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Everything posted by IndiraLightfoot
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mutonizer: Perception is important in finding purple highlights in the game when searching (sneaking). If you haven't tried it, I can tell you the beta is full of purple buttons, corpses, draperies, etc. I do find a spear in those ruins - it has some *missing string* stuff on it. Aha! I always befriend the spider guy, and just send him off. Have I missed an item, perhaps? EDIT: Does this spear appear after I have answered stone face questions? Or do I keep finding another spear?
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Having entered them a number of times, I'm still no wiser. I pick different questions from that booming voice at certain circular reliefs on archways - and at the end I always get no more than two places where runes light up, and the voice confirms my choices when they do (So be it!"). But what exactly happens to my character? No quests get updated?? And that weird stalagmite on the floor with skulls on it, with a hole in it (when you use the spy glass), what's it for? I don't mind this getting spoiled for me, since I just don't get it. I have found two floors, and that weird creature with his spider buddies, but have I missed some rooms or floors? I have used search with super-high perception.
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Having played the V480 for a few hours now, I got tired of just using the inventories, so I began dumping a few nice items into the stash. When you loot something, you see a pic of the stash, and I dragged stuff onto that. Below, there is an inventory-like bar, with circular portrait tabs above it. Anywho, I somehow made that stash get a yellow outline, and now everything I loot, even when I pick Take all, gets transferred into my stash. How do I undo this always-to-stash toggle? or is it a bug?
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Roguelike: I'm addicted to your graphs now. Thx!
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Go, Namutree! Go get 'em, champ! Please report back when you've soloed the BB an tell us how you did it.
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[480] Rangers can use melee weapon to do wounding shot
IndiraLightfoot replied to dunehunter's question in Backer Beta Bugs and Support
Yeah, it's certainly fair enough, given that rangers are rather wobbly as they stand right now, especially in the melee department, which I just tried out in V480. -
This is annoying. I made three different chanter scrolls with three phrases on each, A, B and C. However, when combat ensued, it auto-picked A before I had anything to say about it, so I picked C, and then the combat log said "Phrases A cancelled" or something, and my chanter had to start over using Phrases C. Ideally, the player should pick Phrases from the tab/bar when combat starts.
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If you a roll a ranger, you get to christen your little bugger, and that name then appears on the character sheet as something like "Name: XXX animal companion" where it should say "Attributes", as a title above STR, INT, DEX, etc. It's also flanked by asterix-characters, like so "*......*", which otherwise appears when there are missing strings.
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What the thread title says, basically. I know that DEX is useful for characters using ranged weapons, but has it any bearing on those with melee weapons? If action speed is something that speeds up your actions in combat that would potentially more time for damaging baddies, and attack speed would certainly translate into more dps.
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Yet another set of lovely sentences capturing something that Mr Sawyer seems to have grasped, mastered and even expanded on, in the sense that Forgotten Realms sometimes have a generic feel to it, which may overlook the more intricate and complex stuff that results in societies, cultures, technology, mythologies, etc, changing structurally. Obviously, there are plenty of fantastic exceptions (and I love Faerûn and most stuff in it), but just like Rostere said; it shows that Josh has been reading entire libraries of history, anthropology and linguistics/ethymology, and he really put that knowledge of his to some impressive use from what we can tell so far.
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Because of how the classes works in PoE, I agree, and think that this applies equally to the Druid. If you give a class a "core" class feature (which honestly many classes sorta lack, imo, unfortunately) the focus should be on that class feature, elseway the class feature will have to suck for balance's sake or be overpowered. Because either the class feature is strong, in which case they have all the basic abilities of practically everyone else plus that class feature (Spiritshifting/Animal Companion) or it sucks, so they'll be like everyone else except that have a useless gimmick. I think that they should've focused more on the supposed shamanistic-ish aspects of the ranger class (mentioned in background and so on, I'm just paraphrasing it into "shamanistic-ish") and made the animal companion it's "thing", or maybe even an optional "track" of abilities that the ranger can go down, really focusing on that pet OR on the own character. The same goes for druids. They shouldn't be full spellcaster + spiritshift, because if spiritshift is good, they are again a class that can do X/Y plus Spiritshift. And if it sucks, well, then why have Spiritshift at all? Spiritshift should've been a key feature for the Druid to focus on, changing into multiple forms as situation demanded. This would also have put the classes apart from their D&D equivalents quite a bit, but still stayed very well with the overall theme(s) and common tropes. Ranger as a Packlord or Shamanistic-ish Warrior, and the druid as a shapeshifting forest guardian. These are well formulated points on PoE's ranger and druid classes. Hopefully, they get to be even more "grounded" in their sociocultural formats, as it were (which Josh has woven quite skilfully). The spirit animal companions and the shapeshifting hold so much promise.
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Poorly explained mechanics in the Cyclopedia
IndiraLightfoot replied to Sensuki's question in Backer Beta Bugs and Support
Bump again! This is perhaps the most important aspect to fix before you release PoE. Thx! -
@Odd Hermit: Please continue with your exploration of the classes in PoE. I learn so much from it!
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After all utterly undeserved vitriol poured over Mr Josh Sawyer as a game mechanic, as it were, mostly rooted in nostalgically lopsided convictions about how he doesn't comply to some specific IE-game format or this and that D&D 2nd Ed CRPG adaptation, I'm happy to report that this thread is all about praise for Josh as an extremely skilled provider of lore, culture and history for PoE. As a history buff, I can tell you, he sure has his game together on all accounts. I've been scouring the materials that now trickle in via the Internet, and I'm simply blown away about how meticulous and ambitious Mr Sawyer has been as a world builder, even down to presenting us with lore-consequent linguistics, place names, etc. Not only has Josh created something that is very rare to see in CRPGs, a world totality, where broad strokes of culture, history, religion and all sorts of lore still have been chiselled out in quite some detail - sometimes, reading it, I get Tolkienesque vibes of learned detail, and I mean that in a very good way indeed. Nonetheless, these details have lots of depth to them, so it's like sociocultural and religious history in 3D. A fellow forumite just wrote this: http://en.wikipedia.org/wiki/Trepanning#Pre-modern_Europe http://mentalillness.umwblogs.org/middle-ages/ If I compare Sawyer's approach to building his CRPG world here, to for instance Salvatore's in Kingdoms of Amalur, or the creator of the latest Dragon Age game, I feel that he wins, hands down, and the reason for that is that Josh respects the roots of his world tree, so that the tree stands tall and steady, while at the same time binding the entire game world together, factions and monsters and the NPCs (as far as I can tell, obviously). Centrally, though, these roots grow, intertwine and die over and over. They turn over the soil, constantly mixing in new nutrients that change things up and transform them, leaving familiar shells, vines and tendrils. However, in KoA and DA:I, a lot of focus has been made to write the factions and their conflicts (almost like: "Look, they are at conflict, this is politics, so I know change!"), and then those conflicts become personal for the player character, as well as for companions or major NPCs. The religion, the history and the various cultures and societies are merely backdrops, or even worse, just stuff hinted at. Instead, the individual, as a concept, is at the forefront. We get to follow a few companions or NPCs (and of course the pc) as persons wronged, misunderstood and unseen on a personal level with personal agendas of revenge or regret. In fact, it mirrors the individual focus of today - everything is about me, myself, and I. The result is at best a Machiavellian drama - some power-hungry tragedy in the vein of Game of Thrones, for instance - and at worst, just wafer-thin paperdoll factions fighting it out over structures and superstructures that in fact never change at all: X vs Y, Z vs W, and later a surprise, some underlying faction U, for instance, hell-bent on destroying the others. In Sawyer's world, however, factions are ever-shifting facets of the world itself. Each monster, each river, each place, is a node in the living, breathing web of religions, cultures and history. This means that we get this layered-cake effect. Here and there and everywhere in PoE, we get glimpses and even sections of cultural layers, to which meanings have been ascribed in the present, perhaps done for political gain, but which still reveal longue durées, slow-moving historical structures that lock stuff up and then grinds them down, almost like glaciers, while at the same time representing misinterpretations as eternal truths - almost like Chinese whispers over the centuries. TL, DR (or DU): Josh is one clever guy. He's done a stellar job on the game world of PoE. Gratz!
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Armours in the beta - it's a jungle out there
IndiraLightfoot replied to IndiraLightfoot's topic in Backer Beta Discussion
Holy crap! For such a basic and important stat in the game, it's like that humungous office in that Kafka novel: utter confusion. -
I keep changing my mind about what kind of character I will use for my first playthrough of PoE. At the moment, I have my eyes set on a tank. I haven't decided on weapons and even class yet, but I need an excellent tank. What attributes do I need to max, assuming I'll use armour to tank? Sensuki said that Plate is the best armour for a tank, compared to brigandine mail, etc. Will interrupt be useful? Which defences are best for a pc in the midst of battle? Which skills and abilities (general ones) should I pick? Obviosuly, each kind of class has a number of tank-enhancing abilities and/or spells as well. Thx in advance!
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[480] Invisible Medreth - buggy Escape ability
IndiraLightfoot replied to Sensuki's question in Backer Beta Bugs and Support
Yeah, I think someone mentioned experiencing that in a non-bug-report thread yesterday or something. It's so bizarre. -
Armours in the beta - it's a jungle out there
IndiraLightfoot replied to IndiraLightfoot's topic in Backer Beta Discussion
I'm feeling particularly daft right now, hehe. Damage Reduction (or "DR") means this, no? When an attack hits, there is one primary means of mitigating damage: Damage Reduction. Damage Reduction value is usually derived from armour, but many creatures have natural DR or can raise it through the use of magic. Abilities, Talents, or other equipment. Damage Reduction is subtracted directly from all incoming damage, just like Odd Hermit mentioned. So, for instance, an attack that initially does 20 damage to a target with 7 DR would be reduced to 13. This means, in my example, if someone attacked me with a crush weapon for 20 damage and I have plate mail DR 15: I merely take 5 damage (no percentages shown UI-wise). And if that plate has Shock 2, and the damage of 20 was indeed shock, I'd sustain 18 (almost the full amount, still no percentage, or?) I found this too: "Damage will never be reduced below 20% of the initial incoming amount. When this minimum value is hit, you will see a MIN message in the combat log on the attack line. Note that many suits of armour and many creatures will grant different Damage Reduction values against the different Damage Types. Lower DRs protect against less damage, making the target more vulnerable to attacks of that type."