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Sensuki

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Everything posted by Sensuki

  1. Yeah that's something I will be pointing out. I think Deflection values are low so that hits and grazes are the most common thing, but perhaps combat would be more fun if that was not the case. Currently you get damaged pretty much every single monster hit, and this is one of the things contributing to the short adventuring day. In the IE games this did not happen, so you did not lose much health after an encounter. Josh reckons its not fun standing there missing, well it's not much fun standing there being hit every time either. Which version? You don't always hit in 2E.
  2. I'm more concerned about micro-features and design rather than bugs.
  3. Yeah it's like whole party stealth or something. It should be changed to per character.
  4. Sorry mate, I am going to protect you from yourself on that one. I wish I didn't know.
  5. 1H Single Accuracy bonus not being shown in inventory Accuracy 1 property bonus not being shown in inventory http://forums.obsidian.net/topic/68362-warning-weapon-styles-and-accuracy/
  6. Reach is not working on Pikes and Quarterstaffs either, so that renders those pointless as well.
  7. Yeah but my idea is about out-of-combat healing from your daily health pool
  8. Accuracy 1 and 1H Single Weapon style is most likely bugged atm guys - use 1H Shield, 2H and TWF Check the combat log values if you please. For some reason I keep saying shield instead of spear xD EDIT: Looks like they are being applied, they are shown in the combat log, but not the inventory.
  9. Some of the bugs from v257 bb were not bugs that were present in the E3 version. They crept into the build leading up to Gamescom and Obsidian was not able to fix them in time. It was just bad luck.
  10. I think the Paradox testers are testing localization and possibly other sections of the game - such as all of the areas not in the Backer Beta. Also level ranges 8-12. The Backer Beta testing is up to us. It is up to us to find the issues with these areas, help squash bugs and give our input on design and mechanics.
  11. No the red on the portrait would still fill for Stamina damage The bottom is Health number, which would heal your stamina from healing spells / out of combat Not really, it's similar to 4E Healing Surges though I suppose. I don't mind the current mechanic but there's a lot of people that don't like it. The most important thing to keep is that there is no way to heal your strategical health resource, but the actual mechanic could change as long as that fact is kept.
  12. Maybe. I also had an idea for Stamina and Health as well. What about if Health was not damaged during combat, and when combat was over, your Health heals your Stamina. So Health values would need to be a lot higher, once you have no Health left, you've got your Stamina and that's it. Healing spells heal out of your health pool. You probably don't need a Health bar then, just a number, which could be displayed under the portrait. Quick not even trying mspaint mock up
  13. OK, let's run with this. I'm not sure I agree, but let's go with it. The problem atm is that combat is too roughly-implemented (mechanically and technically with bugs / implementation) to properly achieve what you describe. Armour, lack of feedback, dog-piling, enemy movement speed and general lack of responsiveness means that the level of micro required to do what you suggest just isn't fun. I like micro-management and tactics. Give me a game where I have proper control and the ability to understand combat feedback and what you say makes complete sense. However, for many people, the game doesn't offer this. Combat is still slightly confusing, a mush. There are too many powers and I don't know when they kick in (or if they kicked in at all). Furthermore, all the enemies seem to have OD'd on energy drinks. So while I think your point has merit, it isn't borne out by the technical realities behind PoE's implementation. You're right (I really enjoy RTS and MOBA play myself), it's a combination of things: Poor combat idle animations - will be doing a vid on this soon Spell FX being too flashy - I warned Obsidian about this twice, btw Lower camera angle outside Characters disappearing into the environment (the sorting is too extreme with the grass etc) Larger sized enemies and characters relative to the scale of the environment compared to the IE games Obtuse Combat HUDS (If you use them. I can see *exactly* why they made them because combat IS confusing) Selection and targeting *sometimes* still bugs out Characters still don't quite pop enough (color wise) relative to the scene Ridiculously fast movement speed (especially creature movement speed) Not enough Combat Feedback (IE style targeting reticle is needed, Engagement needs a UI, Better combat sound design) Mechanical transparency (there are issues atm) Combat feels are wonky - you kinda deal damage too slowly, recovery is slow but combat is still frantic (probably due to damage intake) And probably more stuff I forgot to mention Still a lot of work to do getting combat to feel right
  14. I'm just going to say you guys do not want to know the answer to that question for spoiler purposes. Trust me I wish I didn't know but
  15. Combination of the above totally ruins the wilderness exploration feel Oddly enough it makes it feel more like an Icewind Dale 2 map. Icewind Dale 2 did a lot of things way worse than the BGs/IWD so it's not a good example to follow in many cases.
  16. It's a combination of really small maps, larger character and creature sizes, fast movement speed and the Health damage ratio being wrong. Combination of the above totally ruins the wilderness exploration feel Oddly enough it makes it feel more like an Icewind Dale 2 map. Icewind Dale 2 did a lot of things way worse than the BGs/IWD so it's not a good example to follow in many cases.
  17. The doors are the same, horribly blurry textures
  18. They need to do that for the Dracogen Inn, the floor textures look bad.
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