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Caerdon

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Everything posted by Caerdon

  1. Put on armor when fighting shadows. Seriously, I don't get why people have such an aversion towards this. Slow casting Aloth >>>>>>>>>>>>>>>>>>>> dead Aloth.
  2. Oh, and here I though +X% action speed actually speeds up your actions by shortening the recovery time... Did this change at some point during the beta (I was out the loop for a good while due to reasons) or did I misundestand the whole thing from the get-go? Is there a listing of those different base speeds and recovery times somewhere?
  3. I would also value such knowledge or knowledge of how to acquire such knowledge.
  4. I consider Eternity an improvement on most aspects when it comes to game mechanics, and it's hard to isolate specific mechanics that I enjoy more than others, but here are three things that come to mind right now: 1) The resting mechanic. I never really rest spammed in IE games either, but the way Eternity handles things has still improved my gaming experience a lot. It adds excitement, feeling of attrition and urgency, and strategic depth. 2) The health/endurance mechanic. I love it, I think it really succeeds in combining the best aspects of traditional and regenerating health, and it has some interesting features of its own. I like how well it handless long-term attrition and how it doesn't just eliminate perma-death entirely, even though you don't have to worry about it most of the time. I like how it puts a limit to healing and even makes it a double-edged sword: with enough healing a character now risks death instead of just getting knocked out. Just think about that from in-universe perspective: even with magical healing there's only so much your body can take, and sooner or later your body will simply fail and there's nothing that can be done at that point. 3) The four defenses. This one's a bit of a dark horse and probably not utilized in-game quite as well as it should be, but I love how status effects lower specific defenses making the enemies more vulnerable to attacks targeting those defenses. This is a huge improvement over the way saving throws worked in IE games. I don't think this system really reaches its full potential, but perhaps that's because I just haven't been able to pay attention and take advantage of that system the way I should have - probably because there are so many options that it can be a bit overwhelming. I suspect that the majority of players mostly just ignore this stuff, but there's some huge tactical potential there. I could list many other mechanics, but I guess that'll do for now.
  5. Penetrating Shot is absolutely worth it with Bows. I use warbow because of better armor penetration, but hunting bow works just fine.
  6. Another case of people whining because their favourite crutch spell doesn't win the game for them on its own anymore.... Go find new ways to play. Every class in the game could do with some minor tweaking, but there's nothing especially wrong with the wizard.
  7. It's not supposed to be on the POT page but in your library. If you can't see it, try refreshing your accoung: https://secure.gog.com/en/account/refresh/
  8. A few ideas: - keep him close to someone who can protect him but who's not the main tank of the party - get either Arcane Veil or Grimoire Slam - give him hatchet & shield (or two hatchets) as secondary weapon set - Put on some heavier armor when facing Shadows (really, that's a perfectly OK thing to do)
  9. Nah, Nature is better than Death. +3 STR, +2 DEX and +2 CON when under 50% endurance adds up to more than dealing +20% damage to enemies under 25% endurance, especially as you get those bonuses precisely when you need them the most.
  10. Sure, you can make a tanky damage dealer, you just can't make the ultimate tank that's also the ultimate damage-dealer. But you can definitely make something that's perfectly viable at any difficulty. People are way too obsessed with reaching the absolute pinnacle. Seriously, there isn't a big difference between having, say, 18 or 14 in a stat, yet some people act as if not having the absolute maximum stats for the particular role makes a build totally worthless.
  11. The reason DAO had a tactics system was for people who want to avoid all the unnessary pausing. Guys, I hate to break it to you, but you don't need to actually pause during the fight if you have a tactics system. Nothing gives me more enjoyment than giving orders before a fight, then seeing those tactics come to fruition in absolute real time during a fight. I hate to break it to you, but you also don't need to actually play the game if you have a tactics system. Nothing gives me more enjoyment than controlling my entire party, without having to compose simplistic scripts just so the other party members wouldn't immediately suicide themselves while I give orders to a single character. Don't get me wrong, I quite liked DA:O, but Bioware went for mass appeal with the control scheme, combat mechanics and the overall design. There were just too many compromises, which is why its combat didn't have the depth of Eternity or the old IE games. (This is why I only ever finished it once, despite playing at least a dozen characters past Ostagar - the game simply got way too repetitive, regardless of which class or origin or specialization I chose. But I did enjoy the time I spent with it.)
  12. If you want to exploit the system by running constantly between the dungeon and the inn, then by all means, go ahead. No one cares. You can play the game any way you want to. The inconvenience of doing so, however, is enough for most of us to resist the temptation of rest spamming, which keeps the game fresh and exciting. Honestly, I don't see any need for what you're suggesting.
  13. Here you go: http://forums.obsidian.net/topic/67350-unable-to-give-notes-a-title/?p=1486543
  14. Thanks, I totally know that. That doesn't mean left-clicking shouldn't be handled properly, and I find it irritating that I have to constantly right-click-and-drag just to do what the game should do automatically. I can't think of a case where the current behaviour was the desired behavior when your party leader is not on the centre line on the formation.
  15. For revolutionary mean that with the 3d and physics can make a totally different gameplay. Medieval what? I guess you did not see well. We don't want different gameplay. That's why we backed this game.
  16. Alright, let's see if I'll find the words to explain what the problem is... When you left-click to move your party around, your mouse cursor marks the place of the middle of your front row (i.e. the middle top square in the 7x7 custom formation grid). The direction of the formation, however, is the same as the direct line from your party leader to the clicked spot. This is not the correct way to do it, IMO. The problem arises when your party leader's spot on the formation is not on the longitudinal line. See image below: my party leader is my main character, the lady with the bow, but her place in the formation is on the far left (relative to the formation). When I click just slightly left from Edér, trying to nudge the entire formation a bit to the left, the whole formation turns right almost 45 degrees. From the picture you can see the new direction is clearly the line from the archer to where I just clicked. My suggestion is this: the new direction for party formations should be calculated from the average location of selected party members to the spot you click. I believe this would result in the least surprising and usually also the desired behaviour. Any thoughts?
  17. Pre-renders let you do the same thing but it is less resource intensive for the end user. Yes, but you have limits. With the 3D you can open many possibilities such as the management of physics. Watch Divinity Original Sin, with the prerender certain things they would not have been able to achieve. There's no reason why a game with 2D backgrounds couldn't have the kind of physics demonstrated in that video. It would be limited to "objects" and creatures of course - no collapsing cave walls or anything - but that's usually enough. Eternity already has (some) 3D objects. Import simple collision geometry for the environment from whatever 3D modeling software they use, insert a physics engine and voilà!
  18. Backgrounds in Eternity and the predecessors are not "hand drawn" in any way, they are pre-rendered - with only limited, mostly gradational, retouching by hand.
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