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Starwars

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Everything posted by Starwars

  1. Was thinking about this when playing the other day. They scaled back the Web effect to something that is much better than the original mess. Now you can easily see what happens. One other spell I think is a bit annoying is the Fireball. The moments after it hits (which is often the moment where I really want to re-evaluate what I'm doing) it's impossible to see what's happening. It obscures characters and selection circles alike. Obviously a fireball should feel dangerous but yeah, it'd be nice if we could at least see the circles through it. What are some of the visual effects you feel are over the top?
  2. Of the ones I played: Dragonfall - The best one in my opinion. Focused awesomeness. Not too long but no filler either. Might be my GOTY. Wasteland 2 - Fun but... eeh, overrated I think. I felt it was very bloated and unnecessarily long, too slow (and I tend to *like* slow games). Still, it's fun and addictive. Dead State - Haven't finished it but I am enjoying it. Haven't run into many bugs at all myself but some people are having problems, might want to hold off until a few patches have been released. But yeah, I'm definitely having fun.
  3. The "eye icon" for backer NPCs is gone so it seems they're gonna change that part. But basically, I think the way they'll tie it together is that the main character will have some special ability to read "soul memories" and that will tie into the backer NPCs. Not sure if I'm just imagining that or if they've stated that this is a fact so take it with a grain of salt.
  4. I made an Amaua Monk also and he actually looks... really badass. A guy one really wouldn't want to mess with. Didn't really expect that from this character creator since it's pretty basic.
  5. Hong Kong is likely as it was the second choice behind Berlin when they polled the backers on where to set the first expansion.
  6. In the scripted interaction at the entrance to the Skaenite dungeon, there is a path you can take where you can use a hammer & chisel to get inside. After that you have to use a prybar to get inside. I got the option to use the prybar even though I had no prybar in my inventory.
  7. I wiped out the Dragon Egg hunters after intimidating them so there were three party members left when I fought them. Looted the corpses except one which I couldn't target After I went back to the village, and went back to the Dragon Egg cliff, the two characters who I had killed and looted had re-appeared though you can't interact with them. The guy who I couldn't loot had turned into a loot bag though I still couldn't target it.
  8. I don't, but I wouldn't fight for their removal. Desperately needs option for sweet silence though and/or volume sliders. But I don't see the point when you're in a dialogue to have the VO line continue if the player goes ahead in the dialogue. What purpose does that serve? I'm effectively telling the game that I want to move on. If I wanted to listen to the VO line, I would obviously stay in the node until the VO is completed so to speak.
  9. I think even on Normal, it currently feels pretty "swingy" to me. The new Web VFX is pretty nice, much less obtrusive.
  10. Really? Man, I must be grossly misremembering that. Still not a fan though, I think it should end when continuing on. There's just... well, there's not much reason to have it continue playing if the player signals that he wants to move forward.
  11. Getting this also. The game appears to be a bit more "stuttery" overall with this build.
  12. Not sure if this would be a bug or not, but currently the voiceactors lines continues playing even after you push onward to the next bit of dialogue. The voiceacting should probably stop playing and "move on" with the text instead to avoid it being confusing.
  13. I don't really have a strong preference either way, I wouldn't mind a toggle personally though I wouldn't use it. But I'm doubtful if it will be added, I seem to recall Josh speaking out against it at one point or another. But yeah, I certainly wouldn't mind a toggle.
  14. After the inclusion of the voice sets, can I please reinforce one aching desire that I've posted about again and again throughout the beta process... Please, for the love god, let us have seperate volume sliders for voices! If possible, separate ones for proper dialogue and for "combat sounds"/acknowledgements and stuff like that. And additionally, please for the love of god, allow us to select a Silent option during character creation (having a toggle to have exisiting companions be quiet would be awesome also). I guess the voices aren't yet mixed volume-wise but as of now, hearing the grunts during combat and the freaking acknowledgements is already driving me bonkers. Pleeeeease Obsidian, add these things. Also, the music still isn't working properly. It only plays sometimes.
  15. Even if you guys can't squash the bug before the holidays, would it be possible to upload a beta patch (yes, a beta of the backer beta ) that we can opt into if we wish? Not sure how much work is needed with STEAM to do that. But it'd be nice to give the other changes a quick look for those of us who want to.
  16. Playing Dead State. About 10 hours in. Very surprised by the amount of complaining I've seen about the game so far. It's not a smash-hit, and it's a bit janky here and there, but I'm finding it really addictive. It could use some balancing though, some parts of the game really needs to be toughened up and other parts are in need of tuning. Despite its reputation, haven't run into many bugs yet though. One of those games that's shaping up to really be more than the sum of its parts. Definitely enjoying it. Some of the writing is really good (particularly enjoy the data tidbits you can find in the world, but the various small events that happen are also really nice).
  17. I haven't come close to finishing Dragon Age Inquisition but I'm not impressed at *all* with what I've seen. The claims of being influenced by TES don't really hold much water I think, instead I think it feels much closer to the Assassin's Creed style of open-world. A million meaningless fetch-quest, collectibles and other useless crap. What depth may be found in the story-path feels buried under a mountain of "mini-objectives" and collectathons. The combat is *atrocious*. Only thing that made it worse in DA2 was the wave encounters, but in Inquisition you have extremely silly respawns instead. I defeated an encounter, went ahead very slightly in the area then changed my mind and headed back. Yep, sure enough the mobs had respawned. I wonder if I had actually seen them spawn in if I had had the camera pointed backwards. I had pretty high hopes for this game (really enjoyed Origins, though didn't like DA2) but I'm severely disappointed so far (yes, I've played past the Hinterlands). Not at all what I was hoping for. I'm not one who's eager to jump on the Bioware hate train, but this game has just cemented their "decline" in my eyes. A big game does not make a good game (especially when there's so much junk content shoved in).
  18. I enjoyed Shadowrun Returns also (especially how the story started, more of a dirty "noir" thing rather than some epic thing) though it's pretty limited. Dragonfall is *much* better overall though, especially the Director's Cut.
  19. I agree that two movies could've worked very well. Three is *really* stretching it.
  20. I thought it was pretty terrible. The Hobbit movies feel like a complete mess all in all I think. The LOTR ones feel grand and "epic". With The Hobbit it's like they wanted to transpose the "fairy-tale" feel of the book to screen but in the end just ended up doing a sorta kids movie, mixed with the epicness of the LOTR movies. It just feels off. That and the fact that they're drawing out a single book (which was not particularly deep) to three movies, with a lot of unnecessary added stuff and loads of padding. I dunno, despite changes from the book and all that jazz I thought the LOTR movies did an excellent job of bringing the books to life. It felt like they cared about the material. The Hobbit doesn't feel like that at all. They feel... cheap. I thought the first two were alright as kinda adventure movies. This final one was pretty damn crappy though.
  21. Maybe you're tired of it but I find the final CD of "ambience" of the Skyrim soundtrack is excellent to put on in the background: That is, if you want something relaxing.
  22. For what it's worth, I've never had this problem. Have you tried 'Verify Integrity of Game Cache' on STEAM? Might be a file that's been corrupted/is missing or something. Is it just Stormwall Gorge? Anyways, I also agree that it'd be great to have a loading bar.
  23. I have welcomed almost all of the changes (that I can remember at the moment), except for the change to skills and talents. I hated that, but it seems like they will change it back to something similar to the old version (which I still don't find good, but better than the current one). The one thing I want from future development is more visual clarity. While combat speed feels better now, and improvements have been made to clarity, it's still terribly hard to see what is going in battles. It really needs to be addressed I think. To me the game is on track for being fantastic. I think the combat is fun (a lot more fun than in earlier iterations), way more fun than I ever expected it to be actually. For me, I think it will beat out the IE games though it will *largely* depend on encounter design in the full game (I'm not a huge fan of RTwP, but encounter design in some of the IE games kinda saved the combat for me). Even after reading the multitudes of (many times constructive) threads, I can't personally see how many people *don't* feel that this feels like a spiritual successor to the IE games, but everyone views the games differently I suppose. I'm personally glad that PoE is not closer to the IE games than it already is, that would be boring in my opinion. But I guess that's the problem with using a term like "spiritual successor", it's vague enough for everyone to read a *lot* into it.
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