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Sensuki

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Everything posted by Sensuki

  1. You need to be able to compare weapons in the inventory, not the stats screen. Regardless I prefer Hormalakh's design linked above in this page.
  2. Not quite true. It depends on the area. Here is a map, I have circled all of the Wilderness areas I thought had good encounter design From top left to bottom right Cloakwood Wyvern Area Static Encounters Baby Wyverns, Hamadryad, Wyverns Random Encounters: Black Bears, Cave Bears, Giant Spiders, Guards, Huge Spiders, Phase Spiders, Sword Spiders, Tasloi, Wolves, Worgs, Wraith Spiders This is the first time you encounter wyverns in the game, and it also has it's own area movie. The exterior encounters in the area are fine. Even the Druid area on the left had okay encounters. If you choose to attack the Druids. There's also Peter of the North in the cave with his baby Wyverns that the Druids ask you to get rid of. Peldvale This area depends on the stage of the game that you enter it. At night time it is filled to the brim with Black Talon Elites, and if you get a big spawn of them you have to be careful because they can drop weak party members in a single volley. Cloakwood Nest Good amount of Huge, Giant, Phase, Wraith, Sword Spiders and Ettercaps in the exterior. Have to be careful of Web traps. The interior encounter is alright too. Spider Wood All sorts of spiders and ettercaps and the Red Wizard encounter Mutamin's Garden Mutamin the Gnome Wizard and his Basilisks, more Basilisk, Flind/Gnoll groups and a nice enemy adventurer party encounter to the south. Sure you can cheese the basilisks, but you can cheese anything if you really try. I usually go in with a single Protection from Petrification spell and have that character draw aggro and have the others come in afterwards, rather than using Khorax or other things. Beregost Temple This is sort of but sort of not a Wilderness Area. The Hobgoblin band to the south and the Vampiric Wolf encounter to the north are good for the stage of the game that you enter the area (usually 1st or 2nd Level) Shipwreck's Coast Shoal the Nymph and her Ogre Mage, Ogre Berserkers, Ogres, Ogrillons, Sirines - pretty good The Lighthouse Sirines, Dread Wolves, Dire Wolves, Carrion Crawlers, Hobgoblin Elites (not including the cool Flesh Golem cave) Red Canyons Has a large mix of Bandits, Black Bears, Cave Bears, Dread Wolves, Ghasts, Ghouls, Gibberlings, Hobgoblins, Hobgoblin Elite, Skeletons, Wolves, Worgs, Zombies. Also has the Bassilus Encounter and the Named Hobgoblins. This area is fun at low level. Lonely Peaks Black Bears, Brown Bears, Cave Bears, Dire Wolves, Dread Wolves, Half-Ogres, Hobgoblin Elite, Kobolds, Kobold Commandos, Ogres, Ogre Berserkers, Ogre Mages, Ogrillons, Wolves, Xvarts Also has a named group of Half Ogres, and a named Bandit group. Firewine Bridge The exterior isn't that exciting, moreso the interior and how you have to manage your party against the respawning Kobold Commandos, but the fight against Kahrk is good, and the Mellium fight can be okay if you come here at low level. Bear River Black Bears, Brown Bears, Cave Bears, Gibberlings, Hobgoblins, Hobgoblin Elite, Ogres, Ogre Beserkers, Ogrillons, Wild Dogs, War Dogs Named group of Bandits, and the Ogre Berserker/Ogre/Hobgoblin Elite fight at the bridge is fun Valley of the Tombs Ankhegs, Flinds, Gibberlings, Gnolls, Kobolds, Ogre Berserkers, Ogrillons, Skeletons, War Dogs, Wild Dogs Also has Narcillicus and his Mustard Jellies and the Ghasts inside the tombs. Fire Leaf Forest I enjoy this area mostly for the fights against Sendai and Vax & Zal, I think there's a Cave Bear as well and you can choose to fight Albert the Ogre Mage as well. ----- Now keep in mind that Baldur's Gate is very open and you can enter any of these areas as early as you like, so nothing is really that taxing. The combat in the game is relatively low maintenance as well, but especially when I was new to the game, all of these areas were great fun. The problem in Baldur's Gate is NOT the encounters it is the lack of QUESTS. Most of the quest design is really, really, really, really simple - something which they improved tenfold in BG2. BG1 with Black Isle quest design would have been amazing. We only have three (exterior) maps to critique and there's a legion of backers playing these maps. TBH if after all the feedback they don't improve these areas then there's a problem. I don't think "they're the first areas we created so they should be the worst" is acceptable. Unfortunately inXile took this approach with the WL2 beta, they flat out said that the content in Arizona won't be good compared to LA.
  3. I would recommend validating your game files on steam and trying again, just to be on the safe side That said, I have only ever completed the Ogre quest, so I can't offer feedback on the other ones. I have avoided doing the other ones because I want to focus my testing on specific areas at a time.
  4. The action/attack speed is not the issue. https://dl.dropboxusercontent.com/u/29325716/Pillars%20of%20Eternity/Sensuki_Matt516_Attribute_Rework.pdf Page 17 "We are aware that not all of the backers share this opinion, but we believe that most of the backers that are claiming that combat is too fast are doing so because of the lethality of combat in Pillars of Eternity compared to the Infinity Engine games, combined with a number of other factors. Below are some of the factors we think are contributing to the feeling of combat being too fast other than the speed of unit actions:  High per-hit damage of enemies combined with normalized attack resolutions  Underpowered Backer Beta characters (due to lack of gear)  The movement speed of all units in combat is too fast  Lack of visual, audio and UI feedback in combat  Player unfamiliarity with the game’s systems  Higher level of micromanagement required due to more active and modal abilities for all classes We believe these factors are working in concert to cause many of the backers (myself included – Matt) to feel stressed and not in control when in combat, causing a feeling that the game speed is too fast. While this may be partially true, we do not think it is purely related to the speed of unit actions, as we have observed some of the backers saying that the speed is too fast while also stating that the recovery times are too long." Now Creatures have had a huge nerf so every encounter is pretty short, unless it's against humanoid enemies. Not the way I'd go about balancing but I read somewhere that Josh starts off by "doubling and halving" *shrug*.
  5. Have you tried starting a new game and deleting your old saves, buddy ?
  6. Yeah that one tree model has some brightness issues. They took the base tree and edited the color of it but it looks pretty crap hahah. Still the low fidelity doesn't bother me in the slightest because the art is good - and that's why I am REALLY looking forward to Serpent in the Staglands
  7. That's BGEE's fault not Baldur's Gate. They blurred the terrain intentionally because it looks bad when zoomed in. Vanilla BG1 looks GLORIOUS in 640x480 @160Hz on my 22" CRT monitor, absolutely glorious.
  8. I have high standards and high attention to detail, but I think that's a good thing in this case.
  9. The Attribute System is an implementation of D&D, so as far as that's concerned it's a success. PE doesn't even achieve it's own design goals regarding that IMO and the pathfinding etc is worse than the IE games, all of them actually. The 2E games did pretty well with the majority of classes, especially if you take dual and multi-classing into account. Straight Thieves and Bards are pretty bad though.
  10. Same with the Dyrford Crossing really. There's a couple of okay encounters but for the most part less interesting than a half decent Baldur's Gate 1 area. It doesn't require a new game - the programming has been done, the systems are in, the content has been (mostly) created and now it needs to be improved.
  11. All of these areas, and more, need quite a bit of work http://forums.obsidian.net/topic/68884-list-of-prios-to-fix-until-the-early-2015-release/?p=1519536
  12. I don't have time to do a big write up about this but there are several areas I think need quite a bit of improvement: Performance Pathfinding - nuff said AI - nuff said Fog of War Persistence / Save Load Combat Feedback - is a mess / lacking Melee Engagement - is a mess User Interface Screens (most of them, excluding dialogue and scripted interaction) UI Options (things need to be toggleable, extra granularity, sliders implemented) More & Better Animations Spell FX - too flashy most of the time Attribute System (design/balancing) Recovery Time - needs a look Combat Speed & Pacing - too much pausing at the moment Health System - need to get adventuring day right in relation to game difficulty Movement Speed - too fast Weapon Balance - low dmg weapons suck unless you're a rogue Weapon Style balance - shields are bad on most classes, two weapon fighting is broken Ability & Spell Balance - some abilities and spells are garbage, some are OP Class Balance Creature Balance Area Navmesh issues - Dyrford Crossing has several navmesh issues Player Race Character Art - proportions, quality, visual recognition needs work Player Race Armor & Proportions - no uniformity yet Player Race Heads - a lot of them are unfinished Character Portraits - need more Sound Design - missing a lot of sounds Area Design (Mostly related to Dyrford Crossing, I have not spent time in Stormwall Gorge yet - one at a time) Controls - control schemes need work, functions need addition / splitting Graphical Issues - occlusion and sorting are big problems at the moment Environment and Character Colors - too washed out Talent System Character Creation / Leveling Up - need more stuff, change UI, change order Looting - not all characters drop their gear I regularly post about all of these topics, but my next Beta Version Review thread will cover everything I listed here and more.
  13. I also think the damage and speed of weapons is not in a good place / not displayed well, but other than that I really like it.
  14. Hormalakh did a nice mock up the other day too which I prefer to mine. http://hormalakh.blogspot.com.au/2014/09/looking-at-inventory-ui-bb301.html
  15. 27 out of your last 31 posts in Pillars of Eternity threads have been insulting other people Bryy. Would you say you are contributing something constructive to the beta? Because I certainly wouldn't. The person you are arguing with has been posting good feedback as well.
  16. I actually think Paradox QA is focusing on localization mostly.
  17. Nope, DotA 2 follows the Warcraft 3 system, which is actually very similar to PE's recovery time system except that the action animation frontswing, backswing and recovery time are all altered at once by the same percentile amount - whereas in PE the recovery is altered first (and recovery time pauses while moving).
  18. You could also take your own advice, as most of your recent posts have been pretty much putting other people down.
  19. All the better if you can make March or whatever without it.
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