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Headbomb

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Everything posted by Headbomb

  1. Did anyone report bugs based on mods? If so that would be quite silly.
  2. Looks like this The Looting UI opens up as usual, but for a microsecond, then it gets shoved in the lower-left corner, with what looks like the max integer of some X-bit number for the remaining "free inventory spaces" count.
  3. The mod looks good, but sadly it corrupts the looting UI.
  4. 'OEJ, I suggest you take a look at the "How to report bugs thread" (http://forums.obsidian.net/topic/66758-how-to-format-for-reporting-bugs/), as well as the "Known issues list" (http://forums.obsidian.net/topic/66785-known-issues-list/) because I'm no dev and I can't make any sense of what you're actually trying to report in most of your threads.
  5. I would have waited till the next update before doing that . The next iteration is probably too far along for this to influence the next build significantly. I'll take a look when I get home.
  6. Keep in mind I just said it could vary with difficulty, not that it should.
  7. ToEE Roll was the most P&P-like, except you had infinite rolling which negated pretty much the idea. But I liked it. Point-buy with increased costs as you go further up the scale is, to me, the only system that makes any sort of sense from a balance perspective, and the only one that makes the racial/culture bonus mean something. Base Cost Stat 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 Cost -15 -12 -9 -7 -5 -3 -2 -1 0 +1 +2 +3 +5 +7 +9 +12 +15 You could also balance this with difficulty fairly easily if you want to throw something on top of the increase number of opponents in fights, and it'd be very easily mod-able as well. Under that scheme, stats could look like something like Easy 30 points ( e.g. 18, 16, 14, 12, 10, 9 ) Medium 25 points ( e.g. 17, 15, 13, 11, 9, 8 ) Hard 20 points ( e.g. 16, 14, 12, 10, 8, 7 ) Just my two cents.
  8. Personally, I used the following remappings WASD = Camera Crtl+A = Attack (currently bugged, so Z for now) Page up / Page Down / Home = Speed up, speed down, normal speed B = Spellbook E = Chant Editor I would take a page out of BG:EE here, and have one key open either the spellbook or the chant editor, depending on class. As long as I can rebind anything I want , I don't particular care what's the default scheme even if it's the worse thing in the world like A for Inventory, M for Spells, W for Map, % for Journal and Right Shift + Numpad Minus for pause.
  9. It's a known issue and devs are working on it. http://forums.obsidian.net/topic/66785-known-issues-list/
  10. The main problem I have with this is that from a roleplaying perspective, Dexterity aligns with accuracy and deflection more than speed. Likewise I can't make the link between Resolve and deflection. The only one that seems to make any sense is Perception/Accuracy. I've mentioned before (somewhere that I can't be bothered to ask) that a better way of making stats relevant would be Stat Effect MIG + Dmg + Heal CON + Health + Stamina DEX + Accuracy + Speed (or +Deflection) PER + Crit Chance (or +Deflection) + Interrupt chance INT + AoE size ± Durations inflicted (+ beneficial to friendly, - to detrimental to friendly, -beneficial to hostile, + detrimental to hostile) RES + Concentration ± Duration received (+ beneficial from friendly, - to detrimental from friendly, + beneficial from hostile, - detrimental from hostile) That, to me, seems more roleplaying friendly.
  11. I mentioned that in a previous post: http://forums.obsidian.net/topic/66936-attributes-review/
  12. But if you exit character creation... you're back at the main menu. You need to create a new game (and thus select difficulty) before going into character creation.
  13. Also, it's poleaxe, not pollaxe. Edit: Apparently pollaxe is an acceptable variant spelling. So I guess never mind. Still, pollaxe feels so wrong...
  14. Not quite sure what caused this, but you can load the save and see for yourself 1) Load save 2) Notice the extra weapons attached to weird locations on the characters 1be9164e867449eea10f222b1f177122 DyrfordRuins 7705039.zip As a bonus, also notice that the Paladin (1rst character) has like half a million empty action slots when you click on him.
  15. In Dyrford, there's a broken crate next to the river. If you pixel hunt, you find that you can interact with it. But if you click on it, there's no possible path that you can take that will get you close enough to actually interact with it. 1) Create game 2) Cross the bridge and head south following the river bank 3) Try to interact with the broken crate 4) Notice that you can't. Expected: You should be able to reach the broken crate / loot it / whatever the interaction is supposed to be. Possibly navmesh related.
  16. Can't say I consider this to really be a bug... difficulty settings should be saved in the game save itself, this isn't something that should be in a .ini file.
  17. Yeah I actually sentNCarver an email with a list of unaddressed issue a day or two ago (which is why you so the bump of a bunch of my threads all of a sudden). Glad to know bugs aren't slipping by.
  18. Toughness (passive): Increase hit dice by 1. Improved Toughness (passive): Increases the stamina to health ratio by 1 (i.e. 4:1 --> 5:1). Stalker (1/rest, out of combat only): Stalking the enemy reveals all information about the enemy.
  19. I raised the issue before: http://forums.obsidian.net/topic/67439-feat-prerequisites i really disagree with design if this is in fact the final design (see arguments therein).
  20. It does. I'm talking about things like spiders in the ogre cave. Enemies that are in the cyclopedia. Clearing the ogre cave of all the different types of spiders would give the kill spree player more xp if they received those completed pages than the one who avoids most of it. That's encouraging kill sprees. And if it's not part of any quest, it's just combat xp wrapped up in a different way. Yes, and that's kinda also the point. This is no different than giving say giving XP for killing the spider queen and other uniques that may not always have a peaceful solution. They're spiders everywhere. Don't want to kill those in the spider caves? Kill those in the Lle a Ramen (or however you spell that ruin's name). The game isn't a stealth/pacificism simulator. If you're super concerned about that, you could also add bestiary books / conversations with local rangers / etc... that'd fill your bestiary with the same info, and get the same XP bonus.
  21. It doesn't, because things like the Skaen temple guard don't figure in the Cyclopedia.
  22. Last I checked, NPC races didn't have cyclopedia entries, so you wouldn't get XP for going postal in Dyrford.
  23. In the spirit of the thread, I'm one of the "I'd rather not have combat XP", but I completely agree that decoupling XP from "quests" proper is almost essential. XP needs to be given for anything that could be considered "achievements" / discovery XP / ""objectives / quest progression" / "quests resolution". The could even be some kind of combat XP that would reward combat, but to a reasonable, non-exploitable level. Here's a possible solution that would find the middle ground between the two camps 1) Quest completion XP (Do you kill the ogre? / Do you let the ogre live?) 2) Major achievements XP (kill the Spider Queen and other major challenges.) 3) Discovery XP / Objective XP (Found the Ogre Cave! Found a corpse with a note telling me Trygil's involve with something!) 4) Bestiary-completion XP (Kill enough spiders to complete their Bestiary entry, awarded once at completion.) 5) Lore XP (Read all the books in a series of books. / Or just a flat per book read XP.) 1&3 is what the non-combat XP camp wants, and fears that combat XP will encourage degenerate play styles, and 3) is now decoupled from the quest state (i.e. now you can get quest-related XP before you start the quest). 2&4 adds what the combat-XP camps feels is missing from the game, but with XP being decoupled from individual random mob kills. Now you don't get XP for killing a single rat, you get XP for learning everything there is to know about rat killing. You're rewarded for combat achievements, both great and small, and you can't exploit trash mobs. 5 is just a bonus because why the heck not (and put the all read books into your cyclopedia entries or something). The like button is that way -->
  24. I feel that rapid iterations are best at first, because major issues can hinder testing, but after you've got a fairly stable built where you're dealing with (relatively) minor bug fixes, you can space out betas more and more because there's less issues that have cascading effects, and also because we're testing such a small area that you want to gradually shift resources towards internal and systematic testing, lest you become Bethesda. I've never seen a company with such poor systematic testing as that one (an unpaid intern could have fixed several thousand bugs per day for a straight week if they just bothered to put their items/enemies and their properties/stats in a spreadsheet, sorted them according to those properties, and played a little game of "find the intruder"). A 2 weeks release cycle is a bit slow to my liking for now because I feel there's probably a lot that was improved or fixed since the last one (judging by the massively PoE improved from v257 to v258). But on the other hand this IS a separate build, so doing one every week might put a strain on resources. I can live with this.
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