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Bli1942

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Everything posted by Bli1942

  1. Has there even been a patch yet? I didn't notice one on Steam. I thought they would've got rid of some game breaking bugs already, I was barely able to play. Otherwise they are probably focusing some serious dev time on stuff the community has raged about the most (combat....) but I wouldn't expect to see that patched for a fair while
  2. I'd be surprised if it launches on time, just because I see a lot of bugs, a lot of things that need redesigning (specifically UI inconsistencies and annoying things like portrait selection), a lot of issues with the sound design, and a terrible combat system that needs a rework. The attribute system is also a little weird, bad naming of attributes (an easy fix I guess), but while it's meant to avoid certain builds for certain classes, it's created 1 build for every single class, so essentially 1 best build in the game for anyone, so that needs to be sorted out. I'm no game dev so if they keep telling us it's a late 2014 release date still then I trust them they know how to fix this on time, but I hope they know just how much freaking work needs to be done on this thing and have read all the beta feedback and seriously considered it all. It's far from a "polish it up based on beta feedback" situation, it's a lot more work than that, at least to make this a 9-10/10 game as opposed to a 6
  3. I don't enjoy real time with pause combat at all so I just go easy in these games to get through the story and explore. I'd go hard if it was turn based or a first person game
  4. At the present I am tempted to agree. I'll withhold a bit to give them time to maybe fix the combat with patches but I think turn-based would suit a game like this better. I am already pausing often in fights so it's not like it's a big stretch to put it in. Unfortunately problems with implementing it aside, this will never happen. It is a modern take on the IE games, and the IE games are real time with pause. To deviate from that would be too big of a change and would hurt the feel of the game and the stated goals of the kickstarter. Yep it obv won't happen even though I think they could have made an even better game using it. A bare bones turn based system at this tage would not require them to shelve all their work by any means @montecarlo, but they still won't do that. The combat needs the most work out of anything though, at the moment I'd hazard a guess that maybe 1/50 people would play more than an hour of the game before quitting. Yes it will be improved by release as this is a beta, but they have a long way to go and I expect the dreaded release delay announcement by October
  5. The topic specifically asked what people thought of the beta and people are being honest. That doesn't mean they didn't expect some things to be that bad. Some stuff is really bad, maybe that's to be expected in a beta but there's no point beating around the bush about it
  6. Stay 4ever, unless you burn them
  7. It would be nice if they implemented a bare bones turn based system
  8. Like you've pointed out the naming is the only real problem. I love that they have made a system where you don't just chuck all your points into 1 or 2 attributes for certain characters, but the names are basically making it seem like it IS a system where you should stack points in 1 ability It's funny how they made a point of how they changed Strength to Might when that's only the tiniest bit better. That one and Intellect need changing the most. The others they can probably get away with
  9. I am hoping the sound design is early stages, after all it's an easy thing to do later on in the cycle. While the music is amazingly fitting and some of the sounds are good, they are repetitive (especially the birds) and not balanced well at all. If you turn the bird noises down to a tolerable level in the open world, then other effects like the fire noise and chatter can't even be heard when you go into the inn. Hopefully there is a lot more work to go into that stage And yeah, playing through the character creation is pretty awkward! I quite enjoyed the beta so far but I'm waiting for the first patch to jump back in as the game bugs me out of doing anything too fast
  10. I like that it's broad it just needs clarification that it's that broad by way of less specific attribute names. The attributes all work great for any class, but especially "might" and "intellect" sound as if they are way too specific to warriors then mages respectively even though they aren't. Something like "power" instead of "might" would work. Perhaps "technique" instead of "intellect" as that is fairly broad, sounding as if it would help with any skill instead of just brains-related skills To be honest it's not a huge problem if people read the stats thoroughly as well as don't go in with the typical D&D stats in their head, but the problem is not everyone does that and people are definitely going to stack might for a warrior or intellect for a mage still, with those current names
  11. Apparently that only happens if you hit continue instead of load then manually picking your save from the title screen. Nah that happened to me as well from regular loading, I avoided continuing because they said that in the email but it didn't help
  12. I think the current system is OK but the description and names are not. Why would a dumb warrior need "Intellect"? That word is defined as cleverness. But in PoE warriors can make great use out of it for AoE and durations. Why would being clever help your warrior AoE? That makes no sense to be called "Intellect" Why would a mage need "Might"? Might often refers to the opposite of magic. They need to change those names, and also elaborate the descriptions so people actually completely understand that EVERY attribute helps EVERY class because at the moment that's still very vague. Might offers 8% healing for no explained reason All in all I like that you don't have to stack attributes for certain classes, but they need a complete rewrite and name of at least half the attributes there
  13. If the beta isn't "early access," what is? I mean, ignoring the English language as you are. They were replying to the poster above them if you bothered to read. Early Access with capital letters is specifically talking about games on Steam that get released to the public to purchase while they're unfinished for beta testing, with the blue "Early Access" tag. That person isn't "ignoring the english language"
  14. Hi, here's a list of bugs/issues I've combined over about an hour playing the beta before quest issues meant I had to restart. While some are big obvious bugs some are just minor annoyances I noticed that I think should be changed 1. There are menu options text disappearing in the options menu, this only occurs when I click "game" "sound" or "graphics", which results in the options sub-menu text disappearing, i can still click them but I just can't see the words (screenshot at the end) 2. Music stops after clicking 'new game' then starts up again after I've chosen difficulty and clicked next. Not a huge issue but seems weird to be silent during that selection screen. 3. Bird noises play throughout the character creation screen. There should just be music playing in this section, especially as my character was standing in a cave where there definitely wouldn't be birds! 4. There doesn't appear to be a way to go from the character creation screen back to the main menu, so you have to quit out or go into a game then return to the main menu 5. Is there supposed to be a "godlike" bodytype? There was none present on my screen, are they meant to be the same size as humans? 6. Attributes are quite confusing when you first start. "Might" as often been used as the opposite to magic in fantasy worlds, and it's definition is "possessing great strength" essentially. It was good to change this stat name from strength, but might is not a good choice either, as this stat actually benefits magic damage dealing a lot not just strength. "Intellect" says it helps AoE and durations, but these two effects are often synonymous with mage characters so I was unsure at the time whether, say, a warrior would even benefit from them. Resolve says it helps "concentration" and "will" but the player has no idea what concentration and will even do in the game at the point they are picking attributes, and once again, concentration seems like something a mage would need more than a crazy barbarian, they don't concentrate at all! But again the stat will benefit them. I think that a little clarification, and changing some of the attribute names would help here, even just a "all attributes benefit all classes" tagline would help people from thinking "WTF do I choose?!" As for what to call "might", maybe "power" or something that doesn't specifically denote having great strength since this att. helps mages and healing 7. Portrait selection shouldn't be 1 at a time with an arrow across. There is a large screen either side of the characters where a grid of these portraits could be displayed so it is much easier to compare then scrolling through one at a time. Even if there's a large portrait at the top and a line underneath with the 2 either side of the currently selected would help. This was not even acceptable in the old games! Just irritating haha 8. Bird noises in the forest are very irritating. They are too repetitive and loud. I understand sound is probably one of the pieces of the development process that is easy to do towards the end so perhaps these are just placeholder. The other problem I noticed with the effects was that I could turn the birds to a level which made them a bit better, however when I entered a building such as the inn, I couldn't hear the fire or walla at all and had to turn it back up. On that point - in the inn, the person playing the lute didn't have a lute! And I think an indoor reverb on the music would suit better than having it as an offscreen soundtrack style of music 9. Dual monitor issue - the mouse doesn't stick inside the game so it's impossible to use mouse scrolling on the side that your second monitor is on. There are third party programs to fix this but an internal fix would be greatly appreciated! 10. The characters almost look see-through when you zoom out...like their colors are not striking enough against the beautiful backgrounds. They blend in, and in a lot of cases look like they are see-through until you zoom in as far as possible. This makes combat difficult and walking around a little unsatisfying as I continually check to see if they are actually see through or not! I am not sure on a fix, but perhaps a slight outline would help 11. No icons for each room were present when I was picking a room in the inn, instead there were white boxes 12. The main party member doesn't seem to lead all the time? Unless I specifically select another member, I feel like my character I created should always go and pick stuff up or talk to people. It seems whenever I click a new thing, a random party member will walk up to it instead of my main PC. 13. Quests disappear whenever I die and therefore load or just load normally. This stops me from re-picking up current quests, finishing quests or getting any more quests (I can still talk to NPC's and they will act like they are giving me a quest, but it doesn't show up) 14. Not sure if this is an issue you can handle as the devs or it's just Steam's problem, but it's a little irritating not being able to use the Steam interface to upload screenshots since the game isn't public, even though there's no NDA. I assume this can only be fixed by making the game public though 15. Font issues - some letters seem to be in a smaller size than others, but the same font (notice the "s" on save and "h" in graphics) 16. "Class unlocks" icons start a new row outside the background banner if you get more than 7 in that level Hope nothing comes off as harsh, this is just what i noted down. I'll try get some screenshots up of the visual issues
  15. The atmosphere/music/quests (when I could complete them) are all good. Combat is unbearable, it needs a lot of work. There are also a lot of bugs, I suppose to be expected. I can't get anywhere if I die or save and reload, I have to play the whole thing in a sitting to get further through it
  16. Yeah true, but the combat for PoE needs a lot of tweaking before it'll be very enjoyable...I think world/writing/quests will be the best part. unless they can work on the combat a lot before release they'd be best keeping the random trash mobs low
  17. We haven't seen much of the game. I usually prefer XP from ONLY quests because the games end up less grindy and have way better quests, they just need to make sure they don't put in too many mobs around the place. I ran into those 4 or 5 beatles going to the right of town then I died, but if there is more than another 5 beatles between there and the next quest location I'll start getting annoyed. The key is to have virtually no random pointless enemies aside from maybe a couple fights on a quest route
  18. D:OS combat is a lot better what they can salvage out of PoE or even BG is. Problem is it would take a lot of dev time to make something that good and would sacrifice on the beautiful world and writing and story
  19. Also needs a better way to pick portraits, unless I'm just missing it. Why do we scroll through 30+ portraits one at a time? There is room for a huge grid of them on both sides of the character. I forget what the first ones look like by the time I've gone through This always annoyed me so much in the old games so I'll be embarrassed if there's a way to view them other than one at a time
  20. They need to work on said descriptions. "intimidating displays and acts of brute force" sounds like something you wouldn't give a mage standing 30m out of battle, which leads someone to think this is a beefy dumb troll attribute. it also gives +8% healing with no explanation. The name also needs to be changed as might has been used as the opposite to magic in fantasy for a long time, yet this attribute is great for magic ALso intellect says it help AoE and durations which are usually synonymous with mage characters, how do we know at the start that melee characters will even have duration attacks or benefit from it? Resolve says it helps "concentration" and "will" but I have no idea at the point of picking points what concentration or will do for my characters, concentration sounds like something only a mage would benefit from as well All in all kind of vague. Maybe it'll encourage people to pick more randomly and that's how they want it...I don't know, but it's not the nicest attribute picking system First timers to RPG's are gonna be very confused, but if they can get by picking anything then fair enough
  21. I think they should do what Glubba mentioned, though it might be a fair bit of written instructions, it would be nice to say "this attribute does 'x' for 'y' class" for every class on every attribute. At the moment there's too much "wtf does this mean?" and i don't want to have to get 5 hours in and restart and I can see that happening when people finally realize what every attribute does for them, I really don't enjoy doing that
  22. The attributes are kinda confusing, I was expecting recommendations for the classes. It's probably better but harder to learn for new people than the old style of attributes
  23. The sound is a bit off in places. The birds are too repetitive and loud and annoying, but if I turn the effects down to a good level, when I go into the inn i can't hear any of the effects noises or dialogue walla unless I turn it back up. Also the birds play throughout the character creation when my character model is standing in a cave which was terrible lol
  24. I kind of want to play the game with max of 2 party members. SEems like it will be very hard considering I'm dying on easy with a whole party
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