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Everything posted by PrimeJunta
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Needed: Visual indication of Engagement
PrimeJunta replied to PrimeJunta's topic in Backer Beta Discussion
It would help but I don't think it'd be quite enough. If you've got everybody in melee, you wouldn't be able to tell who's fighting whom. This is a big deal because of the disengagement attack mechanics. But yes, at the very least make it extremely obvious when a character is engaged, so you know to be careful not to attempt to move and provoke a disengagement attack unless you're really sure you want to eat it. -
I agree. I'd be happy with a console command to add moar copper pennies too.
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Combat feels: Activeness, Speed and Pace.
PrimeJunta replied to Sensuki's topic in Backer Beta Discussion
It'd also help if there was a setting for your preferred combat speed. Walking around, the speed feels about right, but combat is pretty frantic. Since we already have slo-mo, why not make it a preference so the combat speed of your choice always kicks in when combat starts? (Or did I miss it and is there already one?) -
Engagement is a crucial new combat mechanic in P:E. The IE games didn't have it; instead they had AOO's. It's vital to know who's engaging whom. Currently this is... not obvious. The combat would become a lot clearer if there was a visual indication of who's engaging whom. For example, an arrow from selection circle to selection circle.
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@Namutree I disagree. There are two main problems with the combat right now and both are easy to fix: the auto-attack bug and the PAAATHFINDINGohlordpleaseno. Fix those and it'll already work a lot better. The overall rhythm and feel, the abilities, and the general responsiveness are great. Add a few more relatively simple tweaks like clear visual indications of who's engaging whom, and it'll be much better than the IE's.
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Another early impression. One tactic I've been attempting is sneaking BB Rogue ahead, hiding her to the flank, then advancing the rest of the party in order to draw the bugs into melee, then stabbing said bugs in the back with BB Rogue. I haven't figured out how to do this properly because stealth applies to the full party. The upshot is that when combat starts and everybody gets unstealthed, one of the bugs runs straight at BB Rogue and ruins my perfectly crafted plan. Is there a way to do this in the current stealth system? If not, should it be possible to stealth individual characters like in the IE games?
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Mm. Maybe. I'll do that in a bit. Perhaps they'll adjust BB Fighter's stats in one of the updates. Still, if the monk tanks much better than the fighter, one or the other needs tweaking. Or both. I also agree with you about the "adventuring day" point in the other thread, although I will need to play more to have a genuinely informed opinion about it. But even so, at least BB Fighter goes down a good deal quicker than I'd expect, and is -- so far -- the one that prompts a rest first.
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Okay, very early impression, but still. I'm having fun dancing with the beetles (and developing a certain amount of sympathy for Adam's plight). Enjoying it, and attempting to play the classes to their strengths. I like the way they play overall. Except: the fighter feels too fragile. I plant him in the front, set him to Defender mode, and then clobber with the rest of the party. And he consistently loses the most health. I send Dyrtipix the barb to the thick of things to carnage, and she barely gets scratched when his health has gone down nearly a quarter of the way. That doesn't feel right. The fighter needs a different Endurance/Health damage ratio (6:1 maybe?), or better Deflection, or I'm doing something wrong. He shouldn't get worn down so fast even if I forget to use his Knockdown (which I sometimes do). Tanking is what he does, after all. The rogue rules at murdering things, the barb at general carnage, the wiz at fireworks, and the cleric... okay, I haven't figured out the cleric yet, but the fighter does not rule at tanking ATM. Even the barb feels like a more effective tank because of the better end/health ratio, and that can't be right. Other than that, this rocks, so far.
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*Missing string* in "Did you know?" loading screen
PrimeJunta posted a question in Backer Beta Bugs and Support
To reproduce: Load game from main menu Expected: Useful hint in loading screen Observed: Loading screen shows text "Did you know? *Missing string*" -
Love the writing. Love the way it looks and feels. Could use more portraits. LOL at "waning scepter." That's all for now.
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Usability: Stash window obscures inventory
PrimeJunta posted a question in Backer Beta Bugs and Support
To reproduce: 1. Go to a rest area and access Stash Expected: Easy way to move items between Stash and character inventory or equipment slots Observed: The Stash window floats on top of the inventory pane. I have to drag it around to be able to see the slots where I want to put stuff. Perhaps a split-pane arrangement with all UI elements fixed would work better? -
Incorrect description for rogue ability "Minor threat"
PrimeJunta posted a question in Backer Beta Bugs and Support
To reproduce: 1. Open BB Rogue's character sheet 2. Click on the Minor Threat ability Expected: Ability description is displayed Observed: Ability summary is displayed, but description below reads "Missing string*" -
To reproduce: 1. Ask Dengler about hiring adventurers 2. Click on the Rooms button at the left of the window Expected: selection of rooms with icons shows up Observed: selection shows up, but white squares are displayed instead of icons
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Precondition: Resolution set to 2560 x 1440, fullscreen To reproduce: 1. Start a game 2. Enter the watermill Expected: Ornate "Loading" text appears at bottom right while interior loads Observed: It does, but it's partially clipped so some of it is off-screen
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To reproduce: 1. Open Options screen 2. Make any change Expected: There are Apply, Accept, and Cancel buttons near the bottom of the screen Observed: There aren't. Instead, I apply changes by closing the window with the X at top right, then make the selection in a dialog.
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Button labels in Options screen disappear
PrimeJunta posted a question in Backer Beta Bugs and Support
To reproduce: 1. Open Options screen 2. Click on Game, Graphics, or Sound Expected: Button highlight moves to selected button; labels don't disappear Observed: All button labels flash briefly, then disappear. Clicking on Auto-Pause or Controls brings them back Playing at 2560 x 1440 on iMac 27" late 2013 running Windows 8.1 -
The Official Romance Thread
PrimeJunta replied to Blarghagh's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
What is it about us that frightens you so? -
Backer Beta: Coming August 18th
PrimeJunta replied to BAdler's topic in Pillars of Eternity: Announcements & News
I can't take this anymoooore... :sob: -
Backer Beta: Coming August 18th
PrimeJunta replied to BAdler's topic in Pillars of Eternity: Announcements & News
@Logos That was awful. And I watched it all through. -
Backer Beta: Coming August 18th
PrimeJunta replied to BAdler's topic in Pillars of Eternity: Announcements & News
That's about the shape of it ATM. -
Backer Beta: Coming August 18th
PrimeJunta replied to BAdler's topic in Pillars of Eternity: Announcements & News
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Backer Beta: Coming August 18th
PrimeJunta replied to BAdler's topic in Pillars of Eternity: Announcements & News
No. The authorities have been alerted. She will be pew-nished. Hrblblbl.