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MoonWolf

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About MoonWolf

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  1. This is an observed and documented behaviour that People Will Do That. They will actually feel bad about doing it but they will also feel bad about knowing a way to do something that is better and not doing it. You can sit there and shout "just don't do it" all you want but that doesn't change anything on a population numbers level. Human nature is human nature and you can't argue people out of it. If as a developer you know about degenerate game mechanics and you know about this behavioural trait that people have what are you going to do. Change it. Changing it is the only reasonable option.
  2. It is sometimes tempting to look at statements like that and go say something "but its so simple, why don't you get it" or to react to changes being made with "you can't dumb things down for the idiots". But its important to look at reality. If you have representative and accurate feedback and that feedback tells you part of a game was experienced as too complicated or unfun then you have only one choice. You will need to make changes. Perhaps you need to teach it better, or make the interface clearer, etc. But you cannot sit there and go "well they're all idiots for not getting it" it doesn't matter if that is true or not, it doesn't matter if you over or underestimated average intelligence. Whats matters is what reality is telling you. And if reality is telling you that it was indeed to complicated then you have to deal with it. Well perhaps not. You can steadfastly hold on to your notions. To this day there are people who insist that THAC0 was in fact perfectly reasonable, intuitive and did not need to be changed. That bonuses that needed to be subtracted from a number and bonuses that needed to be added can both be expressed with a plus are fine. That having time units in a real time game be expressed in Rounds, Turns and Hours was not an issue. Those people are generally considered to be wrong, and outside of Siege of Dragonspear as last hurrah nobody makes games with those rules anymore. And while DnD 5e was in many ways a rejection of the "modern" design of 4e nobody was clamoring to bring THAC0 back.
  3. Sure for bossfights and the like where you could normally dump a whole spellbook if it lasted long enough you have less spells to cast. But overall you have all your spells available every fight so you can actually cast many more. And by less its only about 3/4's of the amount you could cast in PoE1 if you use an empower for resources. The class I'm "dropping" in Deadfire is probably going to be Chanter.
  4. Before the release of the whole game some people expressed concerns that Pillars of Eternity would not be serious and grim enough. And then Gilded Vale the first town you go to in the game had a Hanging Tree full of corpses. I wouldn't be concerned if I was you.
  5. I have issues with basically everything you sort of haphazardly vomited out in your post. And many reasons why in a fantasy world none of this even has to matter. However nobody enjoys the sphaggetti post from hell that throws out 50 arguments. So I'm going to just zero in on a critical point you seem to have ignored. Real humans don't follow your argument for why the colour scheme of the Deadfire is wrong. Actual living humans have lived and continue to live basically everywhere that will sustain human life. Swamps, deserts, polars regions where half the year its mostly just dark, land where its overcast all the time and rains a lot, etc, etc, etc. You're not going to find credible research on the migration patterns of ancient humans based on grass greenness and if the water is the right shade of blue. You're right, lack of sunlight can cause depression. But people still live in the north of Finland, Sweden and Norway regardless. Now if you had come with the the simple point that you don't like the colour pallete, sure. I can understand that, perfectly valid feeback that. However the idea that clearly nobody would ever live here because the colours and wrong and therefor Obsidian just has to change it because this Ted Video on the Evolutionary Psychology of Art Appreciation said so. No. Just no.
  6. It's clear you care about making Deadfire more accessible for modders and that has already born fruit in the beta. One thing that is almost always one of the most difficult if not impossible things to change in games is the interface, how difficult/viable would you say it is to mod interface screens or the HUD in Deadfire?
  7. Please elaborate... On your "full first game?", I don't believe it's that high. Even for this forum. This poll has attracted a little over 110 voters and is only going to be seen by people who go out of their way to post or at least view a forum for a game that has not been released yet and has a relatively small beta. Additionally only those who care about what difficulty level they will play it at are going to vote. That last part is more important than you might think, only people who actively care about difficulty are going to vote for this and potd players are probably much more likely express their intent that than the general population. In short the sample size is tiny and its biased towards the players who prefer the higher difficulty modes.
  8. It forces the mouse cursor to remain inside of the game window. PoE lets you scroll the map by hitting the edge of the game window. But if the game window is either not full screen, or you have a second monitor it'll just move the mouse outside of the game. Caged Cursor prevents that.
  9. I'm sure that with this well thought counter argument. The Image with rioters with pitchforks and general tone you will convince a lot of people that you have something meaningfull to add to this instad of "I DON'T LIKE IT". Good job. RPG Codex: doesn't scale to your level. Instead just shouts angrily about things it doesn't like. The idea that there is a cost to movement is not exactly bad. In fact its a good idea. And when it comes to engament attacks ( which i'm sure are going to come up) every class has ways to help them disengage. I'm just going to go out and say slowed recovery during movement is a good idea. Moving untill your recovery is over, shooting and then moving again should come with a downside.
  10. Description: Sometimes, selecting a spell to cast it will scroll the screen towards the place where the spell is in the ui. This bug seems to start occuring only after some time has past playing. Once it start it will occur frequently. Steps to Reproduce: I've not been able to reproduce this without just playing the game for a significant period of time and then having it occur. Expected Behaviour: Selecting a spell should not move the camera.
  11. Medreths party seemed much easier on Path of the Damned this time. New menu sounds are very nice indeed. Performance seems better. Going to go sleep now, then more tomorrow.
  12. Description: When scouting mode is on there is a glowing green outline around it on the Centre UI Panel. When this panel is hidden the outline is not hidden and peeks through the portraits. You can see this happening in the first image below, the green outline is peeking t hrough the BB Rogue portrait. Steps to reproduce 1. Activate Scouting Mode 2. click the diamond on the left of the centre panel to hide it 3. Observe the Scouting mode outline peeking through the third portrait from the left. Expected Behaviour: The glowing outline should not be visible when the centre ui panel is hidding.
  13. Description: When using the Mouse Cursor Cage option sometimes the cageing effect will disable causing the cursor to be able to leave the game window. So far I've been unable to figure out exactly what causes this. It suspect its tied to menus, specificly containers. But I am in no way sure about that. Disabeling the option and then Leaving the options menu, followed by re-enabeling the option fixes the problem. Steps to reproduce: So far i've not been able to reproduce this bug. Expected Behaviour: When the Cage Cursor option is enabled the mouse cursor should not be able to leave the game window.
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