-
Posts
327 -
Joined
-
Last visited
Content Type
Profiles
Forums
Blogs
Everything posted by Headbomb
-
Not my experience. A fighter left to his own is a dead fighter. To me, it's consistently the one PC that's always down.
-
This would be true if those were per rest abilities. Except they are per encounter abilities. So it makes no sense not to use them.
-
I agree that the number of abilities for each character is overwhelming. Taking the fighter as an example, the active abilities are, according to the Wiki Active --------------------------------------- * Into the Fray - Yank an enemy into melee from a short distance away. * Knock Down - Knock down a single enemy. * Mass Knockdown - Knock down groups of enemies. * Unbending - For a moderate time, the fighter will recover 50% of lost Stamina from an attack over the 5 seconds following it. * Unbroken - When used, the fighter will stand back up with 50% of her Stamina, and gain a short term boost to their defenses and Damage Threshold. * Surge - Regenerates stamina rapidly for a short amount of time. * Vigorous Defense – Dramatically increases all defenses for a short period of time. Modal ---------------- * Defender – sacrifices melee accuracy for melee defense. * Guardian – lowers the fighter's Accuracy but increases Deflection for allies within a short range. -------------------------- Now I don't know about you, but that is a lot of maintenance for a fighter. It's good that you have tactical options, but you almost need to pause every round to make use of everything, and there's a lot of redundancy. And you have up to 5 other guys to take care of as well. A lot of those could be merged, or turned into passive, or redesigned in some way. For example, consider * Into the Fray - As is. * Knock Down - As is, except it's automatically upgraded to Mass Knockdown at Level X / by a Feat. Or you get to knock down a certain amount of enemies per level. * Unbending - Turn into a passive. Automatically triggers once per encounter, X times per rest, if you go down under 50% stamina. * Unbroken - Turn into a passive. Automatically triggers once per encounter, X times per rest, one round after you get to 0 stamina. * Surge - Get rid of it. Redundant with Unbending. * Vigorous Defense - As is. So now, what does this look like for a fighter? Active ------------------ * Into the Fray - Yank an enemy into melee from a short distance away. * Knock Down - Knock down one enemy. More at higher levels depending on feats and/or level. * Vigorous Defense - Dramatically increases all defenses for the fighter for a short period of time. Modal ------------------ * Defender – Sacrifices your melee accuracy to increase melee defense (self). * Guardian – Sacrifices your melee accuracy for increase melee defense (allies). Now your Fighter is still interesting, and you don't have to micromanage everything about them. Every class could use such a redesign.
-
Maybe I'm blind, but I can't find any .ini file. Did anyone find it, or is it non-existent at this point?
-
1) The boar next to Medreth (the guy right next to where you start) is bugged. Every time you enter/exit a building in this map, it will spawn another boar. It's easy to get 10 boars+ just by exploring the town, so resolve the quest as soon as possible. You will likely have to fight 2 boars (assuming you can't talk your way out of it), but it's better than 24. [Quickest path is talk to Medreth, Go to Inn (2nd Floor), take care of the situation there, and go back to Medreth]. 2) Stacks and inventory is general bugged. NEVER STACK TWO ITEMS TOGETHER. If you have 2 stacks of carrots, combining them will make many of your items disappear. It might also cause other issues, or make other inventory bugs worse. 3) Some stats like DT are wonky and don't always get properly updated after you equip something. Closing/Opening your inventory will update the stats properly. 4) Sometimes, guys just stop moving and seem to get stuck. Waiting a few minutes seem to solve the problem. Save/Reloading doesn't help, so don't bother. 5) Sometimes after loading, or during loading, if feels like it's taking forever. The game might be autopaused without your knowledge. Try pressing the spacebar and see where that gets you.
- 17 replies
-
- 19
-
-
Some grammatical assistance for the devs
Headbomb replied to Tartantyco's topic in Backer Beta Discussion
Let's not make this into slights, perceived or not. They/Their is inclusive, and much less grating to see than "he or she" and "his or her" and the other variants you could have, and that's that. -
Let's be even more radical on inventory design...
Headbomb replied to Headbomb's topic in Backer Beta Discussion
A party split might throw a wrench in the equation, but that could be handled with a "Who's in Party A? Who's in Party B?" screen, including "Inventory A, Inventory B". For kidnapping and other scenarios, it's removing the member from the party, so that can be handled in a similar way as any other "Bob's leaving the party". This also saves you from transfering non-essentiial equipment if you swithch up your adventuring party at the stronghold. -
My point is mostly that a poll isn't the best way to discuss this.
-
Let's be even more radical on inventory design...
Headbomb replied to Headbomb's topic in Backer Beta Discussion
-
Some grammatical assistance for the devs
Headbomb replied to Tartantyco's topic in Backer Beta Discussion
What the OP means is that in several class and abiltiies description, you have "his or her" all over the place, (and similar, like "he or she"). I very much agree that using the singular they/their would be much better. See e.g. the description of the Figther's "Defender" ability This doesn't refer to an NPC talking to another NPC about CHARNAME in "Yes, I hear he arrived in town... Hush, here he comes." or "Yes, I hear she arrived in town... Hush, here she comes". -
Poll is too complex, or assume this is our answers, or that we could even have answers at this point. The game is really buggy, and it's hard to get a feel of every class and abilities when combat is barely working. The only thing I would change, as far as I can tell, is that I'd remove the +Will bonus from intelligence so Resolve feels useful, and that I'd add a small %crit chance to Perception to make it less dumpy, and actually useful.
-
Let's be even more radical on inventory design...
Headbomb replied to Headbomb's topic in Backer Beta Discussion
Just played through the game again, and I found myself wishing this was already implemented... Oh the perils of being a lowly commoner who doesn't know if his idea will make it into the game or not... But here's wishing. Comments would be welcome on the idea, maybe there's something I overlooked. -
What if... there was only ... the party inventory, plus individual character inventories. Since we already do away with individual weight restrictions, does it really matter that it's Jane or Bob that carries the 4th leather armor you looted from bandits? OK some of you are panicking at this point, but hear me out. You got Bob + his personal equipment (i.e. what he has equipped + quick items), and 8 backpack inventory slots. You got Jane + her personal equipment (i.e. what she has equipped + quick items), and 8 backpack inventory slots. You walk to Bandit Corpse #1, Bob is full, so instead you tell the game "put the loot in Jane's inventory" instead, even if Bob was the guy that walked over the Bandit Corpse. So, how about you just get rid of the separate backpack inventories entirely? Have one common party inventory, which scales with party size. Got 2 party members? You have 16 slots. 4 party members? You have 32 slots. Jane dies in a party of 4? 1/4 of the party's items are on her corpse. Bob leaves the party and you don't have enough space? Extra items are dumped on the ground. The best thing with this is that you could sort the party inventory, according to value, item type, order of addition in party inventory, etc... And you'd get rid of the "Bob has 3 veggies, Tim has 3 veggies, Sally has 2 veggies... I need to combine those stacks into one stack of 8 veggies to give myself 2 extra inventory slots so I can fit those other items I want to loot" annoyance. Now I hear some of you. BUT HEADBOMB, WHAT ABOUT THE SCRIPTED INTERACTION WHERE YOU SAVE HEODAN IF YOU HAVE A SPEAR, BUT THE ONLY SPEAR WAS IN HEODAN'S INVENTORY? you say. That's a fair concern, but remember that each character would still have their "equipped" equipment. You can still check if CHARNAME has his spear equipped. And some of you might say WHAT ABOUT THE SCRIPTED INTERACTION WITH THE GRAPPLING HOOK THING??!1!1BBQCHICKENWITHMUSHROOMS!!!. Again that's a fair concern, but remember that if CHARNAME can find time to open up his backpack, shove aside the 4 Leather Armours, 3 Beetle Shells, 3 Potions, and Camping Supplies to find a grappling hook to latch onto the ceiling and go all Luke Skywalker on us, CHARNAME also has time to ask "Yo Jane, got a grappling hook around?" So let's be radical, if we're doing away with fighting the inventory, let's go the whole nine yards, and just have the party inventory to deal with. Well that plus individual equipment. P.S. The like button's that way --->
- 15 replies
-
- 13
-
-
Pets aren't supposed to be involved in combat in any way. I.e. they should be cosmetic only. At least according to interviews.
-
Likewise, I couldn't cast spells or open up the Grimoire. If it's an item you find, I got no idea where it is, and they should give it to the Wizard right at the start of the beta.
-
While this beta is buggier than a psychopath's shack, the bugs seem mostly related to *UI design and UI responsiveness (the big one) *Load/reload issues *Missing ressources *Unimplemented screens and mechanics If Obsidian does a UI pass, how the game plays and many of the most annoying things about the beta will be fixed. Personally, I would focus on this because this is so buggy and so detrimental to the experience that it makes no sense to "try and get a feel" for each of the classes when you can't use them or their abilties. I got no idea how the Wizard feels because I can't even cast spells with him. Half the time my fighters get stuck in the ground after switching from ranged to melee and I just can't use them anymore. They must have kept the Gamescon demo on rails, or used a later build, because what I've seen at gamescon felt a lot more polished than this.
-
[Character Creation] In-engine character portrait?
Headbomb replied to philby's question in Backer Beta Bugs and Support
Wasteland 2 did this. I feel the ingame portrait looked like ass, but I eventually went with them because the character art didn't AT ALL match my characters. -
Perception, Resolve, and dump stats! Oh, my!
Headbomb replied to Ganrich's topic in Backer Beta Discussion
From another thread: My solution Add a small +%Crit Chance to Perception, on top of +% Interrupt. You need to be perceptive to see openings, and Dexterity doesn't lose it's thing. Remove +Will from Intelligence. Intelligence has nothing to do with willpower, and now Resolve can stand on its own.- 58 replies
-
- 2
-
-
- Dump Stats
- Perception
-
(and 1 more)
Tagged with:
-
Simple idea to improve the perception and resolve stats
Headbomb replied to Sir Davion's topic in Backer Beta Discussion
My bad, will post there instead. -
Simple idea to improve the perception and resolve stats
Headbomb replied to Sir Davion's topic in Backer Beta Discussion
My solution Add a small +%Crit Chance to Perception, on top of +% Interrupt. You need to be perceptive to see openings, and Dexterity doesn't lose it's thing. Remove +Will from Intelligence. Intelligence has nothing to do with willpower, and now Resolve can stand on its own. -
I for one like the feeling of these description scrolls. They could be improved, sure, mostly in that I don't get why a melee weapon has a ranged accuracy (unless you can throw it?), and for that battle axe, why isn't the Bonus Crit Damage listed under the other "Fine" attributes?. If you see all the "stats" in the scroll, I don't mind scrolling to see the description (and maybe a bigger scroll would be better). And there needs to be a "close" button on that pop-up scroll.
-
List of typos/spelling mistakes/grammar/inconsistancies thread
Headbomb replied to Headbomb's question in Backer Beta Bugs and Support
Yeah I've reported something similar here http://forums.obsidian.net/topic/66819-character-creation-emphase-things-in-descriptions-format-them-better/. I doubt your suggestion will get a lot of attention in a typo thread, but you could add it to that post (or create another topic specifically on that) and it will be easier for devs to see the feedback. This should just be for typos and other mistakes, rather than improvements on presentation. -
Yeah I agree, I've reported this on the bug/support forums. You can comment here: http://forums.obsidian.net/topic/66819-character-creation-emphase-things-in-descriptions-format-them-better/