Darkpriest
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@Giantevilhead Yeah there are some minor weather effects, like fog in the morning in M&M6 On my preference note, I'd like to see a mixture of features from the earlier M&Ms and the Legacy. I like various special combat moves from the X (taunt, sunder, point blank shot, etc), but I like for example special effects on various spells when you level up your proficiency in magics schools. I'd like to see more of a free movement on the map, with inclusion of flight, yet I'd also like the TB combat system with ability to move during it. I like the leveling system of the latest M&M, but the journal system with things called auto-log, could be adopted from previous M&M games. I like the day/night/weekday/month cycle from the older games and how their influenced some fast travel options and opening hours of various shops, etc. One thing that the game could use, is formation. I am not sure which game had it, but I saw in some grid based crawler ability to form a square formation, so when you would face something from the front, the 2 front guys would have significantly higher chance of drawing aggro than the heroes behind them. It is particularly annoying, when for the very long time you have to focus mainly on keeping your low HP, low armor class caster alive instead of using the skills and spells. I think that it was as early implemented as the "Eye of the Beholder", where the back row would have to use long reach weapon to hit in melee or use thrown/other projectile weapons and spells
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For the last couple of days I've been replaying Might & Magic 6. I bought all the M&M cheaply at gog.com I tried to take a look at earlier titles, but controls and graphics was just too much (mostly awful controls by today's standards). M&M 6 is the first where I can actually play and enjoy the game again. I like its system. Day/Night, week day, month - all relevant for various interactions with NPCs/locations The free travel (no grid) is also quite good, because once you see the combat starting, you just enter turn base mode to do your fights. It's much more challenging than M&M X, because you are not limited to grids and 3 small enemies per grid (or 2 mediums or one large). You can have 10+ enemies whacking at you from the front alone. Ranged combat is there viable, as combat start at greater distances, and it sometimes take the enemy like 8-10 turns to reach you, and some enemies can be one shot by a good archer from very far distances. I'd love to have next M&M title going more into direction of M&M 6 - 7 system. I really do hope that they will keep doing these kind of games. They are too much fun to pass by. 1 title every 3 years would be super cool if they can keep adding some content to the earlier release. Hell I want them to go back into the cycle and story intertwining with HoM&M series... this M&M X title is a good start (closes up some narratives, yet introduces a new potential key character)
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the game has some potential, but some weapon types need some more love and there is one thing i hate about any game that caiams to be tactical, yet it does not allow you to "deploy" your units before the fight starts...
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it's odd. shame that they did not implement "fatal wound" mechanics, so basically rapiers are useless, spears are ok only for the reach in certain places. It took me a while to somewhat understand the mechanics behind spellcasting (and the three base stat rule for them and that many spells have various combinations of required base stats). Some maps are very annoying, especially those with respawnable enemies like louses in gladiator arena or a map with ghouls when you want to get unique item in a sidequest. they could use some tweaking on some of the maps, and add some love to piercing weapons, but other than that it feels ok-ish.
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later on you do not want to trade measly 50-80 dmg with casters or elemental projectiles that can kill you or screw you hard, hence they become useless. I admit though that having ability to do decent dmg with arrows is ok, if you are vs high magic resistant creatures that hurl spells or projectiles of their own on you, yet you cannot reach them but you have LoF. It is very situational though and I think I'd still prefer a second caster over an archer. Early on I agree it is a good way to soften some enemies before they will approach you. Once you start hitting casters and ranged creatures with special effects, trading shots is not a good idea. better to engage them in melee and use perks from Warfare skill tree. The ability to disable casting or guaranteed hit for some mana cost is invaluable. Note that most of the bosses and elite creatures you will fight in melee and archery there is very poor.
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Well I finished my first playthrough and it was fun, albeit the game has some flaws. I've clocked over 60 hours and "I THINK" that I've completed every quest and discovered every ruin, tomb, crypt, whatever. I agree that character sheet could simply be merged with skill sheet or at least have button that allows you to switch. It's not that big of a problem once you will remember about keybinds for each "C" - stats, "F" - skills Bows and crossbows are IMO useless. They need some serious tweaking to be viable. Even Warden's skill on Grandmaster bow isn't that interesting when you factor that the same class Grandmastering daggers and Mastering Dual-Wield does respectable amounts of dmg. Strong Healing Magic is a must. I cannot stress how many times Mass heal and resurrect was used and that was on adventurer difficulty. There are riddles and puzzles and its fun. I only found that there is not that many traps in the game, so not really much to worry about. Combat is won and lost by your positioning and target prioritizing. Use of various skills mandatory. You need to read thoroughly the dialogs when you are given quests. Do not skip them and keep in mind something that might be a clue. I once was stuck for a good while because I forgot some hint that one guy gave with the quest and I completely forgot about it. Dark magic requires at least one point. Without it you will not be able to detect secret passages/doors, until later on once you will get a shadow blessing. Some dungeons simply require you to have some sort of light source. there are 3 spells that enhance vision in dark places in the game. Use them, I would not mind some tool of disengaging from combat aside of a "reload". Lack of this ability makes spamming quicksaving and quickloading almost mandatory features in the game right now. It is a very old school like perhaps even too much, but I really had fun with it and will probably give it another shot once the extra content will appear or even just with another party composition (I used the default party)
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I am over 30h on it, and still have not finished act 2, just found water shard. I've been trying to poke around in places that i am probably too underleveled for, but still this game is still freaking fun... If only I knew how to open chests that require you to put in text, if these descriptions they hold are riddles then I suck at them :D
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Well technically Earth magic also has healing effects, for example remove poison is there, and regenerate, which heals whole party over time of a couple of turns is also there. I suspect that water magic might have some healing spell too, if they are somewhat sharing spells with HoM&M 6 light magic has a burst healing, probably some mass effect at higher levels too
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I actually am really enjoying a game... and I'll be damned, it's a Ubisoft published game.... What THE HELL? After they butchered HoM&M (6!!!) and Settlers series This game is fun AND combat is challenging even on adventurer mode.... I do not know how far I am in the game but I suspect something like 15-20% map travelled and I've already spent over 11h on it, and i took the default party.... O.o and there is much to do on your party creation if you chose to... It does not seem to have some hard puzzle solving or some super elaborate "find secret door" mechanics (but you need to pick right characters to open them if you find them) but if anyone likes this turn based combats from the old games like Eye of The Beholder, Old Might and Magic, etc. it really is FUN and I fully recommend it. (there is also the Warrior difficulty, which I had not touched yet. I will probably try it on my second palythrough with a custom party) I can't say too much about the story, but I assume it's a linear story reveal by a narrator and obviously your dialogs and quests you are going through,
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Games on this page be looking good. Interested in Styx (I liked of Orcs and Men), LotR game looks interesting, and both paradox games as well.... ETAs on these?
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Funny, they realize that the word Saga can hardly be trademarked? saga (ˈsɑːɡə) n 1. (Literary & Literary Critical Terms) any of several medieval prose narratives written in Iceland and recounting the exploits of a hero or a family 2. (Literary & Literary Critical Terms) any similar heroic narrative 3. (Literary & Literary Critical Terms) Also called: saga novel a series of novels about several generations or members of a family 4. (Theatre) any other artistic production said to resemble a saga 5. a series of events or a story stretching over a long period The trademarking problem could arise IF they would somehow had any other connection with the titles in possession of the other party, for example The Banner Saga: A Candy's Crush story. Seeing no such resemblance to any given title in possession of other parties, you cannot trademark the word alone. Exception could be made for example when trademarking a specific shape and fonts use for the word Saga and any icon associated with it and product content that could look like a direct copy, like in case of for example "Apple" trademark and any device resembling "Apple" 's devices with a word "apple" on it. Even then, the producers of The Banner Saga should feel fairly safe, as their product is a homage to "viking culture" and a use of word Saga is fully justified. Only if the other party could prove that they have similar product (computer game) with same story and same gameplay experience that they registered earlier than The Banner Saga developers, then they could hold the claim... I seriously doubt it. Please note, that I am not a specialist in US trademark related laws, so I might be incorrect.
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My only gripe with the current version of WL2 beta is that I can't play for a 5min without some random crash to desktop... I DO hope that it all will be sorted out by the time of its release. I've played earlier version and it was also crashing, but mostly due to (what i suspect to be) memory leaks in large areas (Highpool and Rail Nomads). Now it feels just unplayable for me when crashing every 5min.
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Subbed all 3 of them and will give them a try. Thx
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Can anyone recommend a good adventure pack/mod for S:R? I'd like to play it again, but not the main campaign for the n(th) time
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Personally, I've played: Shadowrun Retuns - I had some fun, yet it felt too short. I did not mind the linear aspect of it that much, although I'd rather have a bit more closure there. The save/load system though, that should have been improved. Banner Saga - Had fun, but again it feels too short. I realized that it's part 1 of 3 planned, so lets see. Again, Save/Load system should be improved. I am not sure if I will be able to port 2 playthroughs or just the 2nd one... Wasteland 2 beta - feels right, and is still improving. Xenonauts beta - it is what it's advertised as. Basically a clone of old X-COM with some added options. Divinity: Original Sin beta - feels right and fun. Not really a KS project, but Early Access - Age of Decadence - a decent game, unforgiving and thus requiring a lot of save scumming or simply metagaming stat allocations. it would be much better if it was party based, even if the party would be like main character and 1/2 hired bodygruads (depending on your social skills), so you could pass some encounters even if you did not allocate your non-combat stats perfectly. I'm waiting for 3 more projects now: Torment Pillars of Eternity (CAN'T WAIT!!!) Jagged Alliance - Flashback
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The only MP i liked in RPG game was implemented in NWN. Ez world building, modding tools, area creation tools, etc. got some really nice persistent world out of this and had a lot of fun there. PoEternity is in the same visual tech as IWD and BG, and really it's not required to have MP. If Obsidian could make a game with ez world building that would support thousands of areas like original NWN, then by all means, I'd love to see such a game.
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Update #70: New Year Project Update
Darkpriest replied to BAdler's topic in Pillars of Eternity: Announcements & News
So far I am so thrilled and hyped about the game, that you can't even imagine. Normally I would be ashamed of this, but it's like a feeling of riding a motorcycle well for the first time, or breaking for the first time the border of 200km/h in a sports car and having full control of it. I hope that this game will prove that it is the writing, companions, and reactive dialogs and world that tracks your actions and decision is the core of the big RPG, not a flashy FP combat and loot drops.- 491 replies
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- Pillars of Eternity
- Brandon Adler
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Update #70: New Year Project Update
Darkpriest replied to BAdler's topic in Pillars of Eternity: Announcements & News
Damn, just when i was looking for some new info *pop* nice update :D *PS. Can't wait to play it.... *craves for it*- 491 replies
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IF they would ever want to create a game with a good multiplayer options, I want it to give as much freedom and be as easy to use as Bioware's first NWN. After so many years I still regard that game best MP friendly RPG game. I believe there are still PWs operating with quite a few players being active.
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A lot of backers will be in the early beta test for the game so i suspect that final bug count will be minimal at the release. Just look how long WL2 is getting delayed because of this kind of testing and KS approach, and backers do not have much problem with that (at least I get this feeling). If I am not mistaken, originally WL2 should be released in 2013 and its not going to happen
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Wha... Is today opposite day? Because that would be my anti-list. EDIT: Seriously, did I take the bait or is this serious? Well other than ports to other devices (which will not happen on the first game on the first release) I can see stronghold being some playground for Lordy RPG style people. My list would look differently though. More story and NPC focus as well as diversity and magnitude of areas we can visit. It could not be too big, because they eventually will have to start filling things with very generic quests and encounters.