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Frusciante

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About Frusciante

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  1. The same happens to me always. When I start a ranger it's fine. But when I load a ranger savefile the companion has duplicated itself. you can only control and attack with one the other one is just there visually (walking around but not attacking or anything)
  2. I have played some more and for now I find it really too difficult to continue playing. Basically, in my opinion, one thing should be addressed as the number one priority: combat speed, combat speed, combat speed! I would say: - slow down run speed in combat by 30-40% at least. - bring back slowmotion mode - see if activation time for some specific spells/abilities and recovery time need to be lowered to give more opportunity to influence what happens on the battlefield, this is especially necessary for casters. It could be though that slowing the combat speed in general down already su
  3. My impressions after playing for just one hour: ++ the world map, great idea and improves the feel of exploration ++ the integration of scripted interactions on the world map, adds a feeling of proper adventuring, consequences of scripted interactions (leading to encounters or not etc) seem stronger ++ multiclassing, makes thinking about character builds a lot of fun ++ dialogue UI and watercolor portraits; looks and feels good, non-intrusive and portraits add nice flavour + art is nice as always + personally I prefer the streamlining of health/endurance and per encounter abilities
  4. I just quit the beta to make a similar post. The combat at normal speeds feels very fast, a slow motion mode would be nice. But it also seems that characters move very fast in combat, distances to the back line are closed in 1-2 seconds.
  5. Care to elaborate? Josh has added in a large amount of talents and restructured everything so they are more integrated into the level-up process. Because of this, you have to make choices about which class abilities you want and it allows you to build different play styles for the same class. Do you guys plan to change the level up UI? I find it pretty uninvolving or something. I really iked the NWN levelling up UI for example.
  6. If you adjusted the bonus scale for D&D's attribute system to go from -1 at 3 and +1 at 20, you would get the same outcome you're talking about, though -- and that would be a balance issue, not a fundamental mechanical issue. It may be that Might grants too little of a bonus from point to point, it may be that wizards' spells simply do so much damage that a low bonus doesn't have a large impact on their viability, or it could be something else. Josh, one of the things that I think you aren't taking into account when dealing with PoE numbers in general (i.e. not shifting the number
  7. If you adjusted the bonus scale for D&D's attribute system to go from -1 at 3 and +1 at 20, you would get the same outcome you're talking about, though -- and that would be a balance issue, not a fundamental mechanical issue. It may be that Might grants too little of a bonus from point to point, it may be that wizards' spells simply do so much damage that a low bonus doesn't have a large impact on their viability, or it could be something else. And that's the reason why they didn't. The point is that this is a balance problem and not an inherent flaw in the core mechanics.
  8. might 1 (mt) n. 1. The power, force, or influence held by a person or group. 2. Physical strength. 3. Strength or ability to do something. See Synonyms at strength. See Regional Note at powerful. [Middle English, from Old English meaht, miht; see magh- in Indo-European roots.] http://www.thefreedictionary.com/might Might does not necessarily refer to physical strength. In the context of PoE it might refer to the power of your soul or whatever. The term muscle wizard is thus a bit besides the point.
  9. Do you realise that this is a beta and that they removed all story content including the real companions? Same goes for the combat, There is still lots of bugs and missing features. I'm sure it will improve in the coming months.
  10. Why would it need to have something to do with Baldur's Gate? They're making an IE like game in a new (Renaissance) setting. It's not intended to have a setting/world that is exactly similar to BG. The idea was to have a slightly different (fresh) take on a fantasy world. So they ended up with colonialism, renaissance, slavery, souls, early firearms etc.
  11. I think the character models are the biggest problem. In the sense that this is the hardest to fix. Most of the other things like selection circles, targeting feedback and pathfinding is relatively easy to fix.
  12. Please read my post on the previous page. Obsidian is already working on this.
  13. This is a known issue. I read somewhere that a developper is specifically looking into this.
  14. Excuse me for this long post but I will now post my detailed impressions from playing the Beta for about 6 hours. I will start with the easy part: The graphics and art are absolutely amazing. I have been craving for a gorgeous 2d world to explore for a long time and I’m glad that I can finally do this again. There is lots of detail, great atmosphere and a great feeling of exploration. The music is great in my opinion, fits the overall atmosphere nicely. Reminds me of both BG2 at times and morrowind which is a very good thing. Sound still has a lot of bugs so hard to judge for now. At
  15. First of all I think you are completely right Sensuki, I think most people agree with your video. But I think these features have just not been implemented yet, see this post by Kaz: ''We have temporary UI in place to indicate who is engaging who, but it quickly adds a lot of visual clutter so we have it disabled in the beta build. The first step would be to get visual feedback for targeting in the game. (highlighting the current target of the character you have selected or are hovering over)'' http://pedevtracker.azurewebsites.net/Post/View/29666 Second about selection circles overla
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