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Feedback on new World Map (Overland Map)
Wormerine replied to Fluffle's topic in Backer Beta Discussion
Hold LMB to move will make things much better once it is fixed. Clicking on fog of war might be useful but I also see plenty of problems with it, once random encounters and supplies are implimented - you encounter island on your way, what does a ship do? Stop? (Probably the best option), try to find way around (possible going a wrong way), knowing ahead of you how to most efficiently go around the island? -
So do I. I don’t think that even completely removing XP from sidequests would bother me personally too much. But maybe it would. It would interrupt logic and consistency of the game further. Let’s not forget that many games manage to keep player engaged with grind and filling meters. Lvl up IS rewarding. Removing, or highly diminishing that part from a big chunk of content will have a big negative response. Maybe not from everyone, but from a reasonable chunk of audience, my guess would be. Getting a massive XP boost after defeating touh optional enemy or competing lengthy sidequests is par of the course.
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I encountered similar issue twice, but it worked in my favour - my companions refused to die and continued to fight even though I couldn’t control them. I am curious, are you doing something out of ordinary? Something must cause that to happen. If it’s happening to you regularly a detailed bug report might be helpful in figuring out what is causing this issue.
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That is why I liked that Deadfire used stretchgoals as a quality of polish meter not feature meter. They focused on orchestral music, more vo, more languages more companions, with couple thinks they wanted to do (like relationship system) but could do without. Clearly, couple stretchgoals during PoE were a bad idea - like two large cities, hold or ridicusly lengthy dungeon. Still, I am tipping my hat to them for fulfilling all promises.
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I think it was better than in NWN2, but in NWN2 it was an integral part of the story. In PoE it certainly felt like a kickstarter promise, which they had to fulfill but would do better to scrap it during development and focus on something else. Making ship your keep worked for AssCreed, hopefully will work for Deadfire.
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Feedback on new World Map (Overland Map)
Wormerine replied to Fluffle's topic in Backer Beta Discussion
In the E3 demo showed back in summer the map had a, well, actual map quality to it, with physical figures as a representation of your ship&party. I liked that style, tough I don't mind the new one. Seems more consistant with the overall feel of the game. It need some work. Josh had that to say on that matter: "JS: The world map has changed quite a lot. We heard a lot of feedback from folks that really didn't like the art style that we initially went with, and to be honest, it didn't really turn out the way that we expected it to, either. So we had Kaz Aruga, who's our lead artist, devote a lot of time and attention to improving the art in the world map and we're much, much happier with where it is now. There are still a lot of other elements we want to add to the world map to make it feel more dynamic, but the base art is a big improvement. We're also adding things like more unique icons on the maps and things like that. It's coming along." -
Feedback on new World Map (Overland Map)
Wormerine replied to Fluffle's topic in Backer Beta Discussion
Josh also mentioned “weather” system they are working on. I can’t remember, but I am pretty sure it was cosmetic (just like weather on land). We know there is this whole crew management thing, which is not in the beta yet. + encounters, ship to ship combat and boarding. Not much to do one the map right now, beyond getting from one point to the next and clicking on crates. Also, there was a request to have “hold LMB to move” (like in diablo) and it was confirmed that it was implimented, it broke, and it is fixed for the next beta release. -
Interesting. I never payed to those much attention beyond sending someone I didn’t use to do them. There is no stronghold in Deadfire, rather your ship is your stronghold. We know there is crew management, different ships to acquire and ship upgrades and ship combat system but we haven’t seen yet, so we don’t really know how it works. There are “repair tools”,and “cannon ammo” to be found in the beta plus one character can be hired as a ship cook.
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I agree, it seems that different aspects of your character interact with different parts of gameplay, with limited overlap. I am worried it might lead to even more disjointed experience. Idealy, all aspects of your character should interact with all branches of gameplay to unify the experience.
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Its invalid because Deadfire solved the problem by doing dialogue checks mostly based on skills, rather than attributes. Issue wasn't how might influenced combat, but that a game recognized my wizard as a beefcake against my wishes. Previous system, made defining role of your character easy and elegant, while right now you have to dive deeper to see what your class will really benefit from. The change was not made to make resolve important to casters only, but to make it valuable to everyone. It doesn't only apply to spells but all abilities, which aren't directly tied to weapon attack. Wizards have plenty of spells which don't utilize "resolve" and rolling with low resolve wizard is completely valid. Naturally, it is easier to move existing bonuses from one attribute to another, rather than coming up with new system. I think strenght/resolve works pretty well even right now, but I am always up for a better solution.
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I just did my runthrough with a high-strenght-low resolve wizard and it worked quite fine. I would like to see cast time on conjured weapons shortened or completely removed. It's not a gamebreaker but it takes time before you can get to actual fighting and unlike other spells you need to spend time attacking to get anything out of them. Just rolling with a weapon seem like a more efficient way right now.
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Well, all those complaigns are completely valid. Thats why you should never do direct sequels. If Obsidian would go with different protaginist, continuity wouldn't be much of a concern. Still, I believe majority for the changes are for the better and if they manage to nail the system before release not many people will care that much in the end.
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Dead companions keep on fighin'
Wormerine replied to Wormerine's question in Backer Beta Bugs and Support
While we are at it, one of the enemies (the monk) seems to be still incomplete being invisible (character model, clothes are foating) with his name being "Missing String 888" or something like that. -
Two companions died, and while I couldn't select them or give them orders they kept on fighting. After remaining companions fell fail screen appeared. It happened once before in the same playthrough with the rogue character. Can't figure out what is the cause for it, didn't give them special orders, it didn't happen on conequent attempts.
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Now understand my friends’ claim that you need a math degree to understand PoE systems. I am lucky I approach them on a very surface level.
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Multiclassing 3 points per power level
Wormerine replied to Wormerine's question in Backer Beta Bugs and Support
Ah! How it is that I can never find previously reported bugs! -
Multiclassing 3 points per power level
Wormerine replied to Wormerine's question in Backer Beta Bugs and Support
That would be my guess. -
It might be just me misunderstanding the system as I created my first multiclass character - Howler - Mage Slayer/Troubadour. As I understand you pick one skill per level, except when you reach new power level, when you choose one skill of each class. However, both times I chose Chanter skills first, after which it took me to Barbarian tree, where I pick second skill but then it takes me back to Chanter skill tree, with my previous choice is still active and makes me pick yet another skill - 3 skills per lvl total. It happened twice, both times I chose chanter skill first, which appears as a second skill tree.