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Ganrich

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Everything posted by Ganrich

  1. Constitution is also purely defensive. Those are the natures of those attributes. I admit, I can totally see ranged characters still dumping Resolve, but I can also totally see them leaving Con at 10 as well. I really don't think splitting Stamina and Health is a good decision. YMMV. That is fair. Yeah, I once wanted Stamina and Health split up, but now I am not sure. Even if you split them the only attributes that make much sense to govern Health and stamina are might and Resolve. Resolve replaces a defensive boost with a defensive boost, and I doubt we will see Josh remove healing from Might anyway we cut it. I need to sleep on this. Hopefully some more ideas come overnight.
  2. The Lore skill helps with the Cyclopedia. No attribute governs it. Perception increases Interrupt chance and increases your Reflex (along with Dexterity).
  3. @Sensuki - I believe I remember your post. I probably argued against +attack speed being governed by an attribute for fear of balancing getting too out of whack, but... having played the game I think it would work. There would still be a tight rope walk when considering haste abilities though. My one critique is your change to resolve. They are both defensive bonuses. A player focusing on Offense will likely still dump the stat to at least 10 especially if they are a ranged class. I don't know though. It could work. @mrmonocle - I think moving cast speed to Dexterity, and accuracy + interrupt being governed by Intellect would be better (as sensuki suggested). 1) for verisimilitude, and 2) interrupt still needs to be a governed if Resolve concentration is an issue that is also governed by a stat. I like the idea of Resolve bettering the stamina/health ratio, and increasing stamina recharge though.
  4. I couldn't agree more. Nothing is more boring than having a class that has 1 or 2 stats that you HAVE to focus on in order to be playable in any normal sense. The attribute system is easily one of my favorite changes, and it is one of the best ideas for an attribute system in many a game (PnP or Video Game). All we need is to figure out how to spruce up Resolve and Perception to be on the level of the other 4 stats and we are golden. I expect a delay as well. Perhaps they will surprise us on the first patch pass on the beta and fix a lot of the issues.
  5. So, as stated in the "Known Issues" post they are looking for ways to make Resolve and Perception more useful. I figured we could brain storm to come up with some ideas to assist the Devs in this regard. Currently, they aren't useless, but they are far less useful than the other four stats. This is of course from a Combat Perspective, and the solutions need to come from a Combat angle. Adding more dialogue options or scripted interactions won't fix this, and will create other issues. Something akin to PST where people get a certain amount of Cha, Wis, and Int to get all the dialgogue options isn't what we need. We need Combat solutions. This is in my opinion of course. When the stats were changed up Perception had Armor Piercing attatched to it as well as Interrupt, and I do believe prior to the stat switch a while back it governed Critical Damage. I don't know the viability of bringing either of those bonuses back, but it is something to look at. Resolve is completely reactive. It only has an effect if the character gets hit, and there is enough control in the game to allow a ranged PC to stay at the back and avoid being hit most of the time thus not requiring a high Resolve. I am not sure if you can get away with a severe dump in either of these stats. I have kept them both at around 10, and did not noticed being interrupted much on the resolve side. If anyone has tried a complete dump (3-5 points in the stat) how did you fair? Was it noticeable? Perception at a low level wouldn't be noticeable, if it is dumped I would guess. So, what would you do with Perception? What about Resolve?
  6. You are probably right but, I would think that fighters scale with the gear quality much more than monks: A level 5 monk might outshine a very badly geared level 5 fighter, but at level 10 when the fighter gets his epic lvl10 armor/sword/shield, not so much. Well, that depends on how monks scale as a clas vs how gear scales. In BG2 they started kinda meh, and became pretty godly by the end. If they scale nearly that well here then Monks could outshine Fighters in tanking. I can attest to Sensuki's observation. The Quest bug has been holding me back from getting anywhere so I just tried a few of the classes out. Monk was one, and I had the Fighter tank the Wood Beetles while preoccupying the Stone Beetles with my Monk. I creamed them. The monk held together better all in all. I haven't made a fighter. I am going to have to hold off on that tomorrow.
  7. Chanter - PC Fill with Companions that I like. If I had my way... given the bugs have inhibited me from getting too far with any single character... I would go: Chanter - using some kind of firearm. Monk Warrior Mage Priest Cipher/rogue
  8. Similar issue here. I complete the fight, and the game crashes every time. It seems to wait until I am out of combat before freezing, and the program stops working. I haven't left town. I leveled up, talked to Pig farmer (name escapes me), went to inn and talked to everyone upstairs and downstairs, and left the inn. Went and talked to Merdeth, that sent me back to the girl upstairs in the inn, and returned to Merdeth for a fight. I saved before the fight, and have tried to complete it another time. It crashes consistently. DxDIag attached. DxDiag.txt
  9. I get it when pausing before a stun. No slow motion required.
  10. Just had it occur again. I checked my characters upon finishing character creation, and they had their weapons until I loaded into a building in town. Now my wizard and priest lost their gear in their first weapons slot.
  11. Having this issue as well. The Wizard is the most likely candidate the couple times it has happened. However, I have had the Warrior, Rogue, and my first character (Druid) lose their weapons as well. Starting a new game and will pay more attention to saves, and check my weapons after each one. EDIT: The druid seemed to coincide with Shape Shift, but a save could have actually been the culprit.
  12. The feel of the game is right. The music, the ambient noise, the graphics, the abilities (and their animations), etc. It is all what I had hoped for. As expected there are some technical issues like: Load times, all the things we were warned of in the beta update, etc. All in all, this is exactly where the game needs to be for beginning beta IMHO. The game feels very IE, yet needs to get some polish to grind out those rough edges. I am going to take more time before any heavy feedback on anything too specific. I want to really understand any grievances I have, and to be able to convey those issues appropriately.
  13. This. I had to unplug my second monitor to play. I expect this in windowed mode, but in full-screen I would like mouse locked to the game.
  14. Thinking of doing a youtube series about the classes. Basically, I would go over abilities, talents, and what have you, maybe even some ability suggestions for builds, ect. Starting with the Druid per Silent Winter's request, and doing Chanter afterward (for my own curiosity), cipher, pally, and ranger also look intriguing. Anyone wanting to see certain classes after the Druid and Chanter can make suggestions. I make no promises to get too far as I have work and the like that may absorb spare time. Hopefully, if time allows I can get a video on all 11 classes. Also, as I have never done the Video thing outside of the MMO PvPer thing of recording myself to help me learn (never posting them or streaming them)... Anyone with advice would be more than welcome.
  15. I actually didn't expect it to get quite this bad. Chalk that up to my naivety. Pretty glad that the Beta going to have a lot of participants though.
  16. I agree with Tartantyco, to an extent. The art styles are different, and I can see a preference for one over the other. However I think Eder and Pallegina look amazing. I really like Eder, though. It reminds me of those old BG portraits in that I see some of his personality shine through. Like Minsc's love for Boo, or Edwin's look of planning his next power play, and Xzar's insanity. Pallegina is probably showing some personality as well, but that reserved stoic look is harder to get a feel for.
  17. Well, if this was publisher funded I might say that argument has a leg to stand on. Seeing as publishers rarely allow betas of this nature I can't say much more there. Steam Early Access has become popular among some developers. Most of them are small time, at best mid level, so power to them as well. I am not too apt to pay for those game's alpha/beta access because they typically aren't games I would care too much for. So I am not paying for that privilege. However, as a crowd funded game the developers have 100% carte blanche to maximize funding in whatever way they see fit. It is also a game that is spiritual successor to a group of games I loved (and still play today) made by a developer that whose products I enjoy. I want to help and I want to play the title. I want to see how it feels and give feedback. I want this style of RPG to come back. I am completely willing to give Obsidian $25 to help with funds for the game and enjoy playing the beta while trying to help find bugs, balancing issues, etc to help make the game the best it can be. If Obsidian is successful then we may see more games like this and not just from Obsidian themselves. We could see other Studios make similar games. A cRPG renaissance, if you will. Well worth $25 in my book. Milking consumers would be if EA put a game of this type, and equal level funding, on Origin for $60(which I am sure would be the amount EA would try to charge) as a beta (with equally limited content). A company with enough money to fund this game hundreds of times over asking $60 to test 3-6 hours of content is 100% consumer milking. A mid level developer that couldn't fund the game without crowd funding asking $25 is not. I am also someone of very modest means. I am definitely not loaded. Also, there is always room for discussion.
  18. Yeah, I have been thinking, for a later play through, a DGL Paladin (Dunno what Order though). A combination of Flames of Devotion + Death's Usher sounds pretty fun. Add in the talent from one of the Gamescom streams that increases Flames of Devotion's damage, and I think that I would have a character with some killing blow power.
  19. I have backed off for now for two reasons you have posted here. 1) It is too hostile in here to have any kind of honest discussion. 2) It is the calm before the Beta storm, and nothing new can be said until we all get a taste of it.
  20. Pimples on pimples
  21. Romance is hardly a game Mechanic.. Arguing about romance plots is like arguing what mage robes look like or what the plot of the game is about. AKA.. It's not that important and highly subjective. This topic is more important IMO Agreed. This debate does affect the game much more prolifically than romance. Also, a kill xp mod would be cool. I will never bash a mod for giving the player base more options than the developers were able to give.
  22. Didn't they say there will be some amount of crit-path level scaling that takes care of this problem? Not sure, but it is possible I missed it.
  23. Just to clarify. My issue isn't that someone else has an easier time of completing the game. It is the other way around. A player that doesn't play into that paradigm has in past games run into an issue of hitting a wall. They hit a boss fight and are completely under leveled. The fight is quite impossible as a repercussion. So, the game in that situation incentivizes players to grind, and more so even requires it. And the player that doesn't do that has to reload an earlier save and repeat a lot of content. It isn't as fun the second go around with the same character. This is partly a design issue and an issue of how XP is handled. The developers in those cases expect at least a semi-completionist run. However, they do it with XP for kills more often than not. Monsters are more random than quests, and when they are used in that regard they inhibit (to an extent) pacifist play styles. (I know Obsidian isn't pushing pacifist playstyle with this game. I am just using it as an example). In PoE, Obsidian can ensure the XP amounts along the critical path is sufficient to complete the game. This would be much more difficult than someone that does most of the side content. It also doesn't matter if the player avoids certain fights. It can be handled in a game with combat XP, but it is both more time consuming for the developer and precarious.
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