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About nilssab

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  1. I agree completely, I think it should be harder to get high stats, and they should be more rewarding. To be clear, going from 18 to 19 might only gives you 1.5% more damage(EDIT: for comparison, going from 18/00 to 19 in D&D with a D10+2dmg weapon would give you 14.5 average dmg from 13.5 so +7.4%), so you can basically suffice with around 12.. Also, I think it is an important point for immersion that stats feel both rewarding and hard to get. I realize maybe I'm not clear enough in the poll though, what I mean with uniform stat effects is not that all stats are useful for everyone, not that they have the same effect for all classes, but that they have the the same effect for exactly everything.. maybe that's what you mean with bland. I mean, the point of question 1b is that then what kind of effects should differ? All stats should help all classes(I think we all agree here), but that doesn't mean that might has to do the same thing for all different kinds of abilities and combat mechanics. Personally I feel that it is bad for immersion that dmg with bow/spells/melee are all based on might, why not change it around a little? Maybe spell range from might? Maybe int could give melee crit etc. Why should wizards deal as much damage in melee as a fighter when they hit with the same weapon? And some more effects could be added to each stat that adds just a bit more complexity. It seems like there is a even divide between complex and simple stats, but all I hope is that we end up with a stat system that at least has more dimension to it than the stats in diablo 2, and were not all characters have exactly the same stat builds..
  2. I have to disagree here. First off, its a beta, you're not supposed to be happy with the way things are. You are supposed to find the negative things and help the devs make as good a game as possible. I for one read most of the different topics to see what people are talking about and if I can help replicate (if need be) the problem my self. We are supposed to be testing the game not "enjoying" it (all though I do enjoy playing the beta...). And as to the vote it self, I find that the ones who are passionate (for lack of a better term) about beta testing will vote on these. Whether or not they are happy about the subject. It is a completely other subject, whether a poll is the right way to go about such a large scale subject. Thank you, when posting a poll I really didn't expect that the thread would be 100% derailed by ppl claiming polls are useless. o_O I just don't see what other kind of posts/activity on the forum could ever provide any more useful feedback to the developers. Just discussions in a forum thread is simply too many posts to read for ppl that actually have to do work as well, so we need to give feedback in a way that is good for the developers. Obviously polls will have selection bias and option bias, but FAR LESS selection bias than a discussion thread.. (if you think the threads on here are discussing things to the point that there is actually a consensus valid to the devs, you are delusional) Anyway the developers know about all kinds of bias all kinds of posts have, they are not stupid and can form valid deductions from the activities on the forum. And I believe polls would be best. Anyway, to get back on the topic, the thing I wanted to see in the poll was 3 things: 1. Are most beta players content with stat effects being uniform? 2. If not, what parts of stat effects do beta players feel should be non-uniform? 3. what kind of stat balance are people out for? Here, specifically I wanted to see if ppl want a forgiving system were no build is catastrophically bad, or reverse, and if the system should be more complex than it is now, or reverse. And since I know that there is option bias, and I cannot possibly have gotten the options right the first time, I would appreciate feedback. What would be better questions to ask in a poll like this and what options should be better. If you feel you would have liked another option in question 1-3 please tell me. It's not like I think this will be super important for the devs, but I really felt it was immersion breaking, and if others think the same, maybe it deserves a look at and see what ppl think. If you post it as a regular thread, as I also did, most ppl posting will be like-minded or straight opposed. You get no idea at all what most ppl think.
  3. depending on what basic toolkit they are using for development, there should be a flag for the window object that locks the cursor to only move within the window. I concur that doing this for both fullscreen and window is a good idea, alt-tab to break the lock works good enough when you want to move the cursor out of the window/to another monitor.
  4. The counter argument is that no human can look at a 30 pages long threads of ppl making granular suggestions and get a feel for what the general opinion is.. Do you count how many ppl agree with a set of different statements? and what would that actually mean? With that considered wouldn't it be better to try to make an as good as possible poll? Atm. it seems like: more ppl like uniformity of stats than dislike. If it is made non-uniform, more ppl would like to keep it simple and only have differences between melee/ranged/magic, rather than make spell/weapon differences. More ppl would like to see the stats make more difference, as opposed to keeping a simple positive linear scale. of course this might be skewed by lack of proper opinion options, which is why I wanted feedback.
  5. I understand that the game isn't maybe really in the state were you can get a feel for exactly how the stats work. If it's too complex, please elaborate on how it could be simplified while still allowing a large range of opinions, and if your opinion is not included, please tell me what kind of options you would like to see. To be fair though I don't think it's possible to make a poll for what granular changes should be made at this point because it would have to have too many options that would probably become void really fast during changes in the beta.
  6. I was gonna add more questions to the poll to allow for those kinds of opinions, but it was limited to 3, maybe I should make question 2 into question 3 and add more options to the changes you want to see.. Would you feel that stats that feel less useful in combat could be balanced by making them more prominently useful in "adventure promts"/dialogue, as in finding some hidden switch with perception, or using will to convince a NPC of something?
  7. I just want to clarify that the "whatever" options in question 3 roughly equate to positive vs offset zero scale, but not necessarily linear or anything. Personally, if I wasn't a proponent of an complex original style, I'd go for yes to bad builds.. To me there is nothing as immersion breaking as a puny wizard having even 50% the intrinsic survivability of a tank character, even if the tank has tanky skills.
  8. I made a thread about stats in the backer beta, and realized a poll would probably be better to get the opinions of the testers. Old thread: http://forums.obsidian.net/topic/67059-stats-in-backer-beta/?do=findComment&comment=1482954 If I missed any opinion please tell me. EDIT: I just want to add that I get the system Josh wants to make, with might helping magic too, as might is an aspect of how powerful your soul is, but I feel that the template solution on all abilities leaves a bad taste. I also get that the system to a certain degree needs to be easy to understand, but I also feel that players can't know in what ways their stats will be useful anyway(since they unlock dialogue options). Hopefully this poll will show how all others feel about this, and whether or not I should just shut up about it.
  9. This is the main point I tried to make, that it deters from immersion, it doesn't feel well. It feels like all that stats are is a modifier matrix that is applied in the same way on all things. Also, even if might is the "might of the soul", which is a new and good concept doesn't have to mean that the mechanics for the different abilities are all the same. I mean, why can't the "might of the soul" contribute to cast range or area etc? And concentration(as in not losing spell cast) could also be based on all three of mig, con and res.. It would certainly be more immersive for me. This might be different for casual games, maybe it deters more from immersion if the mechanics are complex, I don't know, which is why I wanted to see more discussion about it. Also, to me it really doesn't feel that most stats are that useful, like others have stated con doesn't really give you that much extra health. and a 20 might super human beast will only do 100*1.4/1.2 - 100 = 16% more damage than a 10 might char. All in all the balance may be right if there is a proper distribution of dialogue or adventure promts (what did they call them?) that require different stats. But then I guess it's also important to show in the character creation some way that if you have 14 int, you can say intelligent things, and maybe if you have 14 mig you might be able to move boulders in an adventure promt.
  10. That's not entirely true. Becoming better at something often requires a mental breakthrough or revelation, and that often happens through reflection. For example, in my martial arts training I've often found that some new technique or skill eludes me the entire training session, but after having a good night's sleep and some time to go through it in my head I can immediately do it the very next day. Furthermore, if that breakthrough happens with some fundamental skill, it can affect everything you do, so that discrete chunk can sometimes be a rather big one. Granted, that can also happen in middle of a sparring session, but that, to me, seems less common. So, "often happens through reflection", not "always happens through reflection". I feel this would be better be shown with a mechanic that gives you extra xp when resting, to whichever activities you did during the day. I like that too when it happens, but I dislike having the thought in my head that I should save my level ups to use them as heals during fights. I think you should be able to level up without level up heal during fights though, makes the boss fights that much more epic when you level up on one of the adds and gets a new skill to kill the boss during the fight.
  11. I just started player the backer beta, and I guess feedback towards game mechanics go here. And since most stat discussion threads I found were regarding older stat systems, and or slightly convoluted, maybe it's time for a new stat discussion, at the moment of writing regarding the stats might, constitution, dexterity, perception, intelligence and resolve ranging from 3-18. I think the stats and the way they are spent (3-18) is fine and easily understandable, however, I am very much not sold on the mechanics of them. At the moment, might does damage, regardless of weapon type, melee/ranged/magic etc. All stats work in the same way for classes, and for all abilities. I understand that this is to keep it simple, and make it easy for players to choose stats when they start playing. This is where I agree with this system: - stats work the same for all classes - some games make stats do different things for different classes, so no attribute is useless, but I believe this makes the world feel less rigid. - all stats have positive effects for all abilities - This discourages players from making "3 charisma fighters" - stats affect dialogue options - IMHO this is one of the best balances for "useless" stats, it even makes the game more exciting if a character that will get all options is inherently weaker. This is where I disagree: - stats work the same for all abilities - "fighter/mages" (maybe ciphers) would deal extra damage in melee and spells with the same stat, making their broader spectrum of abilities scale better than pure fighter classes. If abilities gain damage from different stats, "fighter/mages" need to invest in both, which naturally balances this issue. - "mages" will hit hard with melee attacks if they are made as high dps powerhouses. This really feels strange. - It deters from immersion. Mainly from the points above, but also it feels too much like a template solution, and less like a rigid world. "If you want damage get might" feels a bit too simplistic. How I would like it changed. - change how stats work dependent on type of abilities. E.g. Might -> melee damage, spell range Int -> spell damage, melee critical rate etc. - maybe even dependent on each skill/spell, spells that can do damage based on strenght and spell that are based on int makes for a larger range of builds and a more vibrant world. Also it forces classes with multiple types of abilities to strike a balance between stats, and not just go for might/constitution and something depending on class. - lower the amount of stat points - now you can get 18 in several stats, only sacrificing stats you night not care about. I really like the game so far, and I hope it is still possible to make changes to the stat system. If it's too late I guess all we can hope for is balance changes.
  12. I really don't get the problem with calling them Health/Stamina. And I really hope it's not renamed into endurance. Because endurance sounds much more like a trait, as opposed to a reserve. I mean, if you take a lot of hits in battle, you *have* endured them, and it's not like they have decreased your endurance. Semantics aside, If people are confused, my guess is because the system is not that common, and that people do not understand it intuitively. Maybe the green bar is kind of small, and doesn't seem important, maybe the "problem" would be fixed by making it more obvious that there are two meters that govern health. What I really hope is that the system is not changed, and I'm quite sure they won't, so there is little reason in discussing how the mechanics could change if the names are changed etc. Unless it's discussing minor changes that would work within the system as it is now (while ignoring semantics).
  13. One overlap I found was clock tooltip overlaping the time shown when hoovering over the clock. At 1080p the overlap barely occurs, with increase in overlap when lowering resolution towards 720p, at which the second row is unreadable.
  14. if this is true I concur, if not blank line in front of new conversation items, the minimized log should be focused 1 line up from bottom.
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