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Tanred

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Posts posted by Tanred

  1. First quick impressions:

     

    + character models and armor on inventory screen are looking great

    + shadows and animations, the world feels to be more alive

    + loading times are noticeably faster

    + ability selection screen (it would be great to be able to display this screen anytime not just on level up)

    + multiclassing

    + veteran difficulty looks to be quite challenging

    + the writing seems to be good so far

    + penetration overhaul

    + slower spellcasting and retargetting (however, which in my opinion is not currently usable, please see below)

    + pathfinding is lot better than in PoE1

    + I like the map:)

     

    - combat still too fast, maybe combat auto-slow and half speed not working yet?

    - the autopause option "Party Member About to Finish Long Cast" triggers on normal attacks too, which is like almost all the time, so currently it's not really usable. However, it is needed for retargetting to work properly, so I hope it gets changed/fixed. Btw. "Party Member Finishes the Ability" autopause suffers from the same bug.

    • Like 3
  2. Would it be possible to implement separate audio channels (volume sliders) for sound effects and ambient sound? Or at least balance them out so they have similar audio levels?

     

    My issue is that the ambient sound volume is very low compared to other sound effects, especially combat sounds. So, every time I enter combat I have to turn down the speakers’ volume a good deal. And since combat is so frequent, you can imagine how annoying that can be after a while.

     

    I also think that few sound effects could use some EQ or compression tweaking, particularly those sounding very harsh or loud. Few examples coming out of my mind right now are blunderbuss firing or activation of paladins’ zealous aura, but I am sure there are even more.

    • Like 1
  3.  

    But there is no message, no popup that would write "tada, you have entered act 2".

     

    It's been quite some time since I last played the game, but I'm pretty sure there is one when you enter Defiance Bay.

     

    Anyway to keep the challenge I decided to delay leveling up, so I'm going in the following order:

    • Do the following but don't level up past 5
      • Act I
      • Endless Paths until it gets too difficult
    • Do the following but don't level up past 7
      • All quests in Defiance Bay
      • Endless Paths until it gets too difficult
    • Do the following but don't level up past 9
      • White March I
      • Rest of Act II
      • Endless Paths until it gets too difficult
    • Do the following but don't level up past 12
      • White March II
      • Endless Paths
      • Cragholdt Bluffs
    • Finish the game
      • Upscale Act III
      • Upscale Act IV

    Any thoughts on the order or levels? On what level to do the Alpine Dragon and the new wizard? Will I be able to reach max level from level 12 full exp(level 13 no exp) in Act III and IV?

     

     

    I play pretty much the same way you do. Based on my ongoing current playthrough on Hard with only 4 men party (using companions), which I estimate to be roughly on par with full party PotD, I'd recommend following order to maintain any challenge in a completionist playthrough:

    • Do the following but don't level up past 4:
      • Act I areas (Raedric's Hold final fight maybe level 5)
      • Endless Paths levels 1 and 2
    • Do the following but don't level up past 5:
      • Early Defiance Bay quests
    • Do the following but don't level up past 6:
      • Most of the Act II areas with few exceptions mentioned in next bullet. This is a kinda dull period because there is a lot of content with no meaningful party progress.
      • Endless Paths levels 3 to 6
    • Do the following but don't level up past 7:
      • Searing Falls and Pearlwood Bluff. Skaen Temple.
      • Stormwall Gorge incl. Lle a Rhemen 
    • Do the following but don't level up past 9:
      • Stalwart, Russetwood (enter WM I at level to 9 in order to scale up the content)
      • Endless Paths level 7
    • Do the following but don't level up past 11:
      • Durgan's Battery
      • Endless Paths levels 8 to 10
    • Do the following but don't level up past 13:
      • Longwatch Falls 
      • Endless Paths levels 11 to 13
      • Scaled WM II content? (not been there yet)
      • Scaled Act III? (not been there yet)
    • Remaining levels:
      • Crägholdt
      • Endless Paths levels 14 to 15
      • Scaled Act IV
    • Like 2
  4.  

    I've noticed a lot of the tracks aren't in the soundtrack download, any particular reason?  Some great tracks too..

     

    Also, maybe that's the reason youre not keen on that section in the caed nua track, because it sounds so much like the shire :p..  Its only around 30 seconds of it though I think

     

    There are some that I figured some folks wouldn't be interested in.  The Thaos theme is one example (the one with the cello).

     

     

    Oh, but that one is great:)

  5.  

    Weird, I also found WM part 1 much better than anything in vanilla. Particulary, encounter and area/level design are great.

     

    The wilderness areas (east and west of Stalwart) were kinda overstuffed with unrelated encounters though.

     

    I liked it better in Baldur's Gate where you could explore wilderness without running into a battle every two steps.

    Wilderness should feel like wilderness, not like you've walked into a Woodstock for beasts and monsters.

     

    Yeah it was kinda overstuffed as you say, but I didn't mind. I liked the encounters were varied enough and some of them were even challenging. They also included more dialogues with background checks and CYOAs. I just had tons of fun there, definitely more than in most parts of the main game.

  6. Is there a way to force all scaling from the start ? I would like to run IE mod with reduced XP, force scaling and sit back and not worry about it getting to easy for the rest of the playthrough.

     

    Yep. It's called ToggleScaler <scaler>.  You can use Tab to cycle through the options for the <scaler> parameter, they should be mostly self-explanatory.  It also doesn't count as a cheat.  ShowScalers will also help.

     

    It tries to automatically complete whatever you're typing.  So you if you type Toggl and starting hitting Tab it will cycle through commands that start with that.  I just checked and you do have to type at least one letter for the parameters for it to work (i.e. ToggleScalers P).  The scalers are PX1_HIGH_LEVEL, ACT4_HIGH_LEVEL, ELMSHORE_HIGH_LEVEL, PX2_HIGH_LEVEL

     

    EDIT: if it doesn't work you may need to execute one command first.

     

     

    http://forums.obsidian.net/topic/82857-300-patch-teased-by-josh-on-sa/page-20

    • Like 2
  7. WARNING, using this tweak disables achievements!

    I use this workaround because I dislike Path of the Damned encounters having high amount of enemies and prefer their numbers and composition on Hard but at the same time I want to keep their stats buffed up by PotD rules for an increased challenge. It works like this:

     

    1. Open console by pressing (~).
    2. Type ‘Iroll20s’ (without the quotes). This command enables cheats and disables achievements.
    3. Before entering any new area for the first time, open console again and type ‘Difficulty hard’. Enter the new area. The composition of enemy encounters has been generated according to the Hard difficulty rules (of course, you can use Easy or Normal too).
    4. Open console again and type ‘Difficulty pathofthedamned’. You can do this anytime, even during the combat. Enemies will get buffed up stats but their numbers remain same.

    It is also possible to use this tweak the other way around, i.e. high amount of enemies like on PotD but with normal stats.

    So far I have been using this tweak pretty extensively and did not encounter any bugs. It probably does not work on spawned enemies though.

    • Like 3
  8. Cut the amount of trash fights in each map at least by an half. And replace it with unique puzzles, CYOA text adventures, interesting NPCs with mini quests or mini boss fights. Often the best thing for combat is less combat.

     

    Craft combat encounters individually. Add a named/elite enemy to a pack of trash mobs and give it some special abilities or at least few lines of conversation at the start of the combat to put more character into it. It does not even have to be an enemy of the same type as long as it remains somewhat logical (for example those Skaen cultists could have had a trained elder bear or two among them).  

     

    More ambush and defend-a-position encounters. Force the player to split up their group and fight at different positions at the same time. Make them to react, to think differently, use rarely used spells, consumables, traps etc.

     

    Use the environment. Place ranged enemies on hard to get positions, make the player fight in tiny rooms susceptible to enemy AoE, force him to leave the choke points. Throw in various hazards like traps, fire walls, disease clouds, everything the engine allows.

     

    And something not related to encounter design but which I believe will make the game more fun for many of us  – amp up the difficulty, at least on hard and PotD settings.

    • Like 11
  9. What are these "different tactics" you speak of? You mean like, standing on the left side vs standing on the right? lol

    Well yes, if all I needed to do to win before was standing on the left side. You have said it yourself in reply to Karkarov's post: "and spam a different CC based on immunity results" - at least you need to do something differently and that's the variety I am speaking about. 

  10.  

    I like immunities, I think they bring a little variety to otherwise monotonous encounters

     

    Immunities, by their very definition, completely limit handling choices, which is the exact opposite of Variety. For example, if there are 5 different types of damage, but an enemy is immune to 4 of them... you only have 1 choice. Immunities guarantee an increase in monotony. Goodness, Gairnulf. You hop around far too many threads saying things that blatantly disregard math and science lol

    I don't understand your logic. Immunities provide variety between different encounters, that's the point. It's not about the amount of choices during one encounter, its about coming up with different tactics for various encounters, which should give them more unique feel.

  11. I think immunities are a great addition to the game and should have been there from the beginning. If not only for the logical reasons, at least for the gameplay ones. The original game was too easy and repetitive even on its highest difficulty when I could utilize same copy-paste tactics in almost every battle over and over – and it got boring really fast. Immunities bring the much-needed variety to combat encounters and while not fixing their rather lackluster design completely, it definitely improves them.

    • Like 2
  12. Reposting this here from the beta 1.05 patch notes thread:

     

    BAdler, on 05 May 2015 - 03:38 AM, said:

     

    Tanred, on 01 May 2015 - 09:49 AM, said:

     

    Reblanced XP rewards of some quests, particularly the bounty quests, to prevent parties from hitting max level before Twin Elms.

     

    Can you give us more exact numbers?

     

    I don't have the numbers in front of me, but if you do all of the content before Twin Elms you should end up around level 8 or 9 instead of max level

     

     

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