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Everything posted by Elerond
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List of Prios to Fix until the Early 2015 Release
Elerond replied to IndiraLightfoot's topic in Backer Beta Discussion
yup, you are correct if goal is to get same actual change instead of just setting 30% relative difference between attribute values and then adjusting base values according to that. For such goal they should use formula like "damage/healing base value * (1.2 + might bonus)" which would give out exact same numbers than previous version. -
List of Prios to Fix until the Early 2015 Release
Elerond replied to IndiraLightfoot's topic in Backer Beta Discussion
I would say that it depends how you want look at it. Difference in between might 3 and might 18 is in both cases is 30% (0 as zero point might 3 gives character +6% and might 18 gives character +36%, 10 as zero point might 3 gives -14% and might 18 gives +16% ). So in that sense it cosmetic change. But if base values in game aren't changed accordingly then there will be changes in in final values of things in the game. But one could argue that base values are actually interdependent thing from attribute bonuses, which can be adjusted independently to change balance in the game. So ultimately you can say that change is cosmetic or that it isn't cosmetic and be right depending on how you want to look at it. -
I think helmets could be changed so that they give +1 - +2 DT and -1 - -5 to accuracy. Which gives them role that isn't fully cosmetic but don't make them too overpowered.
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Pathfinder added active abilities through feats.5e added fighter subtypes where some are passive and some have active abilities so they catered to both type of players. OE can do the same. They can, but is there any more compelling reason to do so than catering hypothetical groups of players that may or may not exists in meaningful scale? Meaning is there some reason from point of view game mechanics or gameplay that would be better with such approach instead of going with quite low maintenance (singular active ability and some modal abilities) build that can be made more high maintenance with feats by adding more modal and active abilities, even though current set of feats don't yet convey this fully (but at least it is or has been the plan to give fighters such feats)? So is the point that fighters should be even more passive in their basic build or do you only feel that there isn't enough feats that give fighters more active abilities? I feel PoE should give its backers a way to play the game similarly to IE games where some classes were very low maintenance while also providing active abilities for newer players. It does not need to be through feets but through multiple choice of class abilities during level up. So you feel that fighters (and some other classes) in PoE are currently too high maintenance by default?
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List of Prios to Fix until the Early 2015 Release
Elerond replied to IndiraLightfoot's topic in Backer Beta Discussion
Why effect in the game is not good enough? Because effect isn't as massive as it is in AD&D. And I would point out that when you calculate average damage increase caused by might in combat compared to AD&D you should also take account factor that character's in PoE do damage with their attacks more regularly than character's in AD&D, because default hit change is higher in PoE. -
List of Prios to Fix until the Early 2015 Release
Elerond replied to IndiraLightfoot's topic in Backer Beta Discussion
It's not cosmetic. The attribute bonuses have been nerfed through the roof. Previously 18 Might gave you +36% damage, and changed your Morningstar damage (base 18-28) to 24.48 - 38.08 Now 18 Might gives you +16% damage, and you get 20.88 - 32.48 Pretty big difference. 18 Dexterity used to give you 18 Accuracy, now 18 Perception gives you 8. And so on and so forth. If something didn't change in Obsidian end after discussion in attribute thread it should have been only cosmetic change, but they may have forgotten or not have time or wanted to adjust every creatures' and characters' stats in world lower but haven't made all the changes yet or maybe wanted to rise relative power level of some creatures and characters, hard to say when we don't know what their intentions behind changes are. I would say if they would disclose their intentions we could give more accurate feedback how we feel about how well they have succeeded in those intentions, but maybe their intention is just to adjust numbers around until most of the feedback about them become positive/accepting/something like that. -
Pathfinder added active abilities through feats.5e added fighter subtypes where some are passive and some have active abilities so they catered to both type of players. OE can do the same. They can, but is there any more compelling reason to do so than catering hypothetical groups of players that may or may not exists in meaningful scale? Meaning is there some reason from point of view game mechanics or gameplay that would be better with such approach instead of going with quite low maintenance (singular active ability and some modal abilities) build that can be made more high maintenance with feats by adding more modal and active abilities, even though current set of feats don't yet convey this fully (but at least it is or has been the plan to give fighters such feats)? So is the point that fighters should be even more passive in their basic build or do you only feel that there isn't enough feats that give fighters more active abilities?
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List of Prios to Fix until the Early 2015 Release
Elerond replied to IndiraLightfoot's topic in Backer Beta Discussion
It is minor -
List of Prios to Fix until the Early 2015 Release
Elerond replied to IndiraLightfoot's topic in Backer Beta Discussion
Wizards are somewhat good in 301, but I think they need bit faster casting or their spells need their power tuned up little bit. Of course we don't currently see one of wizards major advantages in BB, which is versatility in their spell list and ability to switch grimoires in middle of battle to get access spell that are better suited on your needs. -
List of Prios to Fix until the Early 2015 Release
Elerond replied to IndiraLightfoot's topic in Backer Beta Discussion
Chanters have healing aura that constantly heals your party -
Wasteland 2 Hookability: Very Hooking, I can play over 12 hours long sessions Lastability: offers over hundred hours of gameplay Entertainment value: I find game to be very entertaining Heartstone: Heroes of Warcraft Hookability: I find this game very hooking as I find myself to return to play it day after day Lastability: I have clocked over 300 hours, so... Entertainment value: I find this to be more time spending game than entertaining. Godus (beta 2.x.x) Hookability: I find game to be quite hooking, but also good background game as it don't need constant watching Lastability: Currently I have clocked over 400 hours, but as I run it in background that isn't necessary that impressive Entertainment value: I find game to be surprisingly entertaining even though gameplay has lots of waiting build in it. Divinity: Original Sin Hookability: I find this game to be only mediocre hooking, as my average game sessions with it are only 1-2 hours long Lastability: Game has lots to do, but currently I don't feel that I will play more than one playthrough Entertainment value: At it best game is very entertaining, but it also has some low points that bring my enjoyment down. Watch_Dogs Hookability: At begging game is promising, but then it loses it appeal, so I would say that overall hookability isn't very high Lastability: I didn't finish the game and probably will not finish, so I would say not very high Entertainment value: At first very entertaining then it becomes chore and loses all it entertaining value Heroine’s Quest: The Herald of Ragnarok (release date 25.12.2013) Hookability: I find game to be interesting but its hooks don't bite very deep Lastability: I played game about 10 hours, so quite short Entertainment value: It brought up all Quest for Glory nostalgia that were buried in me, which made game very entertaining to play Metal Gear Rising: Revengeance Hookability: Game wasn't for me Lastability: Can't say, because of previous point Entertainment value: I see why some would find game entertaining, but for me it was not Titanfall Hookability: Game wasn't for me Lastability: Can't say, because of previous point Entertainment value: I see why some would find game entertaining, but for me it was not
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Class review: The Rogue (The Assassin more like)
Elerond replied to mutonizer's topic in Backer Beta Discussion
All classes were designed so that they have useful role in the combat. Priest were designed to be support characters, which is role they do quite well in my opinion, even though I feel that chanters and paladins are better choice for support character, because of their passive de/buffs, where priest is much bit too high maintenance support character for my taste. But I have find out that with my play style priest is most effective when I use them as debuffer that makes rest of my party much more deadlier. Healing spell I have find out to be somewhat useless, because I don't usually need restore endurance to any of my characters before fight has ended and then endurance regenerates in seconds to full. -
Delayed to early 2015
Elerond replied to C2B's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Whiners be whining. EDIT: also, how is a post from the devs on the official forums NOT hearing from Obsidian directly? seriously guys... They are KS backers, so I would guess that they would like to get news about delay in KS update instead of this forum. And I can't fault them doing so as PoE is KS project and major information such as delays should be given for backers in KS updates. Although I believe that next KS update will include that information and forum message was to give backers that read this forum heads up about delay. -
She is writer of those comics not the artist, although I don't think she has anything against art that were used in those comics, but my point is that she isn't one that decided how the characters look in those comics..
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Delayed to early 2015
Elerond replied to C2B's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
It is good news in that sense that they have more time to polish the game. Otherwise I feel that this is somewhat bad news, as their release window moves to less optimal place, although there is always possibility that silence of beginning of year will bring more customers for smaller tittle like PoE than what Christmas spending rush. And this also means that expansion will be delayed and is even more depended on sales of PoE. But there is always hope that everything happens for reason. With release pushed back so much, I hope that they add couple more areas in backer beta, so that it don't start to taste like ashes before we get final version in our hands. -
It is bit simplistic to say that PoE is 2D game, as it uses pre-rendered 3D modeled backgrounds that are rendered in an axonometric projection, so that people see depth in the map, and game uses 3D rendered character models and effects. Tablet games are usually designed to different kind of playing than your typical big budget console and computer games. But some of popular games these days use similar isometric style gameplay that PoE uses so it's quite safe to say that such style should not hinder too much PoE's sales But anyway it is quite probable that PoE will sell quite well, because it release window is excellent (at least with current knowledge) , as it is following big AAA fantasy rpg, that will leave great hype wave smaller fantasy rpgs to surf on, and addition to that it is released about same time with very anticipated fantasy movie, which will also give strength to that fantasy hype wave. And Obsidian is well known and respected studio with games that have million sellers on it belt. So if PoE isn't absolute train wreck of a game I would predict it will sell relatively well. It probably will not achieve similar sales figures as AAA games with their millions of dollars worth of advertising, but will sell very good numbers for game with quite minimalistic marketing budget.
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Freedom of speech is about protect people from governmental control and censor. So flooding companies with messages that ask/demand/whatever them to advertising certain web pages/services or magazines. Such campaigns are one of tools that society uses to moderate speech. Said moderation as such isn't against free speech, although such tools can be used to block unpopular opinions addition to keeping conversation polite, which can threaten some people's ability to express their opinions. Trying shut Gamasutra down seems to me somewhat counterproductive thing for gamers to do as it is portal that game developers use to exchange information and it's at least partially way how its parent company UBM pays Game Developers Conference and GDC Vault which both are currently major resources for many developers. But maybe getting revenge or whatever to one opinion piece (meaning that is article that don't necessary represent opinions or values of publication that published it) from one writer is more important than other consequence that such site shutdown would cause. Intel's decision to remove their advertisement from world largest game developer portal seem also bit counter productive in time when they try to get more developers to produce games for their platforms, especially when they are currently in such position in market that it is quite unlikely that they would lose PC gamers as customers even if they had continued the campaign. So maybe there is more behind Intel's decision this campaign, but then again ad campaigns are usually run by separate corporate entities or even companies and lots of customers complaints about their campaign may hurt them even if campaign isn't targeted for those who complain and there is no risk of lost business because of those complains.
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Patch added "_CommonRedist" director and its content "installscript.vdf" "vcredist_x64.exe" and "vcredist_x86.exe". As they are only files that are modified in same day as patch come and director's size is 18.3 MB.
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Player's party members accuracy may have dropped 10 points from previous build, but deflection values of enemy parties (at least Meredith and his party, because it was only one that I checked) seems to be about halved from previous build. As Meredith had in previous build deflection over 50 now he has 28 and cowled man in brigandine had deflection over 90 in previous build has now under 50, so hitting them is now much easier than what it was in previous build, even with smaller accuracy bonus from attributes.
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Feargus has said in interviews that their overhead per month is roughly 1 million dollars.. This is I believe their whole company and not specifically the PoE team which only has a fraction of the developers on it.. But they have much higher overhead then say InXile.. Every day this game goes over budget it comes out of their pocket.. not a publisher who has much larger cushions. I'm not saying Obsidian wastes money.. They are a large company.. not a indie team. They can't afford to dev this game for the next 2 years to make it pefect like most indie devs from kickstarter can. Average salary for game developer in USA is $83,060 (according to 2013 survey) and Obsidian has 51-200 employees (according to LinkedIn), which means that their yearly employee salary expenses probably are somewhere between $4,236,060-$16,612,000 and with other expenses $1 million in month burn rate sound quite reasonable sum. Although this has little to do with PoE, which had long time team under ten members working on it and even now number is about 20, which all may not work with the game full-time. Which means that they haven't burned money that they got from kickstarter with very high speed. Where inXile has employees somewhere between 11-50 (according to LinkedIn), which mean that their yearly employee salary expenses are probably somewhere between $913,660-$4,153,000 with other expenses their monthly burn rate I would guess that their monthly burn rate is probably somewhere between $100k-$400k, which is any case significantly lower than what Obsidian has, but one has to take account that Obsidian has incoming money from multiple publisher funded projects, inXile currently lives only with money from their Kickstarter projects and money what they get sales of their catalog, so without knowing how much money each company has in store I would say that Obsidian is actually financially in much better place to over extend project size of PoE than what inXile is. Although currently it looks that both companies financial state is in good state.
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Concentration bonus is still in attributes (resolve), but there isn't any more attribute that adds character's change to interrupt, but instead that changes is no wholly determined by weapon, spell or ability that character uses.
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I think typical distribution is 5% misses 45% grazes 45% hits and 5% critical hits when accuracy and defense stat are same and there is no bonuses/minuses involved from other sources. They bring variety in by adding additional hit type. When hitting is determined by dice roll is always passive and out of player's control, which I have though to be one of such systems lures, as it adds luck factor in picture which some people find exciting. Player's active role in this type mechanics come in preparation where player tries to max their changes before dice roll, by buffing, selecting right tools and building right sort character, etc..
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Armor systems are meant prolong combat, like for example AC from AD&D is there only to make people miss more. And there is usually counter mechanics that are meant to end combat sooner, like weapons that do more damage, bonuses to hit, abilities that make your characters hit faster. I would say that graze system isn't there to make combat faster, but add more variety in it and maybe be more pleasing for those that prefer more simultaneous systems.
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I think that it Josh intent to do interesting system in this case instead of simple. Also in my opinion DT is easy to understand as basic system, as it is just - DT amount damage to all attacks and as player has at least some kind idea what kind damage ranges there are it is quite easy to judge how much protection armor offers. But PoE's T system becomes more difficult to follow because armors have DT reductions or increases depending on damage type and most of the armor in the game don't offer this information to player. DR is quite easy concept, but its overall effectivity can be bit harder to determine because of percent based reduction means that there is always damage that goes through so you need to take account how fast someone hits addition to how much damage one hit does to know how effective armor will be in combat. Combination of both systems and different values against different damage types plus speed reductions makes armor system quite complex and makes determining best armor choice bit harder than what you typically have in RPGs. But it is for everyone to determine themselves is such system good or bad thing for the game, but at least it's interesting. I myself don't find it too convoluted and I don't feel that it needs to be changed, although there maybe still need for some balancing when it comes to lower damage range weapons.