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Corto81

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Everything posted by Corto81

  1. Uhm question... Where is Pellegina located please?
  2. I got mine, I thought we all did?
  3. Agreed. Both the disengagement and the endurance/health thing are very unintuitive and unnecessary complex to new players. Even after all this time, I have no idea why they didn't do something like Attack of Opportunity and "normal" health with limited Camp supplies - it would've worked just we well, if not better, and it would've been much simpler.
  4. To be fair, the disengagement thing is very unintuitive and will have plenty of new players completely baffled as to what is going on.
  5. Hm... It partly depends on what companions are available (I'd prefet not to make mercenaries). Is it confirmed we get no rogue companion?
  6. I genuinely believe the feedback and effort from Sensuki made this game AT LEAST 10% better. Sometimes the threads got heated etc., emotions ran high, but the posts were always constructive... And much more often than not, they were based in fact, not opinion. Seriously. I want to thank you because I'm convinced you helped a great deal and I'm going to play a much better game in 4 days because of it.
  7. I haven't since the 2nd version, and I gotta say, the progress is HUGE. I'm glad that the devs are listening and reading and improving the game. There's still a lot of work to be done, both in combat and other aspects (I honestly can't see characters from the surroundings at times, and I see that's a common complaint).
  8. Just wanted to say, since I probably come off as negative in some of my posts, fanastic work in between these updates.
  9. I don't think that's unfair to expect at all. I've put my trust and my money into Obsidian because I believe that with this budget and the back they can make a good that catches the spirit and feeling of the IE games, but are certainly not inferior in any way. IMO, after a month and a half of beta, the game is still not even close to what I (personally) expect. Yes, there are bugs to fix etc., but the biggest gripe I have so far is the "change something for the change of changing it, whether it's actually good is an afterthought" syndrome. There are so many changes from IE games that seem rather poorly thought out, that's the biggest fear I'm currently having. ... Let's put it this way. If the game isn't SUPERIOR to IE games in at least a vast number of areas, I'll be extremely disappointed.
  10. I like it. Similar to D:OS, but looks tidier IMO. Thumbs up.
  11. I don't really see the point of discussing it... More options to progress is NEVER bad. You should get XP for exploring, questing and, yes, combat. Even out the questing XP and combat XP by having the non-combat quest option earn you more XP... Pretty simple IMO. ... Again, like a lot of stuff so far in beta, some things seem to be changed from the original BG concept, simply for the sake of being different, without actually improving on the original concept.
  12. Without going too much into the depths of what makes a Ranger fun to play (in RPGs I usually play a Rogue, with my 2nd character nearly always being a ranger - except in the Souls series, melee combat is too good to pass on there): - I like the idea of an animal companion - I'd prefer synergy (something akin to Lone Druid skills in Dota) - a mobile Ranger with some CC and decent damage (something like Windrunner in Dota) - at least 2-3 clicky skills, autoattacking alone really isn't all that exciting
  13. I don't know if this is true or not, but they're definitely going the wrong way about it. Inventory management can be such a pain it actually puts people off playing the game itself. I don't mind being limited by weight and/or space (with option to enhance it - Bags of Holding etc.), but 8 slots per character just feels like they're intentionally giving me ridiculously little space it's actually insulting. Like, seriously. I feel stupid and offended after I fill the space out after 4 combat encounters, 5 minutes after exiting the town.
  14. The Interrupt thing, to me, looks like a lot of the issues I'm having with the game right now - reinventing the wheel, changing something for the sake of changing it, and definitely NOT making it better or more modern etc. IMO interrupting spells should be based of two things: - damage taken theshold - straight out stuns/interrupt spells/skills Simple, yet effective in basically any game I've played. RPG, MMO, Dota, whatever... ... Again, though this new patch is an improvement over the first initiial BB release, I'm still having a lot of issues that I find concerning and some of them flat out disappointing - and I'm not talking bugs and unfinished content, I'm talking design decisions... Some of them feel just so pointless and wrong. I'm not saying this game needs to be an improved BG2/IWD2... But it's gotten away in some aspects from the original design for no apparent reason other than to be different. Same goes for the attribute system... It looks... I dunno... Not properly thought out, not thoroughly tested and gauged for pros and cons etc. Which is why this paper in the original post is fantastic... I don't necessarily think Obsidian will change according to everything in it, but they should definitely be taking a long look at it. Some sort of change IS necessary IMO. ... Also, some of the classes are dull, as pointed out in this thread. Ranger is the worst, which is a bit sad... Hell, just mix Windrunner and Lone Druid from Dota and you have an interesting class.
  15. I just want to reply to this "it's a beta" or "it's something different" line of excuse-making. The level of things missing from the game and the amount of things not working, and the stuff that is basically sure to be in the game but the general view is that it's not good etc... Is WAY to much for a game that's suppose to come out in 3 months time. I backed this project, I want my BG successor great game, but unless they push it back a few months, I think I'm (me, personally) in for a massive disappointment.
  16. I've tried it two times, and it was frustrating, not fun and filled with disappointment... Bugs aside, I wasn't thrilled (to say the least) with certain gameplay/design choices. The disappearing items, broken quests (haven't managed to turn in a single one), suddenly non-casting casters etc... I've done a LOT of betas over the years, I consider myself patient and I'll put in my feedback (bugs and gameplay suggestions) all day. But the game has to actually let me do that. So far, PoE's barely letting me get any proper time in.
  17. While I do think "craft your own gear" is nice... It just doesn't fit into these games IMO. Without thinking twice, I could name probably 20 weapons and 20 armor/jewelry items from BG2. it was epic, and it was done right. Unique weapons and unique gear (IMO) is THE way to go if you wanna do a spiritual successor to BG2 and its likes.
  18. What? Inventory Weight limits were a *huge* deal in the IE games. Most people did not "just drop things in any available slot until a limit was reached and then start dragging things over to the next character." instead, it was exactly as infinitron suggested. You made sure your high strength characters carried all the heavy stuff, and your weaklings carried the keys and scrolls and excess potion stashes. <shakes head> Myeah. I can't speak for anyone else, but I made sure all the armor and weapons were carried by fighters and rangers and then the scrolls and gems by thieves and mages. ... I'm not a huge fan of the inventory system in POE. Not to be negative, but it's a step back from both the old IE games and the newer ones Sensuki mentioned (Diablo 3, Grim Dawn, Path of Exile, etc etc.). There's still time to do an overhaul, but yeah, as of now... More of the "needlessly reinventing the wheel" stuff IMO.
  19. I don't see the point of limiting my RP options, to be honest. I want to explore and roam? Give me exploration XP. I want to fight? Give me combat XP. Combat is A HUUUUUGE part of RPG games. I want to quest? Give me quest XP. I mean, Dragon Age: Origins, for example, did it right... Again, no need to reinvent the wheel here.
  20. I agree on what is generally said about the visual problems with PoE, so I decided to take this image and adjust one character to meet the requirements for visibility as well as substance. I only used methods that could be easily implemented in the engine and won't need a lot of work. This is the original character: Rather flat and hardly visible. Add to that some contrast and brightness increase: Already providing more substance. Now add a backdrop, which is basically just a blurred silhouette of the character: Coming along nicely. And for good measure, add a base shadow to the floor, separating the character a bit more from the floor: And for better comparison, a gif switching between the original and the improved visuals: And finally, to add context, the entire image with the updated character: Maybe I'll find the time to do this for all chars in the image to see how it'll look. Let me know what you think. P.S.: This was just a quick shot at it so the floor shadow is a bit dark. Forgot to dial it back... Excellent post, great work. I honestly don't understand the rationale with the toons being nearly transparent.
  21. Assuming the AI gets "fixed"... I still don't think it fixes the problem of one stat being way too important to pass on and some of the rest being a bit rubbish, really. I really don't see a reason why cleric wouldn't benefit from "wisdom" or rogues/archers from dexterity, or why mages shouldn't get spellpower from INT,... Rather than absolutely everything that matters in combat coming from Might.
  22. I think actually voted wrong and said I liked the current system. I don't, I prefer the IE stat system, and the one suggested doesn't seem bad at all. As it is, Might >>>> everything else, which is pretty weak IMO.
  23. I don't see a reason why an RPG wouldn't have XP for combat. Give XP for killing enemies and quests. Even it out by giving more experience for quests that require no killing or that you can do without killing enemies.
  24. At this point, I can't say I found it enjoayble: - it was too "bursty", too fast - animations are pretty weak IMO - spell animations are even weaker - general lack of feedback is frustrating - stealth is group-based, unless I'm missing something? that's just weird - characters stand to close to each other in melee - health/stamina mechanic is just... Why? Why not just Health and keep it clean and simple? There are other issues, but that's mostly because the game's not finished: - half the stuff is bugged and unfinished (mages and cleric not being able to cast etc. - this isn't critizing, it'll obviously be working once the game is out, rather an explanation to why my experience has been poor with combat)
  25. Some of the stats are just weird. The word unintuitive has been used a lot, rightly so. Why would a Cleric need more Might (STR) to heal better? Unless Might is just Might, in which case... Well, it sort of pounds all the other stats into the ground and I don't honestly see the point of having 6 stats. Like I said, if they wanna do 6 stats and Strenght as a parallel to Might... It can work. If Might is Might, just do away with the 6 stats system because it's not gonna work.
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