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Everything posted by Wormerine
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A modern classic, Pillars of Eternity. ;-) Started it up yesterday, just to look at the new portraits, and I was blown away by UI design in general - from main menu, loading screen and overall look of the interface. While I like the change of the style to reflect the new setting I hope that what we have seen of Deadfire is work in progress and that it will get an extra pass or two before the release. I am mostly talking about asthetic side of it, between black loading screen and some leftover menus it feels less “premium”.
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The system you suggest rewards buffs heavier armors as it rewards stacking pen over AR. It would not only solve problem discussed, but push it further, by punishing light/medium armor by adding extra damage for every point about its AR. Not to mention in that case pen would become a god stat for every weapon as it would mitigate any advantage an AveragePen/HighDamage weapons have over HighPen/AvarageDamage making the latter not only more likely to do 100%, but boost it’s damage done to low AR targets as well.
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You know you can still get access to beta by dropping $20? I wouldn't recommend it, but if you want it that badly it is there. As you mentioned space piglet, I think it is an interesting point to discuss. The point of space piglet and other unique to certain tiers items are to be unique for those who threw certain amount of money at the game during campaign. Giving those out to everyone is a certain betrayal of what those items represent - it is possible one was encouraged to pay more money during campaign just to gain access to those items. Now, I am personally against this kind of reward - in recent Phoenix Point crowdfunding I didn't go beyond lowest tier as I disliked "fig exclusive DLC sold there" - if I am putting more money, I want the product to get better, not to get more stuff to myself only. By the same logic, I really don't care if items I will get as a reward for backing will be made available to other players, or if beta will be opened. However, those were sold under such banner. While, you might be happy to get access to beta for free, some other backers might feel ripped off. You pay extra money to have access to early build and be able to provide feedback, and suddenly people who didn't pay can do it as well. For every backer who will be happy they got a freeby, there will be upset backer who paid the money. Now as a developer, whom would you want to keep a good relations with? The one who pays more, or the one who doesn't? But still it comes down to this: Obsidian doesn't owe you (or any of us) apologies. They are spending more time to make the game better, not failing in delivering the product. Q1 2018 was an estimated delivery day. No promise was broken, because no were made. Game got lots of funding beyond initial $1.1M - the fact they they are planning to release so close to original plan is impressive. It was announced it will be out in April. Now its May. Like you said: the most recently announced date take priority.
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Right now in order to board you need to essentially “sail into” your enemy. Do two half sail moves per round, to maximise speed (as mentioned before full sail doesn’t work properly, so by using it you will effectively move by half the possible speed). Distance between you and your enemy is represented by distance number on the bottom of the screen. Once it reaches 0 you will crash into enemy ship and boarding will proceed. There was a promise of automated fleeing/boarding a while back.
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Why would that happen? Did obsidian layed off writers to make space for coders&game designers? It is possible that story will be weak, but it would have little to do with expanding map design. Those two are governed by different teams. The challange for narrative team is making sure all locations can be visited in every order, however, it is something Obsidian handled really well in New Vegas. Even PoE1 hardly relied on linear progression, even though it had chapter based bottlenecks. It doesn’t seem like the nature of the game changed much. Even the more systemic content (ship captains, events etc.) are handcrafted.
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True, but its not openworld. Just world map view is quite a bit more indepth than traditional IE style game. Interactive world maps have been done before, albeit to in that exact form, and game still focuses on tight, prerendered, handcrafted locations. I would hope storytelling adn design will be tighter than in PoE1, as now when calm, repetitive exploring has been moved to overworld map, the locations themselves should be more impactful.
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I think, what made the quests in PS:T so very good, wasn't the quest themselves, but how they all were a part of the great puzzle of solving that question. PoE did that to a degree, but not nearly on that level. I think PoE has a bit of Planescape brilliance. The "what can change the nature of a man" was a brilliant moment, because it wasn't thrust upon you: there was no big revelation. It was a question directed to you - a player or a roleplayer. The answer you give doesn't really matter, and matter a whole lot at the same time. A space given to you to express your character, key moment allowing you to define your current Nameless incarnation.
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Thats not entirely true. Crew will keep injuries aquired during ship2ship combat. I would too, however, prefer if the difference was more visible. Even if it makes statistical difference, it doesn't feel like that. Posssibly a negative sideeffect of removing 25% health loss with every injury gained?
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I am afraid I have to say, that you don’t understand ship2ship combat yet, if it took you so long. Blame is not on you, as there is no tutorial ingame, and in current state it give you really poor feedback when it comes to various stats. In beta I found ship2ship combat to heavily favour the player, as you have better equipped ship. You are given enough resources to complete beta, without much stress. In ship to ship combat keep in mind that distance is important. Your default equipped cannons have an effective range of 200-400 meters. Shooting beyond that range will make it difficult to hit. “Stop” move gives you +20 accuracy. In the right range you should get between 70-100% hit chance depending on your previous moves and enemy position. Ships which face you with bow/stern are harder to hit, but you do 2x damage. Firing cannons with low chance of hitting is simply a waste of resources. Overall, I found it rare to have battles which lasted longer than 10 rounds - also jibe move is OP right now and needs a solid nerf. Also full sail is broken, and until it’s fixed there is not benefit of using it instead of half sail, which you can use twice per round.
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Ugh... I feel like I am making a mistake but let’s try: OP here is the thing: Disagreeing is not the same as attacking someone. You can’t post something and expect a pat on the head from everyone. As far as “tin foil hat” comment: it was a criticism of your theory not you as a person. A suggestion that a company is manipulating release dates for publicity gains is in conspirator theory territory. Therefore, bleedthefreak stab with tin foil hat. However, that his comment is ridiculing your theory, not you. To make things a bit more cheerful, here is a Care Bears episode: https://m.youtube.com/watch?v=YO_CHjjOoGg
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Given I am one of the "bullies" I can confirm that is exactly why I said what I said. My advice to anyone whose first language isn't English would be "use simple words and simple sentence constructions", and that was exactly what I was trying to suggest to Sonic. https://m.youtube.com/watch?v=8Gv0H-vPoDc
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Pretty much this. I doubt delay announcement is ever a positive thing - IMO, in case of Deadfire it is, because I would rather see it baked well than pushed through the door. Keep in mind that the longer the developer works on the game, the more it costs. If Obsidian can do an extra month of work it’s a good thing. What influences publicity is releasing a game and having it being broken - something that Obsidian had to do many times in the past. All reviews will be there to stay - the first impression is important. Anthem is a different beast. We got shiny looking-finished fake trailer on E3. That is it? We know it’s not real. Now, what is the game? What stage it is at? Why should it be good if Bioware failed to release a good game in years? Also it’s EA. EA hasn’t published anything good in a while. Why are those key team members leaving? Is Bioware getting sacked next? Do I even care at this point? With Deadfire we have been kept in touch on what stage development is, and how it plays and what we can expect. We know development is wrapping up, and extra month is not a long time. If they would delay it into 2019, then sure, something went horribly wrong. But I would rather have Obsidian do balancing and bug testing than me. EDIT: typos
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Not unfair, more like plain stupid. I apologise that it sounds mean, but I really can’t see the logic here. Is it the first game you ever backed/preordered? Games get delayed all the time. Original release window is rarely an actual one. What really baffles me is this idea that by delaying the game backers are somehow wronged. “Oh no, Obsidian is investing an extra month of wages to polish up a product I backed. Damn you! I demand something to compensate!” Not that I would be offended if the beta was open. Please, feel free to play short, rough side content with dodgy performance and unbalanced/not fully implimented mechanics.
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I found pathing much more reliable in Deadfire beta than in PoE. In one of the recent patches they added “push” mechanic from IE games - if two guys are already attacking an enemy and you will order a third guy to do it, if there is enough space your already static dudes will be pushed to a side to make space for a third one (without breaking engagement of course). Long range weapons tend to reach their targets reliably as well.
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These are all good points and valid concerns and I am afraid I don’t know game nearly in-depth enough to confirm/relieve your worries. Medium armour has always had this issue where you either build DPS character, and put him in light, fast clothing, or you build a tank so you put him in the heaviest thing you can find. To encourage medium armor use its recovery got buffed. Whenever weak armour is useful depends on how much penetration various enemy attacks are. While it won’t save you from heavy hitter, it should be useful against smaller attacks. If you want your character to survive prolonged, direct confrontation you have to consider heavier options, no matter if it’s fighter, rogue, wizard or cipher. Classes in POE aren’t restricted in armour types they can use, and deflection is stat entirely seperate from armours. I am afraid that in Deadfire you will have to get used to switching weapons. It is very encouraged by design - you can use any weapon without penalty no matter if you got proficiency for it or not, and proficiencies are rather plentiful. Luckily, penetration is very clearly communicated - if you are below penetration or do full penetration (2x pen vs armour rating) a tooltip above your target communicates it well, together with infamous NO PEN message. https://m.youtube.com/watch?v=zFSsIEApvKo 1:34 It is as simple as taking a look at enemie’s stat sheet to check what armour rating is the weakest and making decision based on that (change target, swap weapon, use modal etc.).
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Question Regarding NPC Companion Specialization
Wormerine replied to PatrioticChief's topic in Backer Beta Discussion
Companions come with three choices of class/subclass. https://forums.obsidian.net/topic/96217-companionsidekick-class-options-revealed/ This list doesn't include subclasses, but I am pretty sure, those are predetermined as well. -
It sounds like reactivity Deus Ex:HR had at the start of the game. If you take too much time hostages you were send to save will be dead already. It seems less like choice, as more like devs bypassing expected behaviour (game always waits for players). If it doesn't get any reactivity beyond loosing on "town defence" than it is disappointing. Still, a positive thing in a campaign, in which every thing after the battle of Ostagar I found extremely dull and rigit.