Jump to content

Osvir

Members
  • Posts

    3793
  • Joined

  • Last visited

  • Days Won

    5

Everything posted by Osvir

  1. - Can't navigate in text with directional buttons+mouse click - "Enter" on Keyboard creates a new "entry/headline" rather than an empty "next line" command. It should be possible to add headlines to the entry, but it shouldn't be automatic on pressing "Enter". - Can't delete entries.
  2. Or: "When barbarians hits with melee attacks, they have a chance to deal damage to up to 3 targets in successive order - each target hit cause lesser damage" Would require a bit of a rework of the ability (I think that the ability should always deal max potential X% damage to the furthest left or right character of the cleave attack, and the least to the last it hits). A cleave attack is a horizontal slash, and it hits 1, 2, 3. Not 2, 1, 3, like in Neverwinter Nights 2 or in League of Legends (Ravenous Hydra). In NWN2 and in LoL cleave attack is more resemblant to "Frenzy" attacks by the Paladin in Diablo 2 (beating, vertically, on several random enemies around the Paladin really fast).
  3. IIRC I read they haven't implemented the Game Over screen yet, the game gets stuck in a "Game Over" screen instead. Should be possible to open Options and "Load" game in this situation, I believe.
  4. Idea: Start game with 1 character, with the BB Classes standing next to spawn and you can recruit them if you wish. Or a single merchant (like Dengler) standing near spawn and you can make a free 6-man party at Level 5.
  5. 1) If you directly do the Quest (Merdreth -> Defeat Nyfre (Fight) -> Back to Merdreth) no additional boars are spawned. I believe this is tied to the church, and the "new game spawn region" might be placed on top of the "church exit spawn region". 2) Thanks! Then I understand why that happened. 3) Thanks. 4) If this happens in combat, when switching weapons, "Save/Load" solves the problem for me. 5) Thanks, haven't encountered that but good to know. Added: 6) Try experimenting with Auto-Pause options, it helps the flow, feel and comprehension of combat and the transition between out of combat and in combat.
  6. I feel it depends on the animal, and depending on their own territorial primal instincts. @Bazy: gives me an idea for Druids, perhaps a passive or active ability that calms enemies. I think I can recall a Priest spell that removes aggro in an area for a brief time~ (lowers encounter rate or something like that), I might've just read a spell wrong too if no bells are ringing. But something like that could be interesting, a sort of "Holy Water" (Final Fantasy equivalent) that pacifies the area. In the Druids case, specific creatures become less likely to attack. Gives me a further idea: Some enemies having racial lore/hunger against certain Classes? Spellcasters can manipulate souls, and thus might have something in their own souls that some creatures might feed on (Wights, spectral undead for instance, Ghouls). Concept: Either entering an area or casting a spell where such a creature is, could cause its AI to "hunt" down the spellcaster. If there is no spellcasters, the creature would stay/patrol its spawning area.
  7. xD EDIT: "Sleepy Hollow Mode" or "Headless Rider Mode". Most impact if only on a single character though (in comparison to Big Head Mode, which is reverse, Big Heads for everyone!).
  8. Maybe it loops the code and casts it several times at the location of where the mouse-pointer is? Repeatedly "SMART Casting" (MOBA term) spells. That would explain why it is mostly the closest characters that get hit by friendly fire.
  9. http://steamcommunity.com/app/317120/screenshots/ In-Game: 1) F12 (rebindable) takes screenshot. 2) Shift+Tab opens Steam Community. 3) "View Screenshots" is a button in the lower-left box. 4) Pick screenshot, add description, upload. Here's my Steam BB screenshot folder. Feel free to add your Steam screenshot folders too. The link system is really easy: steamcommunity (dot) com / id / [username] / screenshots /
  10. One of the "High-Priority Feedback" requests from Obsidian is: Classes - 1.Do all classes feel distinct and useful? 2. Does the progression of their abilities seem consistent? 3. Do any classes feel too high-maintenance? 4. Do any classes feel too uninvolved?So I thought it'd be smart to create some format for us to answer/discuss/debate in. This thread basically encompasses the starting party. The 4 core+Chanter. Feel free to re-use title for other classes ("#2, #3, #4..." etc.) or feel free to discuss another Class in this thread. I'll try to summarize this thread every now and then and link to my signature. Q's 1. I feel all classes are distinct between each other in this party and they each have important impact. One wrong step, or if I just lose a single character, and everything instantly becomes much more difficult. Every character is important. 2. I don't know about progression yet, as I have not leveled up a character yet (except the starting character). I will return to this point many more times later most likely. 3. I spend about equal amount of time on each character, with Wizard, Priest, Rogue tend to be in the backline. Chanter is my most passive class at the moment. Draws no aggro even when attacking, just stands and pumps the party with powerful buffs. 4. Not what I can feel from this stage, having only played 10-15 encounters (Steam says 10 hours played, though). First impressions (Level 5): General Tactic/Playing/Combat Thoughts: 1) First play, everything was very chaotic. I didn't know exactly what was what, didn't know how to engage, prepare, positioning etc. etc. I'm rusty and used to StarCraft II, League of Legends, martial memory. I haven't played the old games in maybe 6-7 months. Plus, a lot of bugs. 2) Now I'm starting to get a hang of the game a bit more, albeit I haven't much played just for the sake of playing, mostly for beta. I'm playing on Hard, and my first real wipe without any some spiders (except "Game over screen", which is a coming feature) happened in the Ogre cave in a reckless engage (My BB Wizard thought it'd be fun to get up all close and personal with a Fireball in his hand, and I let it happen). Pathfinding issues, and difficulty to recognize corners, elevation. 3) This deserves a point in itself. Elevation and corners. I often feel my ranged characters move stupid in combat, but really, it might just be me not having learned the elevation/isometric view entirely. Example: I can see enemies straight ahead, and I click my Wizard and aim a Fireball at their area, but the Wizard thinks there is a corner, I just don't perceive this until my Wizard starts to move straight ahead (when the Wizard could move a little to the right or left). Either an AI-script in pathfinding, or a GUI. Instead of honing in on the X-axis and Y-axis of the corner (going into potential melee range), the ranged character could simple take a step to the left or right to get into "line of sight". Perhaps something like League of Legends, "straight line into AoE radius". If there's a wall in front of the enemy, and your mouse-pointer is on top of the enemy, the GUI should stop in front of the wall. This also applies to ranged characters, they go into melee range because they have "no line of sight" and goes closer to cut a corner. 4) Regardless, up til that reckless assault, I have mastered the game a bit. A turn-based Auto-Pausing helps the flow of combat and immersion into it at the moment (I HIGHLY RECOMMEND AUTO-PAUSING). Needless to say, the beta runs much more smooth out of combat than in combat, Turn-Based Psuedo-Mode helps. Without it I feel exploration is free flowing, then combat becomes choppy. However, Auto-Pausing features might also make the game more stable (less code running, and the code runs much more passively) and might make bugs hide in real time. 5) The combat log is a wee bit cluttered and it is difficult to read along. Like a Twitch Stream Chat can be when it is a little bit too fast and you can't quite catch along. This feedback is also important to get for the Player, as it tells much of what is going on. Classes Fighter Balance: (Based on Character Creation & BB Fighter) The first Fighter I made was cannon fodder. The second as well. I haven't quite got around to understand the Fighter entirely. I haven't made any calculations or math regarding this, I have just tried out different combinations and realized what governed what on a basic level of understanding. I now have a pretty powerful Human Fighter, Rose of the Meadows. I can't quite feel the impact she does in the combat, but I feel I know that she impacts the combat statistically because she hardly takes any damage, and neither does anyone else. She's built to be a shield. I quite like the balance on the Fighter thus far (I only want some more visual feedback), and I think it is one of the easiest Classes to create as well. Yet, I feel it can be the most complex. In my opinion, no class can be balanced properly if the Fighter is not balanced. It serves a bit of a "pillar". Fighter is the only character I have yet made Character Creation for. Rogue Balance: (Based on BB Rogue) Again, I can't quite feel or see the impact, but I know statistically that she's helping. Escape is great, cool and feels nice to use when it's working just as it should, positioning the Rogue to backstab and similar. Picking locks. I still scout with her a little bit, but seems traps aren't working as intended just yet. The Rogue feels nice overall though. Wizard: (Based on BB Wizard) The Wizard is super powerful, and a difficult class to discuss regarding balance as it is riddled with bugs and visual feedback needs to become better. It feels nice to play, to cast spells. Some spells are extremely OP at the moment, but they are cool, this deserves its own topic. Priest: (Based on BB Priest) The revelation, my Rogue got hit by the Wizards life siphoning spell that destroys anything it touches. I paused and thought "Sh*t". I went through all of the Priests spells and found the "warding" spell, threw it on the Rogue. She survived. Won the battle and the status effect disappeared. The Priest buffs are key to a flawless victory. When I tackle the ice spider again, I'll utilize the Priests full functionality. Chanter: (Based on Adventurer's Hall) OP! Okay, so where to begin (it's one of those, lotsoftextw/alist)... A) First of all, I didn't quite know what I was doing when I built the Chanter. I didn't understand the chants, and quite didn't spend time to read through everything at this point. I do understand them now and they are amazing, and gathering resources progressively during combat is great. Chanter can be an extremely versatile long-encounter Class. Currently it is just overpowered. B) My Chanter is a Male Aumaua, name's Sholio, Level 4. The Chanter has "Come Wind" and another one, and the... Verse(?) summons 3 skeletons. Yeah, yeah, I haven't quite paid attention (I wanted to "guess" how to play most tactically). The chant editor was odd at first, but when I understood the resources of the Chanter I thought it was really cool. A very good mechanic. C) I need to read up on the Chanter description, but something about "Skeletons" made me wonder if its a fit with the Chanter. I can see some sort of Chanter build being a Bone Puppet Master (which, should totally be a thing in the world if it isn't already). Traditional Necromancers in essence, but singing tunes to the dead to rattle their bones. Should require corpses to be able to cast (for balancing purposes). D) The Chanter is overall a cool class, and I need to invest more time into understanding the mechanic and abilities related to this class. I'm thinking this thread and this "series" of threads (like ex. "Armor Plea Part 3" or ex. "Romance Part 5") could become a bit of a workshop for those interested, to discuss class abilities and class balance, what fits, what's underpowered and what's overpowered currently. What could help? What makes sense and what is reasonable? What's tactical, strategical? Statistics? Abilities? Etc. etc.
  11. Crash after saving after Chanter Skeleton Model Freeze. What did I do? 1) Made some Skeletons with my Chanter 2) Items disappearing from loot. 3) Got to stairway. 4) As I pressed the Exit button the skeletons moved to their positions and then stood there. 5) Everytime I tried to leave "You must gather your party". 6) Can't unsummon skeletons Expected: That the skeletons will at some point unsummon and that exiting the area should be possible regardless how close the skeletons are (as they should unsummoned automatically on screen transition). Comment: Chanters so OP, they get karma bugs. Solution: - The save file I made (when crash) still works, and the skeletons are now unsummoned and I can leave the Dyrford Ruins. - "2014-08-19_191518" is a Crash log attachment that the game created. - My DxDiag Where do I find save files? 2014-08-19_191518.zip DxDiag.txt
  12. Hey Eric, I have a question relevant to the skill system. Will there be more skills in a later build to diversify point allocation on characters?
  13. Yeah, that's pretty frustrating. But it would be an interesting spell if it was "Wild Magic", but it's really powerful and just eats up anything it touches. I believe the spell itself is unbalanced/buggy.
  14. Chanter = Click his/her ability buttons and you'll figure it out. The Chanter gathers resources (in the yellow field by the portrait) and with those resources you can utilize your more powerful magic. Chanters are OP. I didn't even know what I was doing and its abilities are the strongest.
  15. What are you doing before you lose your gear? - New Game? Loading Game? Entering Area? Where are you loosing your gear? - Dyrford Village? Crossing? Ruins? etc.
  16. That's exactly how you test the beta. You found a bug -> report it -> continue looking. Does it stop you from going forward? To explore? To get a new grimoire? (or steal the BB Wizards grimoire) to build your Wizard in a different way? Does the game crash or can you still move your character? "Testing" is not the same as "Playing".
  17. I really like the whole experience, from a gamer perspective and from a bug tester perspective. The beta client itself is pretty solid, I've had one CTD (comparably: in Divinity: OS, I had a lot more). There are some gnawing technical tidbits here and there, that might be more of a pain to fix than I can imagine. Or they are easy fixes, as long as you can find them. The game, the vision, the aim: Amazing! Sitting down with it is something I've wanted to do a long time, it plays nice (in terms of exploration, it is fun to run around in this world, to interact, read). Combat is, as we know, is riddled in technicalities (the system needs a bit more engineering). Remember what Josh said (sentiment): "The very first thing we do is create a room and a character and see if it is even fun to run around in there" and I feel that Obsidian succeeds with conveying this (and it too will be improved progressively).
  18. I've only tried the BB Wizard, it's VFX (Visual Effects). Sounds like "Known issue/Missing assets".
  19. We should try to pin-point in which areas loading a save removes armor, because it seems to me to be related to specific areas.
  20. Bug: - Dyrford Ruins - Rogue does "Escape" and gets "prone" effect at the same time. - Rogue becomes invisible (model disappears). - Leaving Ruins does not help. Save/Loading does. Expected: Rogue escaping or becoming prone. Visibly.
  21. The title pretty much says it all. Much easier to document right away in the game and take Steam screenshots whilst doing it (can only be uploaded privately). Do you still see them through Steam somehow, Obsidian?
  22. If all you're saying is "I'm fine with the game coming out 2015". Then we're on the same page. Obsidian should put as much time as they deem required. If it's not coming out 2014 then *shrug* I'm fine with early-, late-spring 2015. But if it means 2014 that's cool too. All I'm saying is we shouldn't jump our guns within 24 hour post-beta release. This is the same discussion as "Will the game come out 2015?", which is a topic that healthily recycles. Because we don't know yet, Feargus was pretty sure it would be 2014 though Your topic title is misleading and comes of as rather harsh, when it's "The game might ship 2015" you want to talk about.
  23. Adding "Auto-Pause" (when enemy seen) helps a lot too. Actually, lots of "Auto-Pause" features should be tested.
×
×
  • Create New...