Everything posted by Elerond
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The Obsidian Order of Eternity (part 7)
Backer survey is in my understanding only for credits and maybe in game use. Where forum tittles are put in manually and need to be requested in this thread, this is probably because they didn't want use developers time to produce automatized system for thing that is fan initiative and not something that they offered.
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Interruption/Concentration: Why?
I made character with perception 20 and tried make him to interrupt BB Wizard's (as he has only resolve 9) and it seemed not to be any great effect on amount attacks that BB Wizard was able to do. Then I tested it with his spells and noticed that my character was only able to interrupt his casting only once per spell, so it is possible that his attacks were interrupted, but I didn't notice it because interrupt causes only small delay in attack speed. Combat log seems to not have any markings about interrupts, so it is hard to tell how they actually work.
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Companion's equipment disappear with them if they die
Issue: When companion dies their body disappears without leaving their equipment behind How to reproduce: 1. Get companion killed or kill one yourself 2. See their body disappear 3. See how there is no loot back appearing Expected behavior: Companion’s equipment don’t disappear with their body, but instead it would appear in loot back or stash
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Combat XP Poll - Let's See What We Think Now
So what will powerplayers do? They will complete every possible sidequest, fed'exing stuff around the world and always being a good boyscout, no matter if it goes against their party ethics or such. That is just bad quest design which has nothing to do with xp system. it has, since you can't progress otherwise. People will always aim for the highest reward; gimping a game to force one way of playing doesn't solve the proble at the heart. But xp system don't cause existence of such quest, if they exist they exist only because quest designers have done bad job. Bad design always lead people to do things that are unroleplay like, as players have meta knowledge that doing things certain way is more effective than doing things as how your character would actually do them. Josh said that they decided to go with quest/objective based system to encourage people to roleplay more, but if their quest design has optimal paths that make people meta game instead of roleplay, then they have just failed in design, which means that changing system behind xp don't help as failure is in way quests (at least some) are designed.
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Combat XP Poll - Let's See What We Think Now
So what will powerplayers do? They will complete every possible sidequest, fed'exing stuff around the world and always being a good boyscout, no matter if it goes against their party ethics or such. That is just bad quest design which has nothing to do with xp system.
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More like BG2 please
How difficult they are shouldn't be judged simply by, "can I beat them without taking a lot of damage." You also need to consider how much effort is needed to beat them without taking much damage. My party take only minor if any damage to beat all the trash mobs in the beta and I didn't need to use special abilities or spell in most of the fights (This was after I equipped them with that level equipment that your party probably should actually have in that time of the game). I actually didn't need rest even one time in my last run. So I would still say that making them easier isn't thing that I would recommend. On normal? You must have been taking advantage of the weapon swapping mechanic or something. Scouting is very powerful tool as it gives your party ability to move in optimal place to launch assault and with firearms you can drop 1-3 enemies before they even can make first action and then your front liners can easily stop those that are left until next volley and then there isn't usually any enemies left.
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More like BG2 please
How difficult they are shouldn't be judged simply by, "can I beat them without taking a lot of damage." You also need to consider how much effort is needed to beat them without taking much damage. My party take only minor if any damage to beat all the trash mobs in the beta and I didn't need to use special abilities or spell in most of the fights (This was after I equipped them with that level equipment that your party probably should actually have in that time of the game). I actually didn't need rest even one time in my last run. So I would still say that making them easier isn't thing that I would recommend. When comparing them some of trash mobs from BG, like basilisks, sirens, vampiric wolves, these trash mobs aren't even worth of mention in difficulty scale IMO.
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More like BG2 please
I don't think that trash mobs should be any easier as they currently are, because they barely offer any challenge in easy and normal difficulties, only most fool hardly run-ins can cause you lose party members and even possibility for that is quite low when you have equipped your party with somewhat better gear. Especially firearms charge annihilates most trash mobs in seconds.
- More obvious XP notice
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Police arrest, attack reporters; order reporters NOT to cover protest. IN UNITED STATES.
And you get about ten tacos/burritos with price of one tear gas grenade, which by looking videos from Ferguson, would mean that price of crowd control operations would go down
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How to access the stash?
You can access it on in the town
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Sensuki's Suggestions #006: I re-wrote the CC Class Ability Descriptions
Unity's rich text format uses following tags, if you want to try them. Supported tags are: <color="htmlcolor">colored text</color>, where "htmlcolor" is a html color string, like "#ff0000" or "red". <b>bold text</b> <i>italic text</i> <size=20>sized text</size> These are only supported for fonts set to use dynamic font rendering, except for the 'color' tag. EDIT: I tested them my self and they don't work.
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First impressions thread!
They don't have a choice in the matter. Josh said the game was going to be released in winter of this year because that's when the money runs out. They can always put it on early access and get more money if that is only reason to release game this winter, but it seems to not as they very pretty confident that they don't need more money to finish the game, as they said that even if they go with early access route, money would go in expansion pack.
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First impressions thread!
You should take into account that we don't have access to full beta content, but very limited content, so that it wouldn't spoil game to us before we get our hands on release version. According to Obsidian (update 80) they use department specific alpha and beta terms to determine how ready each department is, meaning that departments aren't necessary in same readiness level. And what I can evaluate by playing backers' beta, is that they have mostly balancing, polishing and bug fixing to do if other areas of game are on same level as levels in backers' beta, which would mean that game is very much in beta stage even using classic definition of beta.
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Experience point system in the beta and onwards
I got my team up three levels in beta in four hours, so there is enough experience around, in my opinion. But I can see how you can feel that there isn't xp gain if they explore areas without doing quests/tasks, especially journal bug causing that you can miss xp. Although I found exploring areas to be quite rewarding in itself, as there was quite lot loot to find and different ways to complete quests.
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Loot bags respawn on area transition
Reappearing loot happened to me also, but only with one of the characters that I have created. It also causes vendor's treasury to reset to starting value every time you change map.
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Game looks great, but...
But PE is accepting pledges to this day and for DOS the 4m was the final number. You should also take in consideration that from that original 4 million about 500k goes to KS+Amazon+Paypal fees and to pay physical rewards for backers (although Paradox deal changed this somewhat). And PoE's budget has been locked already for several months (in my understanding, as they have mostly locked release date) and currently money from new pledges goes towards expansion. But as I don't know how much PoE's pledge total is, as it isn't at least currently public knowledge so I can't say is it lower, same or higher than D:OS's budget. My message was only to remind people that 4 million euros is quite lot more than 4 million dollars if they had made assumption D:OS budget is about same as PoE's by reading that budget for both games is about 4 million.
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Disappearing Gear
Hey there Marceror, thanks for the feeback! We are well aware of this issue and are currently working on a solution. Do you happen to remember if you had loaded a save anytime before this issue occurred? This happened to my first character that I created and items were missing from the start (although I saved game before I checked my party's items). With my second character some items equipped items disappeared after I loaded the game.
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Options labels disappear when selecting anything else than Auto-Pause or Controls
Picture about this bug
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Beta key is generating!
Download is complete and install is complete, goodbye.
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Experience Point Mechanics - Fighting Enemies
This seems to be romance thread 2.0.
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VA cast
The D:OS ambient voices are fkn obnoxious to me. I honestly prefer just floating text. The Witcher 2 also had some over the top ambient voices, but TW1 was fine. Can girls become witchers, too? Ciri (Geralt's adopted daughter) is nearly witcher. She seems to play somewhat big role in Witcher 3.
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Experience Point Mechanics - Fighting Enemies
In objective based experience systems player/s get xp when player/s do something that makes gamemaster or developers in case of crpgs feel that player/s should be awarded xp. Which often means that there isn't necessary any locked logic behind xp gain, but instead xp is awarded usually more to support gamemaster's/developers' story telling and intended game flow.
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Dragon Age: Inquisition
http://www.ign.com/articles/2014/08/15/dragon-age-inquisition-is-over-200-hours-long# So shortest route is 20-30 hours, but if you plan to complete everything then it will take over 200 hours. That is quite lot of optional content.
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Combat Concerns
They said in one of the demos that enemies are in beta especially beetles are set to be quite difficult and they probably will make adjustments on them in final game depending on feedback about beta. And before you start bash paladin you should note that area in game is from middle game, and in demos paladin only has her starting gear that is meant for first level characters, where other party members have better gear. And they used cheesy combat tactics against ogre by holding it and killing it from distance, in which paladin couldn't have very active role because of lack of ranged weapon, but it should be noted that it is quite probable that cheesy tactic would work much less effective without paladins aura buffs that added damage and change to to hit for rest of the party. So she was far from useless in that fight. And they had only very limited time for each demo, which meant that they used quite similar tactics in every demo after the first where Adam's parties were wiped out. But anyway on Monday we will get hands on experience on how combat will work, so then we can say sure how combat actually feels and works and how different classes will fare.