-
Posts
327 -
Joined
-
Last visited
Content Type
Profiles
Forums
Blogs
Everything posted by Headbomb
-
Right now, mechanics wise, there needs to be a big balancing effort made. There's too much HP to go through in general. Weapon damage is all over the place (esp. with ranged weapons). Armor is too effective vs small weapons. It's fine that combat is slower, but an enemy with 400 HP at 2-5 HP per hit is just boring. A level 10 tanky type character should have around 150-200 HP, tops. Something like (http://www.d20srd.org/srd/variant/adventuring/armorAsDamageReduction.htm Armor as DR variant in D&D3.5) Armor Deflection DT vs S P C Recovery Weakness ---------------------------------------------------- * Robe 10% 0 0 0 0% None * Padded 15% 1 0 1 10% None * Leather 20% 2 1 1 20% None * Hide 25% 2 1 3 20% None * Scale 30% 3 3 1 30% +30% Shock Damage * Breastplate 35% 3 3 2 30% +35% Shock Damage * Mail 40% 4 4 1 40% +40% Shock Damage * Brigandine 45% 4 4 1 40% +45% Shock Damage * Plate 50% 5 3 2 50% +50% Shock Damage Then make weapons deal something like * Quick 1H 5-10 dmg (Daggers, Stilettos, Clubs, etc...) * Normal 1H 10-15 dmg (Spears, Longswords, Maces, etc...) * Slow 2H 15-20 dmg (Pike, Greatswords, Morningstar) This is already implemented, sort of, but the reduced DT from the table above means you probably need a somewhat reduced damage. Maybe not since I added deflection to armor. Also make it so graze is 1 dmg at minimum, rather than 0.4 or 0.7 damage you sometimes see. Or just get rid of it entirely. Likewise, concerning spell-power, some guiding table should be also made and followed Spell Target DoT (per 5 sec) Level Single Area Single Area Duration 1 20-30 10-15 10 3 15+1*Char Lvl 2 30-50 15-25 15 6 15+2*Char Lvl 3 40-70 20-35 20 9 15+3*Char Lvl 4 50-90 25-45 25 12 15+4*Char Lvl 5 60-110 30-55 30 15 15+5*Char Lvl 6 70-130 35-65 35 18 15+6*Char Lvl 7 80-150 40-75 40 21 15+7*Char Lvl 8 90-170 45-85 45 24 15+8*Char Lvl 9 100-190 50-95 50 27 15+9*Char Lvl Now the point isn't to streamline every spell so that they all make the same damage with different visuals, but this can act as a baseline. Then come up with rules, such as if you add a single effect, decrease damage by 1 spell levels. If you add an area status effect, decrease damage by 2 levels. If you increase duration, decrease damage, etc...
-
V 278 actually made the game even worse for me !
Headbomb replied to Adventurer's question in Backer Beta Bugs and Support
If you want to help the devs, see the pinned thread about how to report bugs, with the exact steps on how to reproduce it (i.e. do this, click here, try to do this, then it crashes), with crash logs, and your hardware configuration + what OS you have. -
Second impressions thread! [Build 278 version]
Headbomb replied to Tartantyco's topic in Backer Beta Discussion
Why should it not? Have you tried knocking an arrow on a bow (or crossbow) before while walking? It's near impossible to do unless you have a very slow walk. Every step you take misaligns the arrow, and you'll miss the string. While it's something you could do with practice, you'd be still be super inefficient at it. We're talking easily a x2 increase in time, probably more, even if you're walking at 'scouting' speeds. Time-wise, you're much better of getting to where you want to be, and loading your bow when you get there. "Having movement stop their recovery time makes it pointless for them to move at all unless being chased by a melee target. Slowing it does not, and allows some more tactical positioning options and target changing stuff." It IS pointless for an archer to move unless you're being chased or want a better shot. That wouldn't change even without any penalty for moving with ranged weapons. And that's how it should be. That's why you have bow in the first place. Moving should be done because you want a better position. And the trade off is "taking more crap shots" or "sacrificing some attacks so the next ones will be good shots". -
Second impressions thread! [Build 278 version]
Headbomb replied to Tartantyco's topic in Backer Beta Discussion
Switching weapon sets costs time no? That alone would make it an unviable tactic. Anyway, I'm into archery myself, and while you could knock an arrow at regular walking speed, it would be harder than while standing. Anything more than a jog would make it impossible. Archers and ranged characters are far away from the danger zone. It's fine for them to take the penalty for moving, because aligning an arrow with the bowstring, or loading a muzzle, is precision work and requires some concentration. Their advantage is being away from danger. Moving SHOULD halt progress on recovery. Melee characters are close to the danger zone, but they swing melee weapons, and re-positioning a sword+shield while walking around is a piece of cake. Their penalty is the increased risk, and their advantage should be that recovery time isn't affected by movement. D&D had the 5' step rule that allowed you to position yourself mid-fight without penalty. Melee distances involved in PoE are so short that pretty much any movement in melee will not be much more than 5 feet in a given "round" anyway, and those involving long than that will/should provoke disengagement attacks. -
Are they even listening to our feedback?
Headbomb replied to ctn2003's topic in Backer Beta Discussion
I do wish we'd have the ability to ignore people on this board. Some of them, who I won't name, but whose name starts with 'H' and ends with 'elm', would find themselves on that list because of their incessant ranting on the same damn issue in every damn single thread. At this point, I'd look more forward to be doing tech support for old people than I am looking forward to participate to discussions in this forum because I know it's going to be crapped all over by a real world hater-version of this guy. -
Second impressions thread! [Build 278 version]
Headbomb replied to Tartantyco's topic in Backer Beta Discussion
Poison and Petrify way, way, too overpowered. I'm playing on easy and these two constantly destroy me. It's not unusual for 3 party members to go down from crystal spider + 1 small widowmaker. If it's that way on easy, I can't imagine how hard it would be on hard. (Which is why I'm playing it on easy till they balance the game better, implement better pathfinding, etc... That Medreth fight took me well over 25 minutes to finish, with 20 minutes spent on killing that stupid dwarf with grazing hits.) Overall the game is much more enjoyable now that we can move around without fearing the game crapping out on us with disappearing items and worry about save/load issues. Now we can start to get a feel of how things handle. Many of Sensuki's suggestion for things like combat circles were implemented. Spell icons being updated to not use the same art is great. Saving keybinding settings and autopause settings so you don't have to reconfigure it everytime is great. Continue loading the most recent save is great. Still lots of assets missing. Noticed several little tiny tweaks in lootable containers. A few were added (e.g. Winfrith shop). Several other lootable plants seem to have been added in environment as well. XP awards are also a lot more consistently awarded (I will maul the first who tries to make this into yet another XP debate). Iteration is the MO here. The previous built felt like a dysfunctional alpha that was rushed for a deadline. Probably not super far off from truth here. This feels like a proper beta, one a lot more suitable to give feedback on systems / UI / general feel / etc... without running into frustrations that would make Gandhi go postal. -
"Need" to wander around in stealth at double speed
Headbomb replied to ctdavids's topic in Backer Beta Discussion
Note that it just might a testing feature. Much more efficient this way. Personally, I'd leave this feature off in the final game. Too jarring. -
See 1) Create game 2) Head east 3) Look for the between below party, wait for a while as it wanders around. Eventually it'll clip. Expected: No clipping.
-
Resting at Inn with boost does not give you full health
Headbomb posted a question in Backer Beta Bugs and Support
When you rest with con bonuses, you don't get full health. Basically healing applies before resting, then the bonus kicks in. The bonus should kick in before resting, then you heal. To reproduce 1) Create game 2) Go to Dracogen Inn 3) Rest with the +2 CON effect 4) Mouseover + Tab on a character / Open inventory 5) Notice that you're a few HP short of a clean bill of health. Expected: Full health, full stamina after resting. -
When you put a stack of items in your stash, the number lies behind the item itself, as opposed to in front. Notice the number 2 in the stack in BB Fighter's inventory is correctly displayed.
-
Cowled Dwarf affected by BB Priest's Armor of Faith
Headbomb posted a question in Backer Beta Bugs and Support
For some reason, the Armor of Faith spell seems to affect enemies. 1) Create game 2) Do the Medreth quest until you can attack Medreth 3) Cast Armor of Faith with Priest 4) Notice enemies are boosted Expected: No boost to enemies. As an aside, my whole party swung everything they got on that dwarf. The fight was crazy long and those enemies were sword sponges, but that dwarf had a defense rating of 135+ and could only take him down with graze attacks. Took a good 20 minutes +. Something's off here. -
Again we need and [audio] tag. Basically, you hear cricket chirps during daytime in Dyrford this shouldn't happen. 1) Create game 2) Listen 3) Notice it's day time, and you hear cricket chirps Expected: Crickets at night only.
-
Shield at the center of every locations
Headbomb replied to Headbomb's question in Backer Beta Bugs and Support
Related to / dupe of http://forums.obsidian.net/topic/68213-inventory-items-appearing-in-game-world/ -
Shield at the center of every locations
Headbomb replied to Headbomb's question in Backer Beta Bugs and Support
This seems to be related to CHARNAME's currently equipped main hand / off hand equipment. -
When pressing A, the attack cursor displays. Note that my keybinding for this action is Ctrl+A. 1) Set custom keybindings to Attack: Ctrl+A 2) Set custom keybindings for camera movement in the WASD scheme (up W, left A, Down s, Right D) [might be optional] 2) Create game. 3) Press A. 4) Notice the attack cursor is up. The camera function fine though. Expected: Ctrl+A brings up the attack cursor. A alone should not. Note: Possibly affects other keybindings. Possibly any of the type Ctrl+<something>. This caused a mass genocide in the Dracogen Inn by accident.
-
There should also be an [Audio] tag on this, but it doesn't exist. If you click on the stat "arrows" after they disappear (when you reach the max stat, or min stat), you still hear the "decrease/increase stat click. To reproduce 1) Create game 2) While in character creation, max the stats and keep clicking. Do the same for min stats. 3) Notice you still hear the ticks. Expected: No audio ticks when clicking on arrows which aren't there. Bonus issue: I don't know if it's just me, but I got surround headphones, and the "min" tick seems to be coming from behind me rather than from a (spatially) neutral location. I'd check the audio levels on that sound. If it checks out, it's probably just me.
-
Medreth boar location needs to be tweaked
Headbomb posted a question in Backer Beta Bugs and Support
The boar next to Medreth is too close to its NPC master and overlaps with them: 1) Create game 2) Head east to see Medreth and the boar 3) Notice the boar is overlapping with some NPC Expected: No overlap Screenshot -
Everytime I enter a location, there's a shield right in the middle of it: To reproduce 1) Create game 2) Go in Mill, Inn, Winfrith's Shop, etc... 3) Notice there's a shield on the floor. Expected: Shield shouldn't be lying around for no reason. Screenshots of the issue:
-
I accidentally attacked the bartender in the Dracogen Inn and genocided everyone inside. I got stuck in the bar. Can't really reproduce it consistently however, but here's a screenshot. You'll see the main character literally stuck in the bar.
-
Whenever you click on a tooltip, all but the closest character treat it as an order to move to the tooltip. 1) Create game 2) Head North to the Temple of Berath (sp) 3) Select the whole party, click on the various tooltips 4) Notice that the 4 characters furthest away from the tooltip location will consider it a move order. The closest character will stay in place Expected: All characters stay in place / continue with their current order.
-
And people said OE didn't listen... I recognize 90%+ of those reports from the bug forum . Sadly few of mine are listed here, but they were lower in priority than this and might just have been deemed too minor to include in the changelog. 95%+ of gamebreakers I ran into seem to have been fixed! Now it should be much easier to get a feel of how the get is shaping up. Time to break v278bb!
- 77 replies
-
- 4
-
-
- Backer Beta
- Patch
-
(and 2 more)
Tagged with:
-
List of typos/spelling mistakes/grammar/inconsistancies thread
Headbomb replied to Headbomb's question in Backer Beta Bugs and Support
This post marks v278 bb. -------------------- From http://forums.obsidian.net/topic/68202-chanter-typo/, assuming it's correct Where: Beloved Spirits talent Current: Refers to the "Cipher" class instead of Chanter. Expected: Chanter, not Cipher -
Possible bug with Will Defense
Headbomb replied to Sensuki's question in Backer Beta Bugs and Support
Each stat effectively add +1 or +2, depending if you have an odd or even sum of MIG + CON. You could say that D&D had 0.5 x (10 - Stat) round down bonus, which again adds more oomph when you reach an even number than an odd number. I don't particularly have a problem with this, but you're right that stats and defences should be treated symmetrically. I.e. Fort = 12 + 1.5 x (MIG + CON), round down Ref = 12 + 1.5 x (DEX + PER), round down Will = 12 + 1.5 x (INT + RES), round down What seems to be missing here is the +12 to Will. Test with different stats of INT + RES, see if they give you the same progression as in your post with MIG/CON, offset by -12. Getting rid of the +1 / +2 sometimes would be a simple matter of using an integer multiplier of (x2, x3, ...) instead of x1.5. It would also help make stats more meaningful if they gave more substantial bonuses. -
Possible bug with Will Defense
Headbomb replied to Sensuki's question in Backer Beta Bugs and Support
Progression seems to simply be 12 + 1.5 x (MIG + CON), rounded up.
