Everything posted by PrimeJunta
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Concerns about resources the game takes to perform well
Okay, "because Microsoft hasn't made a decent 64-bit one" is an acceptable answer. Carry on.
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Concerns about resources the game takes to perform well
Why would anyone run a 32-bit OS in this day and age?
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Concerns about resources the game takes to perform well
FWIW I haven't noticed any performance issues (unless you count load times which got pretty slow with the latest build). But then I haven't measured the framerate, going on perception only. Core i5@3.4GHz, 16 GB RAM, GeForce GTX 780M 4096 MB. Running at 2560x1440. I'm also certain that performance will go up by leaps and bounds once they get optimizing.
- How to Fix the Attribute Design in Pillars of Eternity
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Do Weapons Need Damage Ranges?
I previously suggested flat base damage on a weapon, modified by the quality of a hit. Instead of graze/hit/crit, have a curve going from zero to double base damage depending on accuracy. That idea got shouted down fast though, and on further reflection perhaps it wasn't all that great to start with as it would make accuracy give the same type of damage bonus as might, which would kind of defeat the purpose of having two attributes governing damage. I.e. as long as we have an attribute system where one stat governs damage and another accuracy, I think we do need a degree of randomness in weapon damage as well. I still think it could work well in a different type of system.
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How to Fix the Attribute Design in Pillars of Eternity
That would work mechanically, but not intuitively: why would a whiff be as likely to interrupt what you're doing as a crit? I think it'd also make the combat murkier. There's already a lack of feedback, which would be pretty easy to address with different sound effects for graze, hit, and crit, a blood spatter for hit and crit, and e.g. a shaking screen for a crit. If you'd have to add separate FX on top of that for interrupts, it'd turn into mush, and if you didn't have FX for interrupts, you wouldn't be able to get a feel for when they happen and how they affect things. I.e. I don't think that's a great idea.
- How to Fix the Attribute Design in Pillars of Eternity
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How to Fix the Attribute Design in Pillars of Eternity
Feelz. Your idea makes perfect mechanical/balance sense, but it makes the spells feel wrong. Spells like fireballs are "supposed" to be blind invocations of elemental energy. It doesn't make sense for them to be able to discriminate between friends and foes, at the edges or otherwise. Priests calling down divine punishment on their foes are different of course -- they're "supposed" to discriminate. I've no doubt I'd get used to it, but it would feel jarring.
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How to Fix the Attribute Design in Pillars of Eternity
That would depend on the numbers. If you have a character who goes down in two hits, it doesn't really matter how many times he gets up again, he's fairly useless in the front line (and if he's in the back, he doesn't have much use for all that health either). It's not a big deal though, and I wouldn't add it to your system; it would only muddy it.
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How to Fix the Attribute Design in Pillars of Eternity
Josh's revised system is a clear improvement (and I personally particularly like the idea of tuning Endurance and Health separately, through different attributes), but on balance I still prefer Sensuki/Matt's version. There's nothing wrong with a purely defensive stat IMO (isn't CON one already?) since better defenses are an unambiguous and unmitigated good for any character, much like higher DPS. It would also make matching builds and character concepts more intuitive and easier. "I want to make a defender." Pump the defensive stats, and have others take care of doing damage. "I want to make a damager." Pump the offensive ones, and deal with being more fragile. No problem there that I can see.
- How to Fix the Attribute Design in Pillars of Eternity
- How to Fix the Attribute Design in Pillars of Eternity
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How to Fix the Attribute Design in Pillars of Eternity
This is absolutely brilliant. Not only is your proposal mechanically sounder, but it's also more intuitive and immediately understandable and makes better thematic sense -- yet the adjustments were really rather minor, not like a complete rewrite. Plus the argumentation is rock solid. If Obs doesn't take notice, I'll get my pitchfork ready. Or pollaxe, for the slash/crush damage, depending. (Edit: yes to your three questions, duh.)
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Is it just me or combat is really tedious?
I don't think the crowdfunding pool is any more limited than any other market. Nor do I think it's a zero-sum game. Successful kickstarters that deliver what's expected (or, ideally, more) smooth the way for everybody. It's the failures that shrink the pool. I believe it would be a good thing for crowdfunding in general if "veteran" crowdfunders keep doing it. They build a track record of successful projects, create a model for others to follow, and continue to demonstrate that the model works. That leaves room for new entrants to try and fail without discrediting the entire thing.
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Trying to play a wizard - what am I missing here?
I've been playing a wizard a bit and have quite enjoyed it. (More variety in spells would be nice though.) Two strategies that have been working for me kind of OK. (1) Glass Cannon Hang back in the second rank, and either don't use an opening spell, or open with a CC one like totally-not-Web. When the scrum settles into place, move to the side and start blasting. The cone-shaped spells are extremely useful if the groups are neatly separated; if not, the line-shaped ones are too because they cause damage from endpoint to endpoint, so target the furthest enemy in a line with those. Pick your damage type to suit your enemy. (Confusion, I think, is broken. The AI is pretty bad ATM and that won't work as intended until it gets better.) Once you get Wall of Fire (L4), you have pretty much a "win!" button. I have a hunch that may get nerfed. (2) Muscle Wizard Kit yourself out in the heaviest armor you can find, and stand in the front. Open up with that totally-not-Cone-of-Cold L1 spell which damages and hobbles/slows. Then blast away with all you've got. Pop up an Arcane Veil or one of the defensive spells pre-emptively if it looks like things are going to get too hot, and make sure you're standing shoulder-to-shoulder with a fighter. Don't get flanked. This strategy pretty much needs you to max your Resolve, 'cuz otherwise you'll get Interrupted all the time and won't be able to cast. (3) Synergies The wizard gets way more effective if you exploit synergies between characters/classes. For example, the wizard synergises really nicely with the druid. Druids have extremely effective debuffs, so plan your combos: use an AoE debuff on a defense, then follow up with an AoE damager on the same defense. Most wizard damage spells attack Reflex, many druid damage spells attack Fortitude; conveniently, druids have Reflex debuffs and wizards have Fortitude debuffs. (Also, BB Rogue will Sneak Attack your debuffed enemies for extra fun.) Srsly. A Fireball is a lot more effective if it's attacking enemies with -20 to -40 REFL.
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Fallout 3 type game/kickstarter. pillars of eternity / Balder gate
Nah. We already have one high-ticket post-apoc kickstarter; it'd be treading on inXile's toes. Also post-apoc is getting a bit threadbare anyway; there's been rather a lot of it lately in various genres. I'd much rather see them take the P:E general concept (2D, isometric, party-based) into less explored areas. Would you settle for a Dark Sun retread? That's post-apoc, but also swords 'n sorcery. And it hasn't been done in a cRPG since the Gold Box days. Others that would make me go yippee a little -- Arcanum spiritual successor. Fantasy world in an industrial revolution. Only make it even more out-there. Inspiration: Perdido Street Station by China Miéville Bronze age or late Neolithic era fantasy cRPG with a Mesopotamian flavor. I don't think that's been done. How about a setting inspired by the rise of the first empire the world has seen, that of Sargon of Akkad? Only make it heavily mythological, with gods, demigods and their avatars treading the earth too.
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Pollaxes aren't set up properly
Axes usually do.
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Items with powers and piglets?
Yup, that's how it works. I've seen that for other item-based spells.
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Josh says: PoE's Fighters and Rogues aren't boring
"Within our class-based system, we want players to feel like they can build and play characters of any given class with a good amount of flexibility and customization. That's why we're looking at the fighter and rogue specifically right now."
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The Insane Beta Battles @ Crossing
Tried it. Yep, the estoc packs a punch. Also I get the feeling it pays to take those weapon focus/specialization talents. It's interesting how different the difficulty feels with two fighters rather than an extra offensive caster. The beetles are way easier; go down with getting nary an attack in, but I have much more trouble with the swarm of spiders in the ogre cave. With another druid, wizard, or cipher throwing a nice CC combo they go down fast, but with the two fighters trying to hold a line against their stacking poison and petrification they're pretty rough; I often have at least one or two go down in that fight. I dig that. This is how it should be -- with a different party, some things should be easier, others harder.
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The Insane Beta Battles @ Crossing
Cool. Gonna try that next. Wish I had more time to play with this; today was actually the first time since Monday. Work... and also settling in in a new country.
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The Insane Beta Battles @ Crossing
Huh. Who gets the estoc?
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The Insane Beta Battles @ Crossing
I did. It just took a while to sink in. Also there's a certain dearth of 2H weapons in the demo. If I head straight to the beetles, as I often do, all I have is the morning star. Recently I've also mostly played casters, which means my tactic has been to send the fighter in front in maximum tank mode and have the casters do the damage. This time I rolled a second fighter and grabbed the stuff from Medreth for the arquebus. They did go down faster.
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Josh says: PoE's Fighters and Rogues aren't boring
Yay. That explanation of Josh's bumps up my optimism several notches. I certainly have no problem with barbs and fighters being inherently better at absorbing damage than other classes. I just want my musketeer... or, basically, other options besides front-line tank.
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The Insane Beta Battles @ Crossing
About those beetles. I figured out what I was doing wrong... and I don't feel too bad about it. I was using warhammer + shield. Crushing damage + extra deflection. Warhammers are really wimpy. With the morningstar + that staff from Dracogen, the stone beetles do go down pretty fast. Two-handers should do more damage, but one-handers feel definitely underpowered by comparison. (Those cult archers with their Deep Wounds will ruin your day though. Ouch.)