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Leferd

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Everything posted by Leferd

  1. Yeah, inventory is buggy and missing items are a documented issue. You can also deposit unwanted items into your "stash." When in the inventory screen, you can drag and drop into the chest icon. You can access your stash when back in town.
  2. Pickpocketing within regular gameplay is out. Pickpocketing will take place within scripted interactions and perhaps even dialogue.
  3. The bag icons are just placeholders until the art assets are ready to be put in place.
  4. http://www.cnn.com/2014/08/19/world/meast/isis-james-foley/index.html?c=mobile-homepage-t ... Savages.
  5. "Make us open doors before we enter buildings!" Yes! Please.
  6. Check the Project Eternity Kickstarter home page and scroll down to see the graphic that explicitly shows you what is included in each tier and match it with yours. https://www.kickstarter.com/projects/obsidian/project-eternity?mobile=0 That being said, the playing cards are strictly an add on purchase outside of any tier.
  7. Another post. Totally valid concern. A few things to know about this: - Paying close attention is important sometimes, but for a lot of our "optimal"-feeling options, a skill check will also be involved. So good for you figuring out that some character is susceptible to flattery, but if your Resolve is too low, you won't be able to flatter in a way that doesn't seem hollow. - It's often not the kind of logic that would require a high perception - just common sense in many cases. If you take the Perception option to tell the currier that no woman would ever lay with someone who smells as bad as he does, yeah he probably won't be as forthcoming with you. So maybe you want to think twice about choosing it in the first place even though it says [Perception] in front of it. Looking for some level of thought, not necessarily brilliant levels of deduction. Anything that requires a brilliant deduction will generally be gated behind an appropriate skill check. - I would urge any player to really roleplay his or her character. It's not something I can enforce on my end so much as encourage, but I would want players to choose options based on how they think and what they would say. There are a number of other systems choices we've made here (personality rep and background come to mind, as well as our companion interactions) to try to help the player to develop a character over the course of the story rather than to just play some empty, static avatar. Hopefully it gives a little more meaning to the overall experience. - I have to be careful with my use of "optimal" in reference to quest outcomes. What I generally mean is an outcome that avoids conflict, not necessarily the outcome with the most favorable end result. The idea being, if you're going to skip a fight, we want it to feel like it's a reward for both player and character ingenuity. Otherwise you've just missed out on gameplay. (Which I'll grant you some people prefer.) All that said, if you find that some interaction really forces you to metagame to get the option you want, and requires you to act out-of-character, that's a serious narrative issue, so go ahead and report that as a bug.
  8. No auto win button confirmed. Yay!
  9. Just want to bring this to attention just so it doesn't get lost in the sea of backer beta threads. It was mentioned by Josh earlier and I fully endorse the no auto win button in dialogue. Context matters.
  10. To be fair, this build is a couple weeks old and they've fixed many of the reported bugs. Fix and iterate.
  11. In another thread, Sorophyx recommended turning on slow mode. I will have to check it out and see of it makes combat feel more manageable.
  12. I'm really liking the scripted interactions. Feels like something that the IE games should have had.
  13. I'll try that!
  14. Grom, Just because their writing is up to their usual standards doesn't mean that they don't need such positive reinforcement or praise for what they do well. I'm about halfway through the the beta and I haven't had a party wipe yet. But the combat still needs significant tune up. Yes, it's a crutch that we are not familiar with the ruleset/skills/spell mechanics etc but the primary problem is lack of useful visual and tactile feedback in terms of what's going on. Otherwise, I agree with your assessments. Quest bug is annoying. Overall, I'm pleased with what I'm playing and they are well on their way -pending significant major tune up.
  15. They need to adjust the pace of combat. Movement is too fast and it's difficult to keep up with who is doing what as the status effects and feedback is not very informative. There is essentially more tactile feedback in the IE games. Think of this analogy: Drive by Wire system as opposed to direct steering.
  16. Quick summary for PoE: +writing is top notch +music is impressive +art is excellent +scripted interactions. Major points! -Combat is too frenetic. -monk and ciphers classes = Micromanagement.
  17. +writing is top notch +music is impressive +art is excellent +scripted interactions. Major points! -Combat is too frenetic. -monk and ciphers classes. Micromanagement.
  18. This was as designed to make them more distinct and identifiable.
  19. Eternity. The music is impressive.
  20. Call in a bomb threat. I'm felony averse.
  21. I liked it. It's Still AS DESIGNED!!!!
  22. Still a few more hours until I leave the office...
  23. First two bugs Squashed: Not a bug / AS DESIGNED!!!!!
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