Everything posted by Fluffle
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Should someone create general exp thread?
Hey and now we've got a thread about those three threads. We've gone full meta Anyway I think some of those threads will be full anyway soon and then they get closed anyway. Then would be a good time to open one general XP thread.
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Developers' responsbility on how players play their games
Hmm well I think that everybody decides for themselves what's most fun for them. And while football is a game where several people play one game, this game is single player. So if I liked to grind in my game how does that effect you in your game? I do not see yet how leaving the possiblity of grinding open hurts anyone as I would say that it is still up to the player if he does grind or if he does not, and that does not effect other players and their way of playing the game (or does it?) (As long as grinding is not required to beat the game)
- Radical idea - change attributes to more D&D like
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This game needs polish!
Which concludes that we beta testers need access to the full game ASAP before release!
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"No Bad Builds" a failure in practice?
I dunno. Roleplaying purpose maybe? That's at least my reason for taking high perception. Of course if they tweaked it and made it more useful I would not complain.
- Combat readability analysis - graphics
- Party Members: The Beta Version
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Combat XP Poll - Let's See What We Think Now
Don't underestimate what a juicy fluffy marshmallow could drop as loot
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Developers' responsbility on how players play their games
Hey everyone, in this thread I'd like to discuss in how far it is the developers' responsibility to take care that players play in a certain way. And in how far developers can and should define what a "correct" way of playing a game is. First let me say that I usually do not care about combat mechanics much in a game as long as the game provides a good, fascinating story. However I think I have noticed some mechanisms so far that try to enforce a certain way of playing the game when I wonder why it is the developers' responsibility to do that. Two Examples for that. 1) Kiting. IMO The engagement system is used to prevent kiting. If a player likes to kite however why stop him? Should a player not have the freedom to kite if he likes doing so? If you leave the possibility to kiting open, then people who like to kite can do so and people who dislike to kite can still decide not to do it. As long as kiting is not necessary to win a fight. 2) KILL XP - Grinding If people like to grind to get stronger so that it is easier later on why stop them? As long as this grinding is not a requirement to beat the game. If I remember correctly Planescape:Torment had two grinding dungeons. It was the players' responsibility to use them or not. At the moment I just feel like the game, that is the developers, try to encourage a very certain way of playing the game because they deem other ways as not being "good" (However they define and justify that). So it's your turn now: In how far should developers encourage certain ways of playing the game? In how far should and can they be responsible for how players play their game in contrast to the players being responsible for their own actions?
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Combat XP Poll - Let's See What We Think Now
Damn, PrimeHydra proves you right ^^
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Combat XP Poll - Let's See What We Think Now
Am I to understand that you played the beta and enjoyed the combat just fine until reading on the forum that you weren't receiving XP for each kill? Because, if so, that's absurd. Please tell me that you didn't get retroactively upset about not having received an instant gratification reward that you didn't even miss at the time. I'll just hope that you haven't played the beta and you just meant that you thought per-kill XP was hidden from view in gameplay videos you watched. "Let's all be rogues and go around them! puh-leez." = "completing objectives in any way besides my favorite way is wrong and shouldn't be rewarded equally to my favorite way." Okay, if you say so. It was a placebo effect. He thought he was getting xp; so he felt the xp high. Interesting. So we actually don't need kill XP. We just have to let people think they get it when in fact they don't.
- Godlike.
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Interruption/Concentration: Why?
I made character with perception 20 and tried make him to interrupt BB Wizard's (as he has only resolve 9) and it seemed not to be any great effect on amount attacks that BB Wizard was able to do. Then I tested it with his spells and noticed that my character was only able to interrupt his casting only once per spell, so it is possible that his attacks were interrupted, but I didn't notice it because interrupt causes only small delay in attack speed. Combat log seems to not have any markings about interrupts, so it is hard to tell how they actually work. Those are the things that I'd change first. Make the delay by interrupt a little bit longer and give clear feedback when someone attempts an interrupt and if it is successful or not.
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Interruption/Concentration: Why?
Does anyone know if regular attacks can be interrupted as the PoE wiki claims?
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"No Bad Builds" a failure in practice?
According to what the PoE wiki says I would actually expect that you can interrupt just regular normal attacks. "If a character is hit while preforming an action such as casting a spell, attacking an enemy or reloading a weapon his action is interrupted, if he can't maintain his Concentration. If an action is interrupted, it stops." "If it's a repeated action like reloading/firing or performing standard attacks, it will restart from the beginning as soon as the interrupt animation finishes." I have made a char with high perception but I have not yet encountered this "interrupt animation". To me the PoE wiki sounds like you should be able to reduce the enemy's attacking rate by interrupting them more often. Has anyone succeeded on doing that on normal attacks?
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First impressions thread!
One of my first impressions is that many people seem to compare their very first fights in the PoE Beta to the fights of games that they have played and mastered for years. I remember my very first attempts in Baldur's Gate 1. Even if I did pass Shanks and Carbos and my first wolf, Tarnesh would surely kill me. After playing the beta a few times now, the beetles get easier and easier with each new playthrough. I won't argue that the combat does need improvements. However comparing the first fights of the beta here to the fights of a game you have known for years seems a little bit unfair to me.
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Interrupt and Perception
So Interrupts only apply to special actions and spells? On the PoE wiki it says "If a character is hit while preforming an action such as casting a spell, attacking an enemy or reloading a weapon his action is interrupted, if he can't maintain his Concentration." This would include interrupting normal attacks, would it not? Somehow that led me to believe that I could interrupt an enemy from attacking me (if I succeeded the interrupt attempt). Furthermore the wiki says: "If an action is interrupted, it stops. If it's a repeated action like reloading/firing or performing standard attacks, it will restart from the beginning as soon as the interrupt animation finishes." I have yet to see this "interrupt animation". Has anyone tried it out? :/ Is the information on the wiki even up to date?
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Interrupt and Perception
Hey everyone, I am trying to figure out what Interrupt and Perception are supposed to do. I think many of you do consider Perception a dump stat. I do not want to discuss that here. I rather would like to know what's the idea/concept behind Interrupt. If I succeed in interrupting my enemy a lot does that mean they should be less able to hit me because they are busy "being interrupted" ? Do I efficiently reduce their attack rate if I interrupt them a lot? Or what is the idea?
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How exactly do I flank?
Hey guys, in what cases does an enemy count as being flanked? I'm interested in that for using my rogue with sneak attack on flanked enemies. Is an enemy being flanked when he is attacked by one character from front and one additional character from the side and/or behind? Is the Rogue the one doing the flanking, or can someone else do it? How exactly does flanking work with a Ranger + animal companion?
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A "How to" on Revamping the 6 Attribute System!
Ah, I was wondering this anyway. Is there any connection at the moment between skills and attributes. For example would a character with very low Dexterity but high Athletics make sense? Shouldn't Athletics be influenced (positive or negative bonus) by Dexterity? Maybe Survival should be influenced by Constitution? And so on ?
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Concerning Crashes - System out of memory!
Very rarely I still crash. So I have to keep the task manager open to watch the usage of the memory. When it gets over 3,10 GB it usually crashes. Theres something wrong with memory allocation I would guess. It's not optimized. In Windows Idle Mode (with browser open obviously) my RAM usage is ~550 MB. Now I start the game: In the main menu of the game the memory usage is around 830MB Now if I load a savegame the RAM usage goes up to 2,5 GB which is quite a lot Sometimes after a playing a while it's around 3GB. A bit more and it will crash.
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Crash here, Crash there
I have posted a temporary workaround for this here.
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Unplayable due to crashes
@Frusciante To me it would appear that you're out of memory. I had the same problem with Win 7 32-bit. I posted the solution that worked for me here.
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Godlike.
How to equip a godlike with a helmet? Put helmet in their inventory and double click on it. Godlike will equip helmet. Haven't found a way yet to remove it xD
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Concerning Crashes - System out of memory!
Hey folks, So I had a lot of crashes, usually when trying to load a previous session or when loading a new area. In all my output_logs I found the message: "Could not allocate memory: System out of memory!" I run Win 7 32-bit which apparently restricts the memory for a single application too much. I found these instructions to raise the limit of memory. Afterwards it worked. No more crashes so far. (Except for once when I ran my browser alongside of the game) So if you have Win 7 32-bit you may try that out. You can run the game in window mode and watch the usage of memory by running the task manager alongside in Windows.
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- crash
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