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IndiraLightfoot

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Everything posted by IndiraLightfoot

  1. Perhaps it would be wise to announce this huge piece of news after the lovely Deadfire launches, and with some margin to spare, since their latest masterpiece deserves its time in the limelight.
  2. This is the only way to make proficiencies engaging and fun. Give us a few options per weapon and shield, plus, if I got my way, a few odd utility proficiencies. It doesn't have to be a simple: -weapon proficiency (+) -better proficiency (++) -best proficiency (+++) It could be, for unarmed fists, for instance: Faster fists OR an extra automatic fist graze Even faster fists OR now two extra automatic fist grazes Like a tree per proficiency.
  3. I must be an utter CRPG freak or something, but repetitive VO lines and voiced bark strings get my juices flowing! I often love this repetition, it's like comfort food to my ears. Still, to this day, when I hear a number of classic lines and barks from BG and especially NWN1, I almost tear up. Well, I'm exaggerating a bit, but I do really like it - and to me it fits the CRPG bill. I'm expecting this repetition. However, a few lines are always worse than others, and I'm glad we can tone down companion banter frequency, for instance.
  4. This is yet another case where picking new proficiencies soon becomes an empty gesture, a mere redundancy. I'd love to see a few more interesting proficiencies added to that page on top of weapons and ranged weapons and shields - new types of proficiency, minor boosts: - One extra item slot (obviously with a set upper limit) - Quaff consumables in combat without any recovery penalty - Some no armor proficiency (some bonus when wearing just clothing, the so-called "naked" route) etc, etc...
  5. Here we go again. It feels like deja vu. 24 days until release. I feel like a child on December the first, with a whole X-Mas calender in hand mocking me, but with the knowledge that last time, the Grinch did steal her Christmas, with stockings, trees, ornaments, pressies, food, candy, well the lot... This time around, PoE Grinch, please stay away! *Fiddles with cardboard door nr 1 on PoE calender*
  6. I'm just excited they took the time to do this. I certainly didn't ask for more VO. I'd merrily play Deadfire without any VO whatsoever. Heh, I'm slightly amused to see this happy piece of news being bandied around as a bad omen, signalling the future demise of the PoE saga. Is this really the voice of reason?
  7. Alright, I may be overly optimistic here. But after reading this wonderful dev reply above in a beta thread over and over again, I actually interpret this "continue to monitor the forums on how it all feels and see if it all makes sense" as some pretty neat signal that we'll get one final beta update before launch. Please, be true!
  8. That sounds like music to our ears! Thank you for telling us. It's nice to know that this keeps improving for each iteration you guys are doing. Lovely news! Erm, and please read this thread about the shortcomings of the Character Creation info and UI as well: https://forums.obsidian.net/topic/96740-character-creation-still-kinda-not-great/ Many of the problems are somewhat related, and these are the very first screens players will encounter, mind you, so they are definitely worth a lot of TLC to achieve sleekness and clarity.
  9. And all included in Deadfire. This will lend the game so much more longevity and enjoyment character-wise and henchmen-wise.
  10. This little passage reminded me that there was plenty of save game bugs from the get-go in PoE1, and quite a few have popped up during the various beta versions, and several of them are still haunting the game, especially in-combat saves and overland map saves. My suggestion is that you need to put some extra work hours on the save game coding in order to create a saved matrix of game state info as immune to the effects of saving, loading and reloading as humanly possible. That's all. I mean, this is the kind of bugs that make people quit the game and even make threads about it, demanding refunds and public attention to Obsidian's alleged bug sloppiness.
  11. Yeah, you have to be a real slowpoke to enjoy the weapon modals even as they are right now. Given the hectic pace of combat, you have to pause a lot, and play it super-slow. I like to play in slow mode, but this is beyond my level of micro-managing. So, AI customization functions for wpn modals, yes please!
  12. I've played a lot of summons and pets lately, and pets are worse in this regard. I'm not sure why.
  13. Generally, the answer is yes. I really hope they tweak the modals before launch - actually in the form of various slight buffs and speed-ups, since nearly nobody among the PoE veterans ever use most modals.
  14. Heh, it's like you have to play the game thoroughly with a full party at least once in order to begin to grasp the esoteric flow charts otherwise known as "character creation".
  15. Many of us here are CRPG veterans, and we stumble considerably when creating our characters. Imagine how it would be for somebody new to PoE, coming from D:OS2, and then... C O N F U S I O N E N S U E S . . .
  16. This seems like the thread to mention something that I've reported in the bug forums since the beta started, including the latest one, and I haven't seen any progress to write home about: When you are picking a weapon or a shield, you are reliant on tooltip info only, and the big text window to the right never gets filled with the name of the weapon (a logical title of said window when you click on a weapon or a shield, no?), and even worse, it doesn't mentioned the damage of the weapons and any stats for the shields. Instead, we get some vague noob text about the modals and extra effects of these items? What the heck?
  17. I sort of want one of those shirts now. Is it too late to update my Deadfire pledge and get a t-shirt that maybe only a dozen people on the planet would find amusing? They should make a limited edition t-shirts - one per code. What if they've already made those t-shirts. Fast behind your desk be, young keyboard warrior padawan.
  18. There are so many of them now. It's not decoding of a work of Shakespeare in the works, but rather some: Enter this six character code in whatever place, and then you get whatever (like, 10 starting xp per code...)
  19. I have the feeling we're to modest here, guys, with pretty much systemic details and content hundreds-and-thousands. C'mon, think big. Give us the big visions and dreams!
  20. Indeed. I don't know how many times I've been making experimental parties, and than after each fight, when I check the log, muttering: "What use is a combat log if it's just a snub?"
  21. Nice list! IIRC, Josh vision for rogue was the big damage dealer in PoE - not just some strike once from the shadows assassin - so I'd like to see rogue get some juicy benefits or some cool subclass, perhaps letting them become dual-wielding masters and single-weapon-without-a-shield pros. Perhaps the classic toxin package should be better applied to this class, and especially to some subclass. And of course, bonuses to the use and the effects of all of them bombs.
  22. -A huge YES, PLEASE to more classes and subclasses and re-balancing and MOAR build options for every level-up! -And yeah, good point on getting companions early (all of them, this time). Otherwise: -I don't mind a new game, like the NWN1 expansion, from level 1, in newish setting and all, with new monsters, locations, challenges and lore. -So, almost like PoE 2.5 - very juicy expansion (instead of some dribble appendix in some corner of Deadfire).
  23. "Dearest Obsidian, before release, please get all the tags in order so that they trigger or work the way they should. Yours faithfully, Indira."
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