt!
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System that procedurally generates levels to play and enemies to fight needs to be handcrafted. PoE would need to change completely tech for it to happen. Prerendered backgrounds don’t lend themselves too well to being randomised as they need to be designed, rendered, have walkable/line of sight and goodness knows what else done by hand.For my taste there is enough procedural generation to get my fill. Obs strenght lies in careful world design and storytelling, and it’s wise of them to focus on that. EDIT. Typos, Thanks autocorrect. I only partially agree. I think a list of random encounters that are handcrafted and plotted onto a terrain appropriate for character location would work quite well. You can run into a random encounter any time on the world map or they can populate previously cleared areas. Add new "random encounters" to the random encounter table when the world changes, too. (Kind of like the assassins that would hunt you down in PoE 1.) I would create a random encounter table that has increasing difficulty depending upon the roll and has modifiers that depend upon location (no need to modify for level scaling because that happens automatically, but you certainly could). Throw in an algorithm to slightly modify encounter makeup and don't make the random encounters too common and you can have some great variety. (Extra monsters are already procedurally generated on higher difficulties, so modifying monster count is easy.) Ah! But this is quite a different thing. I am not saying that procedural generation is evil and has no place in the game. However, I don’t think that higher difficulties use procedural generation to add enemies - my guess would be that they are placed there, they just don’t appear on lower difficulties. I am also against the ideas of spawning enemies in previously cleared areas, unless that is precisely the point of said area. I hope for the maps in Deadfire to have a bit more thought behind them, like in White March. Couple ways in which generation could reasticly be used are: ambushes as you travel on land, and generated faction ships which you can raid. However, this is not what my reply was addressing. The poster suggested a generated dungeon with generated mob in it, which I confidently believe is not supported by current engine, and is not an easy thing to do. A good procedural generation takes a lot of work.