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Mico Selva

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Everything posted by Mico Selva

  1. I've finished Torment: Tides of Numenera yesterday and it is a pretty good Planescape: Torment's successor. Not as great as the original (nothing is ), but closer than I expected. I heard it was boring and overwritten, so I postponed playing it for a long time, but when I finally dived into it, the game turned out very enjoyable. I liked the characters, the world, intertwining quests and crazy items. Combat is probably the weakest aspect (mechanically - encounters are varied and interesting overall), but still serviceable (so similar to PST). Next up, a game I never really gave a real chance, abandoning it after a few hours of play years ago.... Fallout: New Vegas. Already got my character up and running around Goodsprings.
  2. After bouncing from game to game for around a month, I've decided to go back to Dark Souls 2 and finally finish it. Got the 4th Great Soul, and reached the castle. Hopefully that means I am at least at the halfway point of the game.
  3. I know exactly which part you mean, as I've been there recently. I seriously hate these MMORPG-derived RPG mechanics, where a few levels of difference means you are level-locked-out of content and won't be able to kill that lion not matetr how many hours you hack and whack at it. And the worst thing is this affects not only "ARPGs" like new ACs / Witcher 3 but also traditional RPGs (Divinity: Original Sin) AND usually also comes combined with level-scaled random (and boring) loot. What happened to the elegance of D&D (and its derivatives), where you could still kill high-level enemies with low level characters if you were creative (or extermely lucky ) and hand-placed items that were actually excicitng to find? Why was this abandoned and replaced by the MMORPG levelup power escalation. And if you HAVE to have level-scaling, do it right! Baldur's Gate 2 basically figured out the right way (repalcing easier monsters with harder ones, and more of them) in 2001. Upping a Lv. 5 wolf to lv. 45 to make it a threat is not the way, and does not make any sense game-world wise (because why would some wolves have 100 HP and others have 5000? - I am looking especially at you, Blood & Wine). I still enjoyed AC Origins (and enjoy AC Odyssey right now), but that is mostly despite its broken RPG mechanics, not because of them.
  4. Lack of any word from Obsidian is a bummer, but if patience is what I need to get a better and less buggy turn-based mode, that's fine.
  5. It's probably my favorite AC game, but that might have a lot to do with me enjoying the direction they went in (ie. incorporating leveling up skills and stuff). Oh, yeah, I only got interested in the series after they started copying Witcher 3 design.
  6. AC Odyssey. After a few hours, I like it much more than Origins (which was my first AC ever). We will see if this feeling lasts for the next 80 hours.
  7. I was always fine with RTWP, since that was the first way I experienced isometric RPGs with Baldur's Gate. However, turn-based mode in Deadfire is a good addition and I actually prefer to play the game this way now, even though there are still some weird quirks here and there as leftovers from conversion from RTWP. Hopefully a couple more patches will be enough to deal with those.
  8. Works just fine on my Galaxy S4 (a phone, not a tablet), except for tiny text and some issues with adding characters to my party (for some reason this only works when I put my phone vertically and then drag their portraits/icons; does not work at all when my phone is held horizontally).
  9. This bug is caused by Reckless Assault not being modal in patch 1.02. Its modal flag was later restored in 1.03, but this did not fix the already present multiple instances of the ability being active. This means turning it on/off has no effect - it is always on.
  10. Both options are fine. #1 is better for me (I get most of the stuff earlier) while #2 is better for Obsidian (no double shipping costs). I voted #1, but I would not mind #2.
  11. Nice work, Sensuki and Matt. Hopefully the devs will at least take these suggestions into consideration.
  12. Thanks for all the good work, Sensuki. As most of people everywhere are very lazy, myself included, we expect you to keep it up until release. :D
  13. Agreed. This bug/feature supports at least one character concept, so it should be left in, because this enriches the game.
  14. Your HUD is better than the current beta one, Sensuki, but I still have two problems with it. 1. HUD in the IE games changed based on the character/characters selected. This way if you had a summon or mind controlled someone, the HUD automatically adjusted, allowing you to use this temporary character's abilities. PoE HUD does not take this into account and, for example, when I mind controlled someone/something using Puppet Master ability, I could only auto-attack with that character, because there was no interface to use his/her/its abilities. Your HUD does not really deal with this issue either (at least not in any obvious way). 2. Current monitors and TVs have much more horizontal space than vertical space. Putting the HUD on the bottom further reduces that vertical space. I would much prefer to have the HUD on one of the sides (or even both), only leaving combat log at the bottom (with the additional possibility of making it transparent). Your version definitely solves some problems, but IMO not all of them.
  15. That is some nice and constructive criticism. I agree with pretty much everything (except I never get tired of listening to BG1 main menu music - NEVER). Good job, Sensuki.
  16. I have seen that thread and I know some of the math in my posts is pretty crude. Thanks for the attention to detail.
  17. Are you implying that I am not a backer because I don't have a badge? Just because I haven't linked my backer account to my forum account doesn't mean I am not a backer. I have also played Pillars of Eternity Baby's first RPG. I think Infinitron meant that the game is in beta, so it is still subject to change.
  18. I have decided to do a little experiment to check the actual impact of stats. This is my character, Sucky. I deliberately did not spend any stat points on character creation. I went to the tavern and hired another character, Tagalong, with equally distributed stats: Apart from stat distibution (gender, name, portrait and voice set), these characters are identical. So what do these additional stats give to Tagalong, and how much of a difference do they make, compared to levelling up? Sucky at Level 1: Tagalong at level 1: Sucky at level 5: SIGNIFICANCE OF INDIVIDUAL STATS CONSTITUTION Health and stamina bonus gives +9 both at level 1, while levelling up gave sucky +68 H/S (+17 on average), landing him a total of 119. As these values are percentage-scaled, according to my crude calculations, Tagalong would have around 141 H/S at level 5 (+20 per level up, 3 more than Sucky). Note that characters in PoE basically 'start' at third level, which means they more or less double in power at level 4, and then at level 10. So basically you have to put 10 points into CON to get around 3 H/S more per level. In comparison, in D&D 3.5 you get 3 HP more per level if you up a stat by 6 points, but D&D damage scale is much lower overall. For example, in D&D a light weapon deals 1-6 damage and a medium weapon deals 1-8. In PoE, a light weapon (hatchet) deals 10-16, while a medium weapon (battle axe) 13-21. At low levels, higher CON will not even give you one level advantage, around level 5 it gives more than one level advantage, and this will only get higher further on. Level 1: Sucky 51 Tagalong: ~60 Level 2: Sucky 68 Tagalong: ~80 Level 3: Sucky 85 Tagalong: ~100 Level 4: Sucky 102 Tagalong: ~121 Level 5: Sucky 119 Tagalong: ~141 Level 6: Sucky 136 Tagalong: ~161 Level 7: Sucky 153 Tagalong: ~182 Level 8: Sucky 170 Tagalong: ~202 Level 9: Sucky 187 Tagalong: ~222 Level 10: Sucky 204 Tagalong: ~243 In D&D 3.5 scaling of CON depended on your class. It could as much as double your initial HP (for mages) and since HP per level were partially randomized, it also had a larger impact during character development. DEXTERITY Dexterity to Accuracy is a flat bonus, so Tagalong has +9 ACC, because has has 9 more DEX. Sucky got +3 ACC per level on average, so this is a flat advantage of three levels. Accuracy significance is not very intuitive to grasp, but basically it operates on 1-100 scale, If I recall correctly, there is a random roll which like this: 1-10 miss (no damage) 11-50 graze (50% damage) 51-90 hit (100% damage) 91-100 hit (150% damage) Your Accuracy is added to the roll, while enemy's defense (e.g. Deflection) is subtracted from it. In the broadest possible stroke +9 Accuracy is a +9% chance to increase your damage by 50% of your base damage (so +4.5% damage on average) In comparison, +9 Might gives you a flat +18% damage. So yeah, like [uSER=15843]Sensuki[/uSER] said, Dexterity kind of sucks overall. Even though increasing it by 3 gives you a whole one level up advantage, that still does not mean a lot. In D&D 3.5 increasing Dexterity by 2 gave you a +1 to hit (with ranged weapons), which meant at least one whole level up advantage - or more for non-combat classes, but to-hit checks worked very differently there and it is hard to make a direct comparison. INTELLECT Increasing INT by 10 gives you a +50% effect duration and AoE. The usability depends on abilities used. I can easily see the effect duration bonus being useful - extending mind control (Puppet Master ability) from 34.5 seconds to 46.5 seconds has a large impact. AoE range increase is useful in some cases. Many abilities have good enough range with minimal INT, but some will benefit from increased range (like Priest's Restore Stamina spells). Increasing INT is the only way to increase AoE and range of abilities. They do not scale with character level. MIGHT Might increases ALL damage and healing numbers. I can see it as very important for priests and damage dealers and as a possible dump stat for support/crowd control focused characters. Might damage bonus is more visible in higher-damage weapons and abilities, but you want as much bonus as possible for low damage weapons too, because of DT mechanic. Base damage 10 vs DT 5 = 5 damage. With 30% bonus from Might Base damage 13 vs DT 5 = 8 damage (60% increase). Weapon damage comparison: Ability damage comparison: As with Intellect, increasing Might is the only way to increase weapon/ability damage (and healing), as these do not scale with level. PERCEPTION Hard to say how useful Interrupt is, but I would boost Perception for fast-attacking characters, who land a lot of hits, because it is almost useless for hard-but-slow-hitting strikers. Interrupt does not scale with level AFAIK, so you only have as much as you get from Perception. RESOLVE I have no idea if Concentration is any useful. It seems logical that it is more useful for characters using abilities with longer casting time (higher-level abilities?) but I do not se how these can be identified outside trial-and-error. Concentration also does not scale with level. IMPACT OF MAIN ATTRIBUTES ON DEFENSE This is a separate topic, because various forms of defense are based on all character's stats, grouped into three pairs. There is also Deflection (AC equivalent), which is probably the most important of all defensive stats, but attributes do not affect it in any way. The other three are basically D&D saving throws copied to PoE and rescaled (so they use the same scale as Deflection). They all oppose enemy ACCURACY. Starting Defense stats are based on your class (only). Every point you put into an attribute gives you a 1.5 points defence bonus in the defense stat. Additionally comparison, all Defense stats get a +3 bonus on each level up. As you can see in the screenshots, Lv. 1 Tagalong has significantly better Defense atributes than both Lv. 1 Sucky and Lv. 5 Sucky. Sucky gained 4 levels, so his Defense stats were increased by 36 points overall. You get as much Defense from assigning 24 attibute points. Tagalong has 57 attribute points advantage over Sucky, meaning he will only catch up to her LV. 1 Defense around 10th level. 2 attribute points in relevant stats are worth one level up when it comes to Defense. This is a lot of value, which means Defense is the most important secondary stat affected by the main attibutes. CONCLUSION Based how often you Defense stats other than Deflection (I will call them saving throws below) are used, there are two conclusions. 1. If saving throws are often used, you can only safely dump one of the paired stats, or your corresponding saving throw will suffer. Basically, do not dump both CON and MIG, DEX and PER or INT and RES. 2. If saving throws are seldom used, I can only see MIG and INT as significant stats (with both being dumpable under certain circumstances), with the rest having very little impact on gameplay. Although with the number of points you get, you can easily max out these two and still have a decent number of points to divide among the rest. -------------------------------------------------- tl;dr version: Pump up Might, Intellect and Dexterity (if slow attack rate) or Perception (if fast attack rate), put the remaining points into Constitution and you are all set.
  19. Character creation crashed during portrait selection, before I was able to finalize my awesome orlan cypher raider. :sadface: If there already is a thread dedicated to this, hopefully some mod can merge this one into that if that is the case. I am attaching the bug report. No tag because of 'Tags incorrect, they must be between 2 and 30 characters'. 2014-08-22_214736.zip
  20. @BAdler, can I still get access to the beta, if my backer tier is not high enough for it at the moment?
  21. The undead concept is cool, but it suffers from the same problem as the 'soulless child' monster from some updates ago. One (either undead or a child monster) would be created very rarely. I mean, how many rich people strike deals with animancers per day/week/month/year? How many undead are there in the world? Will we kill, um, destroy, most of them during the game? Great update, BTW, very funny. I like Eric Fenstermaker's style.
  22. I don't really care that much how GUI is designed, but I really really wish character portraits were on the side, like in BG/IWD. Especially that new monitors have much more horizontal than vertical space, so it would be only logical to use it. Constantly moving the view up and down because not everything fits on the screen vertically is annoying and it was a nightmare in IE games (replaying BG2 right now).
  23. More wilderness areas sounds nice, I'd really like that. Anything to make the game more like Baldur's Gate and less like IceWind Dale, basically. ;-)
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