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Bloody Hypocrite

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Everything posted by Bloody Hypocrite

  1. Exactly what I've been doing tonight. It's been a life saver. Finally got to level up in a playthrough.
  2. I play for the fun of collecting xp. Why not play an MMO, like WOW, you can grind your way to max lvl with nothing but killing stuff. When you're done, do it again in different zone or diff char. Or GW2 where you get XP and benefits even at max level. No sarcasm intended. You will collect lots of xp My favorite build in rpgs has always been the smooth talking thief. I don't care much for power gaming or combat in particular. I dislike mmos precisely because they tend to ignore anything that isn't combat related. What strikes me as odd is that Obsidian have made a significant shift from the IE games to make all classes and builds equally combat viable, changing the thief into basically a mmo rogue (when the whole point of a stealthy skill-based smooth talker is to avoid combat) and then putting players in a position that combat is the only option to progress. With the current XP system, the combat-centric nature of the class design doesn't really make much sense to me.
  3. I know that they've said they would make it as mod friendly as possible in terms of open file structure and whatnot, but I wouldn't get my hopes up for many custom campaigns. Unlike many other modern rpgs, PoE doesn't use any sort of tile-sets. Unless someone spends a massive amount of time building a 3d background, rendering it out, and setting it up in PoE's odd 2.5D implementation, we will most likely see mods that supplement the existing game world. Still, I would love to see Chris Bischoff make a small mod for PE whenever he finishes STASIS.
  4. I'll post here the same thing that I did in the beta section. Please forgive my copy-paste laziness but it's been a long night. It's hard to gauge the current system because in every play-through I've done, I've never leveled up. I've only even received any XP two/three times in three different play-throughs. I'm not against the concept of objective-based XP, but it would have to be greatly expanded from the current quest-based system. I do think that the XP should be broken up so that you feel like you are actually accomplishing something. When they first brought up the XP system, I definitely imagined something far more complex than what we are seeing thus far. For example, whether you kill/sneak/talk past any significant encounter (including tough groups of enemies in the wilderness) you would get some amount of XP. I don't mind not getting XP for individual mobs killed, but by overcoming, by any method, an obvious choke-point such as the beetles I feel that it should merit XP. Finding locations through exploration should reward XP. Dealing with mini-bosses should grant XP. Honestly, I feel that a true objective-based XP system is far harder to properly implement in a crpg than the old IE XP systems. Even if it were actually working, I don't think I would like the lump-sum quest system that's currently in place.
  5. It's hard to gauge the current system because in every play-through I've done, I've never leveled up. I've only even received any XP two/three times in three different play-throughs. I'm not against the concept of objective-based XP, but it would have to be greatly expanded from the current quest-based system. I do think that the XP should be broken up so that you feel like you are actually accomplishing something. When they first brought up the XP system, I definitely imagined something far more complex than what we are seeing thus far. For example, whether you kill/sneak/talk past any significant encounter (including tough groups of enemies in the wilderness) you would get some amount of XP. I don't mind not getting XP for individual mobs killed, but by overcoming, by any method, an obvious choke-point such as the beetles I feel that it should merit XP. Finding locations through exploration should reward XP. Dealing with mini-bosses should grant XP. Honestly, I feel that a true objective-based XP system is far harder to properly implement in a crpg than the old IE XP systems. Even if it were actually working, I don't think I would like the lump-sum quest system that's currently in place.
  6. The attack animation bug isn't a big deal, but I have had characters stuck in a reload animation loop which renders them unable to move. I believe the were all using fireams.
  7. Same problem. A quick work around is to target them with your party and kill them, which takes a while because their stamina regens quickly outside of combat. Knock out their health twice to kill them off completely on the lower difficulty levels.
  8. Yeah. I've encountered this bug on three different playthroughs now. It is by far the most game-breaking bug I've encountered. The worst part is that it seems to be completely random. I can't recreate it, and it's never consistent.
  9. Not sure when it happened, but my BB Wizard also lost his grimoire.
  10. Easily enough, but I guarantee that getting that gold everytime you want to try a new party build will get very tiresome, very quickly. I'm sure everyone understands that you will have to pay to hire adventurers in the full game, but in the interest of the beta, why not do away with the unnecessary frustration?
  11. I would love to be able to build a custom party from scratch, but seeing as it would cost around 20k at the Inn just to experiment once, I was hoping for an option to turn off the costs for hiring adventurers during the beta. Anyone else feel the same?
  12. Agreed. I've been fooling around with Cheat Engine trying to nail down the gold value so I can try different party configurations, but no luck thus far.
  13. I know they said that they were moving Rogue/Thieves away from being a skill-based class, but are there any plans to implement a way to pickpocket NPCs?
  14. I must say, I'm not a fan of the might attribute as it stands. I understand that folks at OE are excited to develope their own system, but unless every action is soul dependant , then it feels a bit like over simplification. I don't think most folks had a problem wrapping their heads around the base attributes, rather the hundreds of skills and abilities that proceeded to get more and more convoluted over time.
  15. Damn. Still getting the checkout error. I guess I'll just wait until tomorrow. Great teaser and thanks for all your hard work folks!
  16. Avellone mentioned a while back that the 'big update' will be coming with a gameplay video. As the portal's been put off a week, the video has been too, likely because the video will pull a lot of traffic in and it'd make sense to have some of that traffic convert to purchases. Thanks Coffeetable. I completely missed that. Again, I love what I'm seeing, I just want more!
  17. Please don't take that in anyway as diminishing the fantastic work that you folks have done. I'm just eager for a lot more.
  18. While these updates are great, I was also expecting something a bit bigger from the 'Big Update'.
  19. In regards to crafting, I think it would be interesting if there were a bonus for creating items for a specific party member. For example, the tailor made leather armor that you crafted or comissioned specifically for your rouge "Stabby McBackstab" would have certain benefits (alternate to found/bought gear buffs) over a set of leather armor that you found or just bought at a store. I feel that it could enchance the viability of crafted gear while differentiating it from loot.
  20. It's a low level inspiration spell. The greater motivating obscenities are reserved for higher level paladins...
  21. I'm not worried too much. Some folks seem to nitpick what we've been told about the combat, so I understand why Obsidian have made it a priority to address those concerns, rather than elaborate on the non combat options.
  22. My thinking is that if the PC is the initiator of descions, rather than a party based skill set, you won't be able to always choose the best outcome from an encounter, even when reloading the game.
  23. I'm personally hoping for a PST level of VA. Voice sets for party commands and key lines of dialog with important NPCs. It would still be enormously cheaper than VA every line of dialog for even the non important NPCs, and makes robust conversations (and mods) much more feasible.
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