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IndiraLightfoot

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Everything posted by IndiraLightfoot

  1. If I send 4 or more party members on one enemy, even bigger ones, like large spiders and forest lurkers, my party's hitboxes overlap the enemy's, making it immune, unless I move around mine to make it come out in the open. This problem occurs because of the markers still overlapping party over enemy.
  2. I know I've read it here and there, but I didn't think much of it. I'm playing the beta as I type this, and gosh, does this game need an auto-target and auto-attack system? I've been playing it wrong for hours upon hours. I just realized that I can select all my non-ranged characters and then press the attack icon on one enemy after the other, and I will win every frigging time! Ha! I had no idea. The trick Is select all, attack, select all, attack, select all, attack, select all, attack - just pumping it as fast as you can if you, like me, rarely want to press that pause button. This also means that slomo mode is a whole new ball game. It's so much easier, it's not even funny! EDIT: Yay! I can faceroll this now. Beetles, spiders, wolves, whatever - two monks on my team make short work of anything, it seems. Add those forest lurkers and the ogre to my new brainless steamrolling.
  3. The hot air in fires and fireplaces are over the top. It wobbles too much.
  4. I created a level 1 boreal dwarven monk, female, at Dracogen Inn. When she was done, I only took one action. I moved her portrait to the left, to have her more as a frontline figure. When I selected all party, the individual party members all lit up, but one character couldn't move, namely the newly created dwarven monk. I tried selecting just that monk, but she was still frozen to the ground. Then I selected my main only, and tried walking. It worked, no problem. Afterwards, I tried again to move the newly created lvl 1 monk, and all of the sudden she was able to move.
  5. At character creation, if you pick a female boreal dwarf, and then monk, she won't have any weapons in her hands, but she's still holding them as she was carrying two heavy weapons. The effect you get is one long crooked index finger on each hand. Really scary, actually!
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  6. The spectres and the cultists are my favourites so far, more for the mood and the difficulty than anything else. I'm pretty happy with most encounters taken at face value. But the encounter design in the beta is repetitive, lacking in ranged enemies, and we rarely get varied spells thrown at us, and some of them are bugged, so the difficulty spikes. So, in short, spectres and cultists are the ones that I think will be the most fun when all that is fixed.
  7. Indeed. It's really just a function added to the first inn keeper we get to meet, presumably. I wonder which inn that may be.
  8. There are many myths about it. Let's just say he's good enough, apparently. It was his job before his huge success, and when Minecraft took off, he handed over the company management stuff to others, and kept on going as a coder in Mojang.
  9. If we'll be swimming in gold, I won't be very happy. I like it to be scarcer than that, please. And Josh said earlier that we'll meet most companions early on, as opposed to BG1, so if the adv hall is cleverly placed, a self-rolled party shouldn't be available too early. Also, imposing some tax on "creative party freedom" (I like the sound of that! ), is just unnecessary for a feature that was part and parcel of one of the KS goal and PoE itself. The adv hall is not some game-breaking munchkin thing, it's included in the tradition of CRPGs.
  10. Pray: Great initiative, and very nice suggestions! Obviously, there's the thread on Josh and fighter/rogue not being boring over at the Combat & Mechanics, where he posted those comments. So, I'll paste over the replies from there, when he specifically asked for this. Then I vote for this thread to be moved to Backer Beta: Discussion. They do have a varied list of abilities and I find them interesting in the context of my play-style. I enjoy characters who are exceptionally good at holding the line. However, talents. This: Yes. The only thing we need to shape the characters we want to play is being able to select talents frequently. Combat style talents at level one would do wonders for customization, I think. If someone wants to play a ranged fighter or rogue, let them select a talent that increases the efficacy of all ranged weapons. Same for dual-wielding, two-handed weapons, weapon and shield and single weapon. *** Also, I don't think it should be a must for all classes to get talents at the same rate (I suppose this won't be very popular), but what if: Warrior classes (fighter, rogue, barbarian, paladin, ranged, monk) get talents at level 1, 2, 4, 6, 8, 10, 12. Caster classes (wizard, chanter, cipher, druid, priest) at level 1, 3, 6, 9, 12. The difference is only 2 talents. I'd be fine with everyone having access to 7 talents, of course. I'm glad you asked. I have posted these elsewhere, but here goes again. I would like the option to build a ranged fighter, minus Mr. Bear. Ranger gameplay is cool, but it's not like a "pure" sniper. It's qualitatively different. I would also like the option to build a "musketeer" -- someone who opens up with a volley, then switches to melee. Currently this does not work very well, because the fighter's talents are so very melee-centric, while the rogue's are about mobility and sneak attack. My proposal would be to open up the fighter class altogether. The current tanky fighter is fine, but I would like to be able to make a damager build, a disabler build, or a ranged build also. Even more specifically -- (1) Equalize ranged and melee accuracy, and add talents that let us bump one or the other. Apply this to all classes. I honestly don't see any reason you'd want to railroad any class into specifically melee or specifically ranged. We the players should be making that choice. (2) Make all the currently built-in fighter talents optional, and let us pick the ones we want from a broader palette. (3) Add ranged talents. Reuse some from the ranger, add some especially martial ones -- Armor Piercing Shot (2/encounter, ignores DT), Knockdown Shot, Stunning Shot etc. (for ranged build) (4) Add a Power Attack - Cleave - Great Cleave style sequence (for damager build). (5) Add a modal talent that reduces Damage but boosts Interrupt. Separate one for melee and ranged if you like. (6) At higher levels, allow taking the rogue's Escape ability. Basically, I want to feel like I'm building a character, not taking a ready-made template and running with it. While this was more or less how AD&D fighters worked, there was a lot more scope for variation in DnD3, even with vanilla rules. I would really like something like that. I would also like to see the wizard and priest classes similarly broadened in scope. I'm missing enchantment and conjuration spells from the wizard. Perhaps they're not there because you felt it would overlap too much with the cipher (enchantment) and chanter (conjuration); I think that even so it would be worth it to have them. The cipher and chanter could still be the go-to enchanters and summoners, but the wizard should be able to do some of it. The beauty of the wizard in DnD always was the enormous variety of spells; the current selection of blasts and self-buffs with the occasional area debuff just feels one-dimensional. Finally... I think P:E is showing a tremendous amount of promise. Please take it to the finish. I've made a bet that you won't let release slip until 2015, but I will happily lose that wager if it means that sufficient variety and polish can get added. And... thank you for making this. (Edit: as an aside, I just started a BG1 playthrough. I'm still finding it a little dull, but I assure you, the fighter is more versatile in terms of combat role, even on level 1. Specifically in the way he can switch between ranged and melee, damager and tank.)
  11. Hahaha! The level of wrongness and stupidity in this topic is astronomical. First off, I mean skills, not "talents". Even worse, I just learnt that this is no bug, but rather me not being able to read the UI properly. I watched Sensuki vs the Beatles the barbarian vid, and at 3.06, he mentions that the UI for the skill points ain't clear enough. That it's hard to see the actual skill points. That's exactly what has happened here, folks. I read those weird "10/15" etc as the real points, instead of the numbers in those circles far to the left, which are considerably lower. I didn't even pay them any attention, since they were so low, and they didn't really change (or so I thought) when I pumped up my skills. Thanks, Sensuki, you solved a bug by proxy!
  12. Notch will leave Mojang, if that's the case. He said so yesterday. And nope, he's getting richer by the second. He bought the most expensive flat in Stockholm's fanciest area recently. Odd fact, he was a game dev at King as well, so he's a hand in that huge Candy Crush success as well. He's got the Midas touch, but for games.
  13. Personally, I value fun, a varied flow of various rewards (to keep the interest of the player peeked), gameplay, and replayability very much higher in a computer game, and especially in a CRPG, than clever systems that try to keep track of player behaviour and control it, just to make it all balanced, fair and easy to regulate for the creators of the game.
  14. Naïve question, perhaps: Why do they cost dough to hire? Are they all mercenaries? And wouldn't this gimp players who prefer self-rolled parties over parties full of talkative companions? I reckon that they should cost much less, and some of them should be free, or perhaps all of them. It seems like an unnecessary breaking pad, that's all.
  15. Matt516: Me neither, just the ordering effect of it, under the hood, as it were. No TB needed here.
  16. Gfted1: I was drooling today when I saw the combat trailer for WL2, so I can easily see where you get your enthusiasm from.
  17. Wanderon: I certainly hope so, but I can tell there's a definitive shift in dev interaction, and since they've been busy all along, I reckon some of that has to do with dealing with the avalanche of feedback from Gamescom testers, QA, game journalists and their own backer beta forums, but I could be wrong. WL2, D:OS, heck almost every game with a responsible dev team at the helm, will react to such feedback, assess the possible reactions on their customers, and adapt accordingly. InXile and Larian did so swimmingly, I except no less from OE.
  18. Regardless of whether OE has started their QA machinery, even including the Paradox one, for other stuff than sounds and localization, I'm starting to see a pattern. Josh comes in and discuss a few tidbits here and there, but all the hot topics are left uncommented. I have seen BMac and a few others glean these backer beta discussion threads on top of the bug reports over the last days. Here's a wild guess: -There are pretty hectic discussions over at OE about the criticisms pouring in over the combat systems and a few other key mechanics. -OE are beginning to realize this will have to be postponed for a few months to actually be properly fixed to their high standards. Josh comes across as something of a perfectionist. Look at his mod for F:NV. Why would he change all of the sudden? -They are preparing an update for us, detailing info about a few of the issues. "Or was all of this but a dream?" *Think of Bobby Ewing stepping out of the shower alive after dozens of Dallas-episodes.*
  19. I can't argue with that! Great points, Nipsen! There are broken stuff in those PnP turn-based systems adopted for computer games. And your 6-point example certainly sounds nice. How about finding out which feedback we don't need? Such stuff could be removed and become under the hood. Also, some of it may need to be simplified for us humans to feel wwe are in control, even without pause for every important event.
  20. Fighters: I'm not sure this is even a possibility, but at least a split between ranged fighter, sword-and-board fighter, 2-weapon fighter and 1-weapon specialist fighter. Rogues: If we at least would get a sneakier, less "fighter-like" rogue, and then a powerful assassin kind of Corvo-rogue, I'd be happy.
  21. A big and resounding "nope"! No turns at all, it's all fine and cool in theory, letting the computer keep track of everything, and have a gazillion of overlapping info just running on dozens of individual counters. Will comptuers be able to handle it? Sure. What do we humans think of it? It get's whimsical, hectic and messy.
  22. How and what that soak up damage: Something like "Monster ZZ's DT, aura and spell effect soaked up XX damage of Party Member YY's slashing attack with a long sword" (perhaps some skill in Lore is needed for this kind of detailed info?)
  23. Unfortunately some people do. I am certainly not one of them. And yeah, with the class kits, the BG:EE fighter and rogue classes become much more varied. I've said it before: Since the attributes currently are so feather-weight, the need for a nice assorted collection of abilities to pick from is more pressing in order to feel that you get to make distinct fighters and rogues, at least as long as no class kits will be introduced to the mix. Ideally, I'd love to be able to make several fighters in my party, and feel that they are different from the get-go, at least a tiny bit.
  24. It depends on the rabbit... https://www.youtube.com/watch?v=Nvs5pqf-DMA
  25. I'm more pessimistic: Without a solution like NWN1's flurries, where all the combatants actions are resolved simultaneously, attack roll and then damage, there will always be chaos, bordering on the masochistic level, since there are six party members, summons, pets, perhaps ten enemies... What you got then is one helluva a pip fest moving around on the screen, always completely desynchronized.
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