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Everything posted by Karkarov
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A lot better than the first chart which implied might was always better no matter what. Much more reasonable final conclusion as well.
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Because they didn't pay enough on the KS, is that what you are saying? No, I am saying the boat sailed on this one over a year ago and it is time to grow up and accept that the game doesn't have combat exp in it.
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Be very surprised if they ever expand it. The Backer Beta is designed to keep us from seeing too many spoilers and to test the various mechanics and systems at play. We don't need new areas to do any of that.
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Pretty disappointed, this launches in December?
Karkarov replied to khermann's topic in Backer Beta Discussion
The only thing he did purely to prevent degenerative gameplay was remove combat exp. The resting this is part that sure, but it is also a general design and balance system to overhaul what was a pretty crappy reset system from the older games. -
Okay so recently I discovered there are buttons to hide the combat log and center ui right now. Request: Make the center ui button placed on the bottom when minimized and make the button for the combat log be directly to the right. It seems weird having the combat log button jump up to the middle of the right side of the screen and the middle button go to what may be thin air if you don't have a 6th party member.
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I don't care about what you feel that it's fun for you. Considering time/resources, they should stick to what they have and use their remaining time/resources to fix/balance/polish the game and not catering some loud people. Unless that loud people want to pay from their pocket those optional systems. Then that's ok a long as the resource known as time allows it. The only way they will have the time to allow it is if the pro-combatxpers come up with around 200k or so and make another donation. They are asking them to overhaul the one system that has more to do with game balance and power curves than anything else. It would easily take a month or two possibly more to do just that, forget about all the bugs, polishing, and everything else you have to put on hold. It is a ridiculous request that is not as popular as people think and it is not going to happen.
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Pretty disappointed, this launches in December?
Karkarov replied to khermann's topic in Backer Beta Discussion
So long as people remember the oldest CC is called Tanking. -
Pretty disappointed, this launches in December?
Karkarov replied to khermann's topic in Backer Beta Discussion
Good catch Sensuki.... lets see what we got... So things I saw.... Well already see the skin on the godlike seems improved. Also there are two more portraits apparently, though it shows neither of them. Contrast is definitely higher on everything but could just be the stream/pc settings they are using. The "loot bags" the beetles dropped did look a little different, much easier to see and they seemed to have harder edges. BB Wizard is also throwing up some floaty runes when chanting some spells like the fireball, very nice improvement. Also seeing some strong night time shadows, even a loot bag is casting one. In fact in more loot bag related news it seems like the loot bag the spider dropped even has a different model than what the beetles were so there is some variety being introduced there. Also BB Priest looked like she was throwing a hadoken when she cast that crushing pillar spell, very cool. Combat wise it is hard to tell. Combat log looked a little less bombed out, but Rose never played with it so can't be sure. There was definitely more visual indicators. Spells were getting more animations, graphical effects seemed easier to see. That said Rose also played really conservatively (and intelligently) so only one or two characters was ever in melee. Really we will have to get this build ourselves to have a better idea. I am hopeful though. Also someone thought Rose played bad??? What were you watching? She played perfectly. Only the Fighter ever got hit, most enemies (other than the over tuned still apparently too hard hitting stone beetles) did little to no damage, and she probably rested more for the heck of it. She certainly did not need to "recover hp" after the spiders were down and plenty of abilities were left to deal with the Ogre. However there is the age old saying.... smoke em if ya got em, and it isn't like her floor demo wasn't ending with the ogre. -
Interview with Feargus Urquhart
Karkarov replied to Freshock's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I doubt DA:I is getting pushed back. If it is the blow will be huge missing the holiday season especially when you consider what is releasing in February.... Witcher 3. They need to release in that dead spot to maximize profit cause if they release with Witcher DA:I will get the short end of the stick. -
Actually no it really doesn't. It is blatantly low res and looks pixelated. That said this is easy to do with custom portraits. You just start with a very large image, make the "large pic" a full body shot, then make the "small pic" just a focus on the head and shoulders. Here is a concept image I just tossed together to show what I mean. Original image I used in the top right, and the portrait and status screens are pasted in as well.
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Hi, my name is common sense man. Maybe you haven't noticed but the game is releasing in the next 3-3.5 months. It has lots of bugs and potential balance issues. Much needs to be polished and improved. Maybe it is just me but... it is a little too late to redesign the entire exp system which is one of the core backbones of the game. They literally do not have the time. So maybe we should all just suck it up and try to learn to love what we have.
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Pistol hits almost as hard as an arquebus it is clearly not intended ;p. Also you can already do this you just have to swap weapons. Sounds cool on paper, but worth effort and even that effective in combat? Not particularly.
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He sounds like generic forum goer X so his opinion carries no more weight than anyone else's. I agree with most sentiments except the turn based stuff and combat exp. Just make combat a little slower with more feedback and everyone will be fine. 90% of everyones problem right now is just the bugs.
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Pretty disappointed, this launches in December?
Karkarov replied to khermann's topic in Backer Beta Discussion
Which is exactly what they should be doing, not responding to fear mongers on the forums. -
Pretty disappointed, this launches in December?
Karkarov replied to khermann's topic in Backer Beta Discussion
Exactly. Eternity is clearly in a real beta. Steam Early Access games like Starbound are not "beta" they are finished games where the dev's just haven't put in all the final features yet but want to go into a paid "beta" so they can start making money on a basically done game now and then every month or so add a little here, or a little there, then maybe 6 months or a year later admit they aren't in "beta" and call it a real release. Obsidian knows what they are doing, lets wait for a patch or two before we all assume the game sucks and has no chance of being good. -
Sensuki's Suggestions #014: Non-Terrible Inventory [Mockup]
Karkarov replied to Sensuki's topic in Backer Beta Discussion
Like I said before, if we are going to have an infinite stash anyway we may as well just make the stash the inventory, eliminate individual item inventories, and anything not equipped as a quick item can not be used in actual combat. There is already a very solid amount of item sorting etc from the main inventory so nothing even needs to change there. -
Superweapons
Karkarov replied to limaxophobiacq's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I think part of this is a bit of a disagreement over what "superweapon" means. I'm all for unique endgame weapons with special powers, but i don't agree with anything that is completely off kilter balancewise, except as a limited use sword of plot advancement. That kind of thing should, if existing at all, be reserved for "end level" campaigns. When someone says "Super Weapon" I think Carosymr or the Silver Sword from Never Winter Nights 2. We should have no need for those types of weapons in Eternity. Maybe in Eternity 2, but not part 1. -
Sensuki's Suggestions #012: Non-Terrible Main HUD [Mockup]
Karkarov replied to Sensuki's topic in Backer Beta Discussion
I've already suggested this in the thread because for people that read the combat log on the fly, the right side of the screen is the absolute worst position for it. Well we simply don't concur. It is on the right with Divinity Original Sin and I don't see anyone trying to say it sucks because of it. I can read the combat log just fine either way and looking left or looking right makes no difference to me. Personally other than the fact that I can't outright hide the center bit right now and the combat log only expands in one direction I see nothing wrong with the current ui. -
Sensuki's Suggestions #012: Non-Terrible Main HUD [Mockup]
Karkarov replied to Sensuki's topic in Backer Beta Discussion
Oh you have no idea Mayama how far down this rabbit hole we have been on this forum time and time again. Let's just sum up and say this. Sensuki wants BG2 UI. No really, that's what he wants. Yes anyone with common sense who knows anything about design knows that UI sucks. Fortunately Obsidian is staffed by people who actually studied design. This is literally the third time he has made this post, he is just pissed he isn't getting his way. All this UI actually needs is three things. 1: For the solid ui function to work for those who want it. It doesn't work in the beta right now. 2: Toggle button to hide combat log for those who don't want it, but hit button again it pops back up. Also the option to hide main menu control brick, it doesn't need a button though. 3: Ability to stretch the combat log horizontally and not just vertically. That's it. If you REALLY want to push it, maybe make the ui "dockable" so long as everything is tied to the bottom bar. So if you want you can move action buttons to the middle, combat log left, whatever. I don't consider this a big enough deal though to go through unless it would be very easy to do. -
Sensuki's Suggestions #012: Non-Terrible Main HUD [Mockup]
Karkarov replied to Sensuki's topic in Backer Beta Discussion
Right.... we will just pretend all those screen shots I posted in those threads where I pointed out the crystal spiders and deep wounds aren't there. You know the ones where I have the combat log fully pulled out... while playing in expert mode? For such a master of the combat log I would have thought you knew by now that you can. You just go left click on the specific line you want gritty details about and it pops out showing you all of the math associated with that one action. -
That is also meaningless because it is too late to redesign the core combat mechanics of the game. Which I also noticed and find very odd. Seriously, make a cipher character. Check every culture. For a class that's base stats seem to imply is better at range than melee they only get 1, yes 1, culture that actually starts them with a ranged weapon. Something about that seems odd especially since many Cipher abilities lend themselves very very well to melee combat more so than range. Personally I think Rogues and Ciphers both should just be given 20 ranged and 20 melee accuracy and be done with it. They are damage dealers, there is nothing wrong with them favoring neither range or melee, let the player choose. Having both equal isn't even a advantage as it isn't like you can use them at the same time.
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Superweapons
Karkarov replied to limaxophobiacq's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
No. This is a low to mid level campaign, our characters should not be packing anything I would call a "super weapon" at mid level. -
Did you really just say movement and position is more important in IE games than in MMO's? I was going to belabor that point, but I will pass and not dignify it other than to say you have no clue how wrong you are. Also I find it hard to believe giving a fighter a crossbow instead of a sword will make him more fun. Just think about it for a minute. Now not only is he still just auto attacking with the once in awhile knockdown, but now his position doesn't even matter he just has to be standing somewhere reasonably spread out so you can't aoe bomb your whole party at once. The fighter becomes even lower maintenance and even less interesting at range, so no thank you. Very true. As it currently stands though if you asked me "What does Eternity have more in common with on the combat level?" I would say 4th Edition D&D. 4th Edition D&D which also borrowed heavily from and copied many MMO mechanics. So would I say Eternity is closer in Mechanics to an MMO than the Infinity Engine games? At the core level, yes, I would. As an aside there is nothing stopping you from being a two hand fighter or duel wield fighter as it stands now. In fact I find a duel wield fighter with high dex and high perception is very strong as a tank because they score lots of interrupts and attack quickly.
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Exactly. If you really do want to play a ranged damage dealer that isn't a ranger the obvious choice is Rogue. All their abilities already work from range and their core mechanic of "backstabbing" still works at ranged, it is just a little more complex to get a enemy flanked since the rogue can't do it themselves.