Everything posted by Sensuki
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Stop Right Now Thankyou Very Much
This makes no sense. It's like an inside out version of "Kiting exists with or without engagement". There are some people here who actually care about tactical movement and positioning in combat, if your favourite game is Knights of the Old Republic 2, then you're probably not going to be one of those people. This statement is untrue, and you are not only getting that wrong, but the definition of tactics as well.
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[364] Possible Bug with Accuracy and new stacking rules
Accuracy Stacking works for Rapiers. edit 2: It seems this is only rarely occurring. Unless there was a hotfix, I've only seen it happen once today on one attack. Every other time the bonuses have been stacking correctly.
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Stop Right Now Thankyou Very Much
Melee Engagement doesn't address kiting. It's technically one of the things it's supposed to do. I made those videos to try and get Obsidian to improve the AI Targeting. That was one of the angles I used (although it was more it's a very complicated problem, not necessarily the AI can't handle it - that was more related to the solution of making the AI check for Engagement circles and make decisions about when to ignore them), the real reason it should be removed is because it removes pretty much all tactical movement from the game after combat begins, thus making it boring. I have several quotes stating that the combat in this game was intended to be tactical, but instead some idiot called Tamerlane got his wish granted instead. Who said that? Certainly wasn't me.
- Stop Right Now Thankyou Very Much
- Stop Right Now Thankyou Very Much
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Am I the only one who think that combat is still too fast and chaotic? + idea
They have a higher angle for interior areas. Camera is much better there, just use that.
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Am I the only one who think that combat is still too fast and chaotic? + idea
I think the grass/occlusion system adds to visibility problems, but not in all gameplay areas. Not everywhere has tall grass - such as Stormwall Gorge.
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Am I the only one who think that combat is still too fast and chaotic? + idea
Unfortunately there's a lot of people who don't give a rats about combat, and Obsidians 'fans' at large probably don't give a rats about combat because their games all have poor to passable combat at best. I'm here for the Infinity Engine games and combat. Not remotely satisfied at this point.
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Is this a combat bug or just rules are unclear to me?
You missed because it's burrowing and cannot be hit. You can blow per-rest spells because of that, the way it works needs to be tweaked - I would point that out in the Bugs forum.
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The Grand Talents Test [Volunteers Needed]
There are UI tweaks that need to be made here, because level gated Talents don't even state they are level gated. They should show in the list, but greyed out if you don't meet the pre-requisites - at least then you can plan for your build.
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Is this a combat bug or just rules are unclear to me?
Changing weapons has a few bugs associated with it. They probably need to make it an animation.
- Engagement Mechanics- Problems and Solutions
- What does the Combat Log lack?
- Engagement Mechanics- Problems and Solutions
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What You See Is What You Get Loot System
I'm seeing more instances of enemies not dropping their armor than weapons, but good stuff.
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Engagement Mechanics- Problems and Solutions
I don't think that completely addresses it. It should still technically be possible to get an opening round of disengagement attacks by luring melee foes to a clump of your characters, particularly with Fighters who have multiple engagements. I will try to achieve that in the next build and see how I go. You saw that I was able to achieve at least one disengagement attack per-character with my Rogue and Barbarian examples, while smarter targeting may make that harder to achieve, should still be possible, and if so - will remain the best way to open combat against a group of melee opponents. Good thing is, with the improvements to AI targeting, no engagement only needs some animation fixes and ability mods to be perfectly playable. edit: Defender Mode will need a buff or something now, because outside of being able to exploit engagement range, Cautious Attack is way better.
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What does the Combat Log lack?
Kaz has moved all of those displays to the same position as the animal companion portrait. The AC portrait has been reduced in size, the portraits have been spaced out slightly more, and status/affliction icons have been moved to the right of each character's portrait. As a consequence, the action bar has been lowered proportionally and you can see more status/affliction icons per character. Lower portrait area isn't really a good thing because the combat log height is already small enough, and a lower left side will look strange with a higher right side. Will give it a try, but am wary of it looking pretty silly (already do not like the UI anyway).
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On class exp tables
Do you mean asynchronous as in different classes having different XP tables? That's something they are definitely not going to do.
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Am I the only one who think that combat is still too fast and chaotic? + idea
They stated early on that they were going to use a lower camera angle for exterior maps so that structures look better, however there are issues with it in combat. Characters disappear behind tall units such as Forest Lurkers and you can't see what's going on.
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Am I the only one who think that combat is still too fast and chaotic? + idea
It's not a hard thing to do, all they have to do is render the exterior maps at the same angle as the PE interior maps (which use a higher camera).
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Am I the only one who think that combat is still too fast and chaotic? + idea
Yeah hopefully for the expansion and beyond they don't do any lower camera angle maps, and drop the 16:9 ratio for map size and go back to something that's more of a square.
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Am I the only one who think that combat is still too fast and chaotic? + idea
All I was saying is that it was because they did not design in accordance with the lower camera angle. It is an unfixable problem. There are a lot of 'rookie' mistakes in the design for the isometric space. Obsidian as a company have never done an isometric game before.
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Am I the only one who think that combat is still too fast and chaotic? + idea
Spacing of the characters? Lol ? In the outside environments that issue is because of the low camera, not because of the character spacing.
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Am I the only one who think that combat is still too fast and chaotic? + idea
The swingy damage is pretty crazy, I'm honestly surprised that damage this random exists in a Sawyer game.
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Walking or Running
It probably is, but it would likely have animation blending issues with other stances, such as the combat stance. Even the run has existing animation blending issues.