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Ganrich

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Everything posted by Ganrich

  1. When the developers leaned toward TB because they wanted to avoid bad combat like PST had... I can easily complain about the story focused game having bad combat. It was their statements that lead me to feel the combat would be better. The design philosophy of the rest of the game is irrelevant. Positioning not being important is one reason why the combat is stale. I didn't expect JA or Xcom, but once again better than the clusterfest that is PST. Once again they didn't succeed. Grid would cut down on the number of enemies that could surround one of your party members, or at least give you an indication as to the number capable of doing so. As it stands now it is obtuse at best. Obtuse is bad in a TB game. TB is slow, and that is fine when the combat is good. I only expect speedier combat when the combat isn't great. Just like we see here. If the combat allowed me some tactics to stop enemy movements more easily, position as to not be surrounded (grid would help here), have less enemies that are more difficult on the field, etc etc etc... I wouldn't care. As it stands it's you vs an army in many cases and the army's turns are clumped together in most cases. Combat ends up being one or two of your party go, and then 10 enemies, and then the last of your party members in most cases. If initiative was diverse enough to allow your party to be spread out in the turn sequence then it wouldn't be as bad, but here we are. The game seems to devolve into an AoE spam at high levels because of how clustered things become. Yeah, a bug that caused me to go through a few dialogues again, and not just once. Sorry, an ability not working correctly is one thing, but the game freezing is quite another. If the game hadn't been in EA for over a year then you might have an argument, but they have had time to deal with these issues (on PC at least). I read the manual, and unfortunately those effects seem to be hit and miss as to when they take effect. I've had the abilities hit, and those effects not take place. So, we could chalk it up to a bug(s) perhaps. I'm unsure. We could also use the extensive tutorial to explain it regardless. How many people read manuals in this day and age? Most developers these days tend to not rely on manuals for that info, and that means few read it. A pop-up would go a long way, and some insight into how the math works would go further still. It is all hidden unless you go digging in the game files. Obtuse or obfuscated systems are bad. Fettles you've placed being able to be seen in a coherent way is a QoL thing. You being fine with the lack of it doesn't make it a well designed system from an objective stand point. Once again, my issue with combat is because the developers themselves said they wanted better combat than PST. They went with TB for this reason. Sure they allowed a vote with backers, but it was so close they could have gone either way. They chose TB and said it was because they felt they could do more justice to combat in TB. Yet combat is still flimsy. If they hadn't made these claims (and not had a decent TB game under their belt with WL2) I wouldn't be raising the point nearly as much. However, TB in WL2 is good enough, and in TTON it is a chore.
  2. No one is expecting God of War, but maybe something at least as competent as other crowdfunded TB games. WL2 for example. Which isn't the best, but good enough. No one expected D: OS either. I just wanted a TB system that was more enmjoyable than PST's RTwP. They didn't deliver IMHO. Combat starts when you get close enough to enemies in some cases, and after a conversation in others. Since you can't control the party individually prior to combat you end up with bad starting positions a lot. No grid on the ground during combat, and it makes it feel chaotic. Enemies tend to dog pile, and it is hard to select them or friendlies at times. A fair many Crisis are your 4 party members vs 10ish or more enemies. With the game's sluggishness, and the fact that initiative tends to front load or backload your party's turn, this becomes obnoxious because you could go make a sandwich while the enemy takes their turns. Not to mention I had two crisis that froze up during the enemies turn. I had to exit to desktop and reload, go through a conversation, and get back to that crisis. So, there are some bugs that need working out. Some abilities are hard to gauge their value. Infuse Weapon lets you choose your damage type, but there doesn't seem to be much reason for it. The ability seems to be a way to allow a Jack to focus intellect without stepping on a Nano's toes. But selecting the damage type seemed to not matter much. So, what's the point? The UI makes it difficult to discern fettles on you or your enemies. The AI is not good at all. I'm sure there are more issues, but these are just what I noticed and could think of off the top of my head.
  3. Just finished the game. Rhin and Erritis were worth it. Get them in your party and don't look back. Rhin has such a good story. She can be dead weight in combat early on, but when you get her to Tier 3 she can go ham and it's glorious. I'll probably do another play through. Which surprises me. I am leaning Jack. I will likely save Glaive for last. All the issues people leveled at the game are valid, but I did end up enjoying it regardless. It could have been much better, but it wasn't as bad as I was anticipating. Still irked by only having 3 Foci. I feel that the ability to select damage types on certain abilities is pretty useless. With how stacked dialogues are in favor of Int/Speed stats it makes Nanos and Jacks the better choice. Although, a ranged Glaive could work. Read Thoughts ability is stupid good, and funny at times (see Erritis). The game does feel a bit rushed on the back end, but not as much as I felt Tyranny was. It could stand some more varied areas in the endgame. Which makes you sad some of that was cut. Also, I think the Goo companion would have given some variety to the companions. Combat still blows. If you aren't going to really make your combat a focus then go RTwP. RTwP is easier to suffer when it's mediocre because you can plow through the encounters. When TB is mediocre it is a pain. When TB is great it is the best, though. Basically, if you want the combat to be the best of the best go TB, but if combat isn't the primary focus (which it isn't in this case) and you aren't going to dedicate the resources to make it great... then don't bother. As much as people complain about PST's combat it is at least easy to plow through when it shows up. Music is great. Some really good quests. Main story is solid, but no PST. I'd give the game a 6 to 7 out of 10. If it was more finished, fleshed out, polished, and combat made a little less muddled... I'd probably give it an 8 or a 9. I hope they do some major updates, but I don't think the game is selling well so I am not getting my hopes up. I could be wrong, and it may be selling pretty well though.
  4. I meant in TTON, I'm somewhat familiar with the P&P game. I mean, aside from the small numerical boost, is there anything else on them in TTON? Like I said, does people recognize if I breathe shadows or I don't? I understand they can't overdo it because there's only so much reactivity you can get, but if they only afect stats-wise, I don't see how they couldn't just come up with a few more.And as pointed above, the most disappointing aspect was that not a single one was fitting for my character - a Nano. Anyway, I'm enjoying the game so far. Maybe because I set my expectations really low because I knew it wasn't going to be PST, but anyway, I'm having fun. Ah, OK. I understand. Yeah, the foci in this aren't much other than small boosts. One is in skills, another in stealth, and the last in melee. I didn't expect major story solutions to arise from Foci. I just hoped that it would let me make my character a little more unique. You get three bland options. The Last Castoff is so vanilla that it's bitter which can't be said about TNO. I don't hate the game, but I am disappointed. I didn't expect PST, but I expected them to make the combat enjoyable while having interesting quests and the like. The only interesting thing with combat is in combat dialogue. Everything else would be better in RTwP, imho, because it is so bland that it becomes a chore. Which is avoidable, but sometimes you fail a task that initialized combat. I just wish they would've scrapped combat entirely at this point.
  5. Alas, I think you are correct. In the whole game, those were the only 3 offered. I had completely forgotten about them until reading your post.That's truly sad. The use of Numenera's system in this game is about pointless except for the setting itself. I can deal with content cuts when it comes to unfinished companions and areas, but this is a bit too much for me. How can they not finish their class system? It's a bit much, IMHO. I'll finish the game with my current PC and probably shelve the game in hopes of a few updates that add some of this in. If not then I am very uninterested in playing again. It's ironic that they made the decision to go turn based to avoid the combat issues of PST, and then gut the class system and leave us with a very bland and uninspiring combat system that takes longer than RTwP would have. I can deal with PSTs combat because it is brain dead, but quick. They arguably made the combat more of a chore than PST. Which is kind of funny. They could have forgone combat entirely and just have made an isometric story focused point and click game like Stasis, and I wouldn't care. Ugh. Sorry for the rant. Edit: @Orogun - Yeah, my playthrough is a Nano that is quickly becoming a skill monkey diplomat for lack of anything else of interest. What a waste.
  6. Do foci have any impact in the game other than the bonus? Like different reaction from characters or something like that. So far (still in Sagus Cliffs) I haven't seen anything like that. If they don't they could just have made like six or nine without much problem. Anyway, I think there are other things (mind reading, skills in general, tides) that are more important and have a decent amout of reactivity. Foci are somewhat like a PrC in D&D. They are a flavor that is stacked on top of the class. So, a Nano could "Ride the Lightning" or "Control Gravity" in the P&P game. These are typically involved with combat, and I know that isn't a focus of the game, but they could at least have given us less generic ones. I don't want to spoil, but follow the main quest a bit more and you will unlock your three options for foci.
  7. Are we sure that an NPC falling in combat is a requirement to gain an injury? I only ask because it isn't that way in Tyranny. You only had to lose a good bit of health. That said, it not requiring falling in combat made it a bit muddled and confusing in tyranny. So, I hope it does require losing all health to gain the injury status. Anyway... I like the old system, but I am neither here nor there about the change. I personally think an injury system will likely be just as confusing to the players that had issue with the health/endurance system. I guess we will see.
  8. I can't get over how there are only 3 incredibly generic Foci in the game. I just left Sagus. So I haven't reached the end, but I'm getting the impression that the foci were gutted with a lot of the other content. Which is sad because Foci are where Numenera's class system gets a lot of its charm. If I am wrong then please correct me. I would love to be wrong.
  9. Underrail is a great Fallout-esque title. It has issues, but it's strengths outweigh them. If you want post apocalyptic and turn-based combat... Then look no further.
  10. Intel has chips without IGPs. Some of the Xeon server chips are pure CPUs, no GPU bolted on. There are Xeon E3 variants that are more or less the exact same chip as the same generation of i3/i5/i7, minus the IGP. Higher prices, more cores, and low clock speeds tend to accompany those Xeons. They aren't mainstream processors. Intel will have to increase core count while maintaining clock speed and be close in price, or they could pull their strong arm tactics (or something similar) from the early 2000s. These need to be included in their mainstream line, or a new line to replace that line. I can't remember what their current socket is... 1151? That's where they need to have this stuff. They've avoided it to gouge the mainstream, and only offer more variety in the server cpu line because it isn't even close to needed and AMD hasn't released anything there in forever. Either way, in a month I plan to build a Ryzen machine. I'd preorder, but Deadfire lowered my bank account a little too much to build a computer this week.
  11. Intel would have to remove their IGPs in order to make room for more cores on their chips. They can't just slap more cores on an architecture without removing things. They could have had separate skews for apus and cpus a long time ago, but that wouldnt let them price gouge people nearly as well.
  12. Update: $45k from slacker backer, and on Fig they have said that PayPal has gathered $42k. So, something around $5k is required to reach $4.5m.
  13. I'm not sure about the $5m goal, but i expect the two below are almost a given. $4.5m has probably been met with the $55ish K from Slacker + PayPal on the Portal we have probably already gained the $100k necessary. Anyway, I hope we get the all. 60 days is a long time to get those remaining goals. So I am hopeful.
  14. In the current system empower gives 3 points of power. When you level up you get +3 points to your levelled class and +1 point for your other class. I think it actually gives 3 power levels worth of power? Which is equivalent to 6 levels? I imagine Josh'll do an update on it at some point to clarify. This is how I've taken it as well. Empower just increases power level, and power level increases every 6 points of a power source. You gain 3 power source points for leveling that class and 1 for other classes. Power level, more than class level, dictates the power of spells. I can't remember if PL also increases the spells you have access to. It would make Multiclass dips more interesting. You wouldn't be limited to low level abilities/spells later in the game if you only dips a few levels in another class. A 15/5 fighter/wizard would have 50(?) points in Discipline power source and 30 in Arcane. In theory 30 Arcane points should give access to level 4 spells and below. If my lazy math is right (I'm half asleep right now). I expect a late game dip or two could give the character a few mid-level abilities to use.
  15. Shenmue 3 ($6.333 million) and Bloodstained: Ritual of the Night ($5.545 million) also made more than PoE2 is likely to reign in by the end of their campaign.
  16. Technically, the complaining about the NWN2 level cap would be just as old an argument.
  17. They have already said during one of the streams the 7th character is a godlike Aumaua Chanter. I know that. But the chances are pretty high that the big blue guy can be both chanter and druid, because we know basically nothing about him and we know enough about the other companions to assume that they do not fit into the druid concept very well. They said that that the other companion (Taheku or some such was his name) was a Chanter. Eder - fighter or rogue Pallegina - Paladin Aloth - Wizard Xoti - priest or Monk Orlan - Barbarian or Cipher (he may be a multiclass) Amaua - Ranger Blue guy - Chanter ^ 7 companions. They said nothing about the Druid. I'd like a Druid companion, but it may be the odd man out.
  18. There are at least $500k in investments that haven't been added to the total. They are till going through approval. So, it's more like $1 million (a little more than that). We are at $3.7 million if you add that $500k to the current total. Even with the trend of the last two days being as big as the first two... I doubt we will hit $5 million in two days. I'm hoping to be surprised, but it's doubtful. Keep in mind that they said that PayPal/Backer portal pledges will continue past the campaign end, and that they will add to the stretch goals as well. They also said that there is a cut off day for them adding to stretch goals, but didn't give a definitive date.
  19. Not just that. Most backers are going to head in and add that DLC sooner or later. Great strategy by Obsidian for a last minute sales boost. Yup. I don't know if $5m is obtainable, but it isn't out of the question. We have the remaining investments which should add at least another $500k, and people adding addons and last minute pledges. I expect stepping over all the other stretch goals should be easy.
  20. I'm thinking it is the Moon Godlike. It's a good class/race combo too.
  21. Seems the Moon Godlike (I won't try and spell the name) is a Chanter. They just mentioned a Chanter companion on the Stream. Moon Godlike Chanter is a good combo.
  22. Yeah, I definitely forgot atmosphere. It is great in the first game. Also, the soundtrack of both games are really good too.
  23. I'd be fine if Implements received the Blast Talent as a modal, but I hope they all 3 get something different. It would be a bit bland that way. They would all be fundamentally the same thing. I don't think the guns will share a modal, nor Xbow/arbelest, nor bows. So why should implements?
  24. I'm not talking about magic, but implement AoE with the Blast Talent. Which, more or less, IS a ranged variant of Carnage.
  25. Carnage with a ranged weapon steps on a Wizard's toes more than a Ranger.
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