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Everything posted by sheriffharry
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Dyford Crossing Dungeon.. need help (spoiler)
sheriffharry replied to sheriffharry's topic in Backer Beta Discussion
That's probably it. I've "save", "quicksave" and "load" very often directly from the game. I'll restart anew. That said, I've enjoyed the game as much as any IE old ones. Combat need polish, but overall questing is really fun. Not sure I like the new "guns" and pistols, but as they do similar damage to crossbow, that's not a major issue. Thanks! -
Dyford Crossing Dungeon.. need help (spoiler)
sheriffharry replied to sheriffharry's topic in Backer Beta Discussion
Well. In my Quest inventory I have: - The Currier Key - The Skull Key - An Old Dungeon Key In my Stash I have: - Grappling Hook and rope from the store - Grappling Hook and rope found in the dungeon. - 3 Lockpicks (2 other disappeared from the inventory...) + mechanical of 6 for my BBThief Still can't open the door to the bloody round room in the dungeon. Still can't use the hook to get across the broken bridge. -
Dyford Crossing Dungeon.. need help (spoiler)
sheriffharry replied to sheriffharry's topic in Backer Beta Discussion
Well, still no luck with the doors leading to the big round chamber in Dyford Crossing Dungeon. I have found the "skull key" on the corpse in the Ogre's Cave and it went right into the "Quest item" inventory. But the doors are still locked in the other dungeon. I have not seen lockpicks anywhere, in shops or on corpses. (nor any grappling hook..) I have search everything that could be killed (including the tanner in town) and haven't found any other key, I've search every room and every barrel too. So I'm basically stuck... Help anyone ?? (Do I have to clear the area with lions and another dungeon first to finish the dungeon in Dyford Crossing ??) Thanks. -
Dyford Crossing Dungeon: Need help opening the doors leading to the big round chamber, what's the trick ?? Also, Haven't been able to not break the Dragon Egg, is there a way to rescue the egg safely ?? As far as gameplay goes, Combat is less confusing after a while, but I would still like to clearly see who is battling who! Thx.
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Does combat need to be slowed down?
sheriffharry replied to Tartantyco's topic in Backer Beta Discussion
Seconded! -
Repeat from a previous thread: The fact that you can't "disengaged" from a combat (except for the Rogue) is a nice and logical innovation. However, during a full 4 on 4 melee, it's very hard to see who is engaged to whom and who can change target. If I remember correctly, if the IE when a character was chosen, during a pause, his/her current target was highlighted somehow (the circle underneath it was indented). I think that would be a nice addition to the current combat engine, which often bring a bit of confusion "as is" right now as to who is battling whom. + combat is a bit too fast to my taste (and the "slow" mode is way too slow..)
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1) make combat a bit slower (but not as slow as the "slow" mode) 2) make the creature engaged with a selected character recognizable somehow (indented circle beneath ?)
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The fact that you can't "disengaged" from a combat (except for the Rogue) is a nice and logical innovation. However, during a full 4 on 4 melee, it's very hard to see who is engaged to whom and who can change target. If I remember correctly, if the IE when a character was chosen, during a pause, his/her current target was highlighted somehow (the circle underneath it was indented). I think that would be a nice addition to the current combat engine, which often bring a bit of confusion "as is" right now as to who is battling whom.
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Let's be even more radical on inventory design...
sheriffharry replied to Headbomb's topic in Backer Beta Discussion
Good point. There should be one "Party inventory" for each party. If the game splits the party in two for story purposes, there should now be one party inventory per party. There will be a need for a "switch between party" button anyway, as you can't play two different party at the exact same time. How will you know what items will go where when you split up your party? That's the thing: you will need to "split" the party at some point in that scenario: who goes right, who goes left ? Once the 2nd party is formed, it gets its own Party Inventory and you'll have the chance to fill it up with extra leather armors and potions. or not. -
Let's be even more radical on inventory design...
sheriffharry replied to Headbomb's topic in Backer Beta Discussion
There should be one "Party inventory" for each party. If the game splits the party in two for story purposes, there should now be one party inventory per party. There will be a need for a "switch between party" button anyway, as you can't play two different party at the exact same time. -
Let's be even more radical on inventory design...
sheriffharry replied to Headbomb's topic in Backer Beta Discussion
I must admit juggling items around characters is my least favorite (and totally useless) aspect of the older games. I am all for "Party inventory"! -
Does combat need to be slowed down?
sheriffharry replied to Tartantyco's topic in Backer Beta Discussion
Update: The "slow" mode is sloooowwwww as molasse going uphill in January. The "normal" mode is a bit too fast, and yes it's very hard to follow who does what damage to who... The "double-speed" mode is just there for comic relief I suppose. I'm playing Baldur's Gate on my Android tablet right now and the combat speed is just right, the timing is really important in that type of game. And yes, I've overcomed all the BEETLES, with a fully rested party and a lot of spell-casting! -
Does combat need to be slowed down?
sheriffharry replied to Tartantyco's topic in Backer Beta Discussion
Just my 2 cents: YES combat is way too fast. (haven't try the "slow" mode yet..) I really would like to get the "one round at the time" combat feeling of pen and paper RPG, this is not the case. I end up pressing the space bar after 2 seconds maximum of action, this is a bit too much for my liking.. That said, character really respond to the exact commands given, I like the Stamina/Health idea, and the fact you cannot disengage easily from an opponent. -
You really have to "gather" your characters very close one to each other to make camp. A normal "formation" should allow camping IMHO. On the other hand, this makes camping really a "break" in the routine as you have to move each character individually to get close enough, so maybe I like it afterall....
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That works. But I can only choose a specific spell once. Any reason for that ??
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Ok, will try that!
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I'm not sure how to select spells... Are there "spell slots" somewhere ? I see the list of spells in the stats of a character, and some skills/spells icon on top of a chosen character, but isn't there a "spell selction" process, for wizards, as in the original games ? I might have miss something somewhere. Thanks!
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Backer site
sheriffharry replied to argan's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
The Kickstarter survey still wasn't sent, right ? the new site is confusing about that: "Manage my Pledge NOW"...