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GreyFox

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Everything posted by GreyFox

  1. Did you watch any of the videos? It's pretty obvious. The characters have no collision so they can stack on each other and or run through things.
  2. Coming to an IE mod near you - +1 Accuracy on Perception instead of +1 Deflection. Which stat are you giving the Deflection to?
  3. Can we turn off those lines going everywhere...I guess those are engagement lines but it looks too cluttered and wannabe Turnbased looking....
  4. Seems obvious Josh has a clear disconnect here...when viewing the SA forums there are like the same few people egging him on so I guess we get a game optimized for 12 people.
  5. LOL Engagement so bad...why is that still in....but yea dat clipping.... If volume sliders are in I must really commend them for that though! Hopefully we get the Seldom, Always, Never for Voice Actions/Commands.
  6. Is there a way to turn those red/white/green lines off? It looks REALLY bad and too cluttered in combat there...
  7. well so do I .. in tabletop.. were I don't have unlimited rolls. Actually in my tabletop games we did the ol roll 4d6, drop the lowest number, if lowest number is a tie reroll one of them, replace your lowest total roll with a straight 18, if used on strength assume it is an 18/01. Guess what though? You got 1 set of rolls and that was that, if you still somehow managed to roll a crappy character you had to suck it up. In a game like Eternity though the point buy is the smart play. It avoids all the rolling nonsense, is easier to balance, and means everyone has decent balanced stats right out the gate. It can also be used to determine mob stats too, keeping everything nice and balanced. Yea we did similar as well except we only reroll 1's and no free 18's. I was also talking about easier to balance a cRPG with point system...especially with modern rules. The older editions were better to roll IMO and like Grom said...you could use those stats for years.
  8. I love rolling up characters with dice but it's honestly easier to balance gameplay with the point system.
  9. Yea me too..makes combat way more dynamic, interesting, and fun.
  10. That's one of the drawbacks of this type of development. You guys get hit with stuff because you are sharing a lot more than you normally would so old and outdated things are still brought up, even when they've been addressed. Still I think you guys probably appreciate it more than working with...lets say EA....hah.
  11. It's not that bad, really. For a new system that hasn't had time to develop like DnD it's pretty good. Combat will still be fun as long as you don't take it too seriously, and the content itself will likely be very good considering the developer. I haven't put over 100 hours into the beta just 'cause I like complaining. The combat isn't as tactical as it could be but it isn't going to ruin the game for me. Worst case scenario, play on normal instead of hard and have silly fun while they patch up the combat system post-release. I always operate under the assumption that we are really just nitpicking rather than all out complaining or the sky is falling type nonsense. But still that's good to hear then. Actually I usually play games on hard and I do take it too seriously sometimes though
  12. Perhaps each quest has tasks you have to complete in order to complete the quest. It's sort of like breaking out a story in software development where you have to task out your story and that may come from an epic or parent using Pivotal Tracker or some such. For example: Play PE(epic) Stop Ogre from Killing Pigs(story) 1.)Talk to Locals(task) 2.)Find Lair or Evidence(task) 3.) Kill or Negotiate with Ogre(task) 4.) Return to Townsfolk(task) Or perhaps I'm mistaken and they aren't doing that /shrug
  13. Well then I may actually wait to play it unless mods can really fix it because that is pretty lame to me. I worry about what the masses will think with combat the way it is now, especially since the attributes and character sheets are pretty garbled up with decimals and misleading information that you pointed out in the video in the other thread. Why do they bother putting in stuff like +.03 damage and stuff....I mean the regular gamer is going to be like WTF...hell non ordinary gamers are going to be like that... hopefully SOME of that gets cleared up before release.
  14. Why is dexterity called that...they should rename it to speed. If anything they should have done away with resolve and used both dexterity and speed(D:OS does stats well). Perception and Dex could have shared accuracy at + 1 each while Perception still does interrupt and Dex adds +1 Deflection Speed would do what Dex does now and also give + 1 deflection. Perception: +1 accuracy and interrupts Dex: + 1 accuracy +1 Deflection Speed: + Action Speed +1 Deflection Add interrupt defense to Con and/or armor.(many people think con doesn't do enough anyway) Mig: + Damage/Healing, or + Damage/Healing, Fatigue Resistance Con: + Endurance, Health, Fatigue Resistance or + Endurance, Health, Resist Interrupt Perception: +1 accuracy and interrupts Dex: + 1 accuracy, +1 Deflection Speed: + Action Speed, +1 Deflection Int: +AoE, + Duration I know I'm late to the stat party but I think i'd rather play with the above than what's current. Personally I'd have no interrupt system or an interrupt system that is weapon/armor based rather than stat based. Also does the IE mod still remove recovery while moving or did the base game finally take care of that?
  15. If they don't fix the armor or damage before release would the combat be laughable? I'd rather the game get pushed back even more if it meant it'd release with better combat and volume options and such.
  16. The art is generally really good but yea they do have some inconsistencies. Its a good point you bring up about the night as some places are darker than others but maybe its different starlight or *insert whatever*. I find some of the visual FX from spells and such to be way too much. The portrait thing isn't so bad since we can use our own...and lets be honest most of us on the forums actually do use their own.
  17. *I cried* But seriously it does hit home a bit because I've had friends laid off in the industry and it sucks because you are powerless in that situation. I'm glad to have backed the game and I wish I would have done more. I wonder if people would actually be opposed or mad at OE if they did another Kickstarter...I wouldn't be upset as long as they did something like match whatever the people raised....for example lets say they kickstart 4 million then OE will put a 4 million budget of their own down on the game for a total of 8 million....
  18. Only backers of a certain tier get this documentary or are they releasing the whole thing for everyone?
  19. I have to agree with that assessment and I'm also not sure why some things are split up into percentages while other, usually opposite things are integer based....con isn't even the worst attribute atm.
  20. Here ya go: https://www.coursera.org/courses?orderby=new&lngs=en&cats=cs-ai,cs-programming,cs-systems,cs-theory&primaryLanguages=en&categories=cs-programming Beginning game programming in C# is near the top of the list. There are numerous other things you could search for like youtube and other tutorial type stuff. Probably best to start with an actual lesson structure so you aren't copy/pasting code everywhere....dat modular programming.
  21. This game really needs the IE style volume sliders and check boxes for the VO Selection and Commands...that should be a higher priority than it seems to be...was it viewed as trivial along the way or something? Nothing trivial about hearing them squirt out YES YES YES NO MAYBE YES YES YES SIR SIR SIR NOPE K K K K YES YES nonstop all game long. The VOs are pretty damn good except for the main character set(s)... Also can we please tone down the spell FX and visual clutter in combat? This game + the IE mod is going to kick ass though. The game looks brilliant and the writing is fantastic...I definitely like the scripted encounters/events. I also like the way the characters look in their different gear. If we can eliminate the droid army movement that'd be great as well though! Justin's combat tracks are definitely top notch but I disagree with some of the theme/wilderness style of music...but that could just be style wise as they don't sound bad by any means. Combat music fade could be 6-7 seconds.
  22. I guess they want combat to be over this fast or have they said anything about slowing it down a bit more? The Q&A after the gameplay answers this. Slow mode isn't the answer and is a wasted feature for live gameplay...maybe they needed it for testing purposes or something but...yea no...that's not a real thing to me.
  23. So they need to switch to non percentages then...did they ever say why they did that?
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