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Posts posted by Pray
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Hi Sensuki - I've been looking forward to reading your posts. I'm not a beta backer myself but I've been watching all the streams. Were you able to locate the "advanced details" page, or has that suddenly gone missing? It cane be seen here:
http://media.obsidian.net/eternity/media/updates/0070/pe-ui-character-sheet.jpg
I definitely want to agree that the auto attack animations seem too slow on melee combat. It would look a lot more natural if they attacked a little more often. The recovery time looks to be an artificial barrier that hurts immersion.
Regarding the combat feeling "too fast." One streamer mentioned that it might be becuase you are starting off with a party of 5, instead of a party of 1 or 2, and this gives you a sort of rushed feeling - not having had the opportunity to learn the system with less moving parts before moving on to more.
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Don't, eat, free, disengagement attacks.
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I actually really enjoy the Health/Endurance mechanic with limited resting resources, because it forces you to strategize not only on a per fight basis, but on a per-journey basis. But how this actually plays out in practice (will i just leave the dungeon and return to a town before finish my quest mid-way through?) is yet to be seen.
I think the idea here is excellent, but how it's implemented, and what forces and circumstances you are required to play this mechanic around will ultimately determine how fun, silly, or unique and driving a mechanic this really is.
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thematically it doesn't make sense to split the two -
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I'm, quite frankly, very okay with the game being less balanced if it means being more random. I for one am quite okay not knowing when and where exactly I'm going to find that perfect weapon. If that means holding off on weapon specilizations or taking a gamble - well - i'm okay with that too.
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Eric is WAY more handsome than Sawyer; funnier too. Just look at those kissable lips.
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Is there a slow time mode?
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I'm afraid I don't think it will be possible to name them.
In the video, he just equipped the piglet and there was no input device for a new when he got it, so it seems unlikely if there was the possibility of an input at same later point.
However, it would be a nice addition. I think that you will be able to name the companion of the ranger, so maybe play as a ranger and make a lion called namu?
I don't think you've been reading the previous posts in this thread, with all their excitement and emotional attachment to pet naming.
Let me sum up this thread for you TLDR: There will be pet names, or their will be blood.
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If you want to target the MOBA audience, target the Support Players and the Audience - their brains are more attuned to this sort of game.
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I was so sold on Ranger or Barbarian, but after seeing Paladin/Bleakwalker, that will probably be my first. The Lore is just too cool.
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The paladin is using level 1 gear in a level 5 zone - that's already been said -
The player seems to be playing sub-optimally. If anything the difficulty needs to be toned down only slightly, perhaps moreso on easy.
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The player builds the experience to better fight beetles, in both lore and in player experience - even if he doesn't get numerical experience towards a level.
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The reason why this is a problem in games is because you don't have to pay for basic needs. You don't have to eat or drink, you can sleep in the wilderness with no penalties, there's little in the way of gear maintenance, and whatever such mechanisms there are are generally underpriced. Since PoE will have item durability and bonuses from sleeping in inns, you do at least have some basic expenses. We'll see if there will be more, and if they will be priced high enough.
The accumulation of wealth is also hastened when every merchant buys every kind of item, and when items are not devalued by available supply. If the PC comes to a merchant with 300 leather armor that he has no way of re-selling then he shouldn't buy them, and someone selling magic scrolls shouldn't be interested in buying armor. It's a complicated problem that is really only tackled by creating a comprehensive and inter-dependent economic system, but generally developers either don't have the time, funds, or inclination to devote much effort in this area.
I believe actually that item durability is no longer in the game..
I actually quite like that. It's tedious to say the least.
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It sounds like Bleakwalkers will get a mechanical penalty if they take prisoners. MUST PLAY BLEAKWALKER!
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Alright, I just rewatched the German vid at Gamestar, and I must say the bow shot animation is a bit slack and lacklustre. It looks more like the character is playing the harp quickly, rather than firing an arrow with urgency and strength. Perhaps more stretch to the draw arm, and a cooler angle. Obviously, I realize this kind of stuff isn't easy to tweak, but that's just my opinion.
I agree, the rogue shooting the bow (and i noticed this in the first stream) just looks pathetic.
He needs to pull that string back and look like he's got some meaning in what he's doing.
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I feel Lephys has it right. There are indeed some people who will not want to be bogged down actually reading what an ability does, other than the lore about it. "Oh, okay, that makes me do more damage," instead of "+5 damage per level or 10% increase."
So if we seperate the two, it's the best of both worlds.
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I can't wait to see how many people get totally owned in the Beta...I may watch some of the communities streams to see...morbid curiousity.
I look forward to being totally owned in the beta. I think I can maybe do a little better than Adam even on a first try, but if I don't get party wiped a few times before getting the hang of it I'll be disappointed.
Upon even more review I wonder if they will want to revisit that whole healing spells don't heal actual life idea.
It looked as though you can't get very far without taking a significant amount of real hp damage.(The way attacks work in this lead to way more hits)
There were clearly a lot more enemies to fight in that zone and he was taking damage at pretty high clip.(real hp damage)
It would be something like heal 1 real hp healed per 4 or whatever stamina healed with a spell. I think something like that would be on par but I guess the backer beta will tell us more.
Or the 1:4 (is it?) real hp to stamina damage taken could be upped to 1:5 etc.
To be honest it looks like he played extremely poorly, and by contrast this was a very poor example of the difficulty of the game.
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1:07:29
http://www.twitch.tv/archive/archive_popout?id=557643505&t=4373s
At 1:07:29 you can see the Paladin purchasing a Talent.
I just want to please ask that you guys strongly consider inserting ADVANCED information stating EXACTLY what the talent is doing.
So far it currently only says, on this example:
Intense Flames: Augment's the power of the Paladin's Flames of Devotion, increasing it's damage.
But by how much? this is not transparent or detailed whatsoever, and for people like myself, who want to play on higher difficulties, not very useful at all. I know this is just beta, and it may already be in the works, but things like this leave me very frustrated in games such as these, when the game is working against me. Ambiguity is not fun when you are trying to min/max your champion to take on the hardest difficulties, or when trying to choose between talents.
A small but important gripe. Absolutely excited to play this game.
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I just hope that at the end of the beta there will be a good amount of talents and customization. I know that there won't be many talents during the beta because they are only designed now, but the only possible fear I have about the game is that I won't be able to differentiate my character enough from another character with the same class. Only deviating through attributes sounds a bit samey to me, and if there are only a handful of class specific talents, two characters with the same class will most likely overlap in talent choice.
I too hope to see a huge list of talents/feats etc. It will really send this game through the roof for me.
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Hmm. I play role playing games to experience an interesting story in an interesting world.
I don't play role playing games to get repeatedly slaughtered by random beetles even on Easy.
So the Gamescom stream was rather a big letdown, really.
Although I haven't got the time to play CRPGs like I used to, I must say I almost sadistically like the idea of getting my ass handed to me by a bunch of beetles on Easy, since it shows that the combat is demanding and challenging, and that I need to delve into the system before I see results, a bit like COH - it takes quite a while before you get the hang of it. I really like that.
I've never quite understood the theme park ride myself - the joy of these games is overcoming the challenge.
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It would also detract from satisfaction for the nostalgic among us. That would give me a sad.
Is this The Nostalgia game or PoE?
I don't know about the rest of you but Nostalgia has no bearing on me, but how the quality of the game holds up for itself.
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Only Baldur's Gate 2. And the combat was my least favourite part of that game, too.
But the important thing is that if even the developers get brutalised on Easy, I can't help but suspect the difficulty might be too high.
It's not even into beta yet. Difficulty is something that probaly wont be very hard to adjust, if that even really should have been an issue (starter gear and what not)
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Pray: I understand what you're getting at, but for those of us with a PnP and IE games background, this is in a weird way immersive, cosy and exciting, all rolled up into one drool-fest!
I just want more game "feedback," where I can tell exactly what's going on just by watching and looking. I don't have that feeling, and for feeble-minded, unwelcome kiddies like myself, that's not a good thing.
Don't get me wrong, i'm incredibly excited for this game (it's 4:30 am and i stayed up to watch a 15 minute live stream), but i very strongly believe a bit more glamour and flair would go a long way towards player satisfaction for the uninitiated among us.
How having a little more particle effects and graphical quality somehow makes the experience LESS quality for you, I wouldn't quite get.
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Character creation - totaly confused about stats
in Backer Beta Discussion
Posted
Penetration used to be lumped with perception. I don't know why they did away with that (though in the incarnation that I had seen it, my first thought that perception would easily have been one of the best stats). In it's current state, it looks like one of the most niche stats.