Everything posted by Billy O
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Game difficulty
Out of curiosity is everyone scouting out encounters and strategically engaging enemies/attacking from range to start fights? I find this makes even the tougher fights much more manageable.
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Radical suggestion
I say give us more passive abilities. That way we still have interesting effects with less micromanagement.
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More like BG2 please
I guess I was not clear on how the stash works. I had assumed it was just for your stronghold, not a magical bottomless chest you take everywhere. That does seem like a bad idea. What I do like is the group inventory screen. That's a major improvement over constantly having so swap loot between characters. I think you should have a very large bag space with a weight limit.
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More like BG2 please
I would say to reduce micromanagement for these characters I would also give them more passive skills. When I've played melee characters in other games I would always rather have an ability that gives a passive 2% chance to block or something than and active one that gives you 50% chance to block for five seconds. In a long fight there will be a similar effect but less to manage.
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More like BG2 please
Really? Not one thing. I think you are overreacting. Well.. there are lots of improvements engine wise (dynamic lightning, "2.5D", etc) and graphically (backgrounds, props, etc) but the game design changes are mostly for worse. The only good one I can come up with is the new dialogue system which has some kind of AI that "remembers" what kind of character you are playing. And about the bad game design choices: 1. I don't like the new inventory system; it is more casual (less immersion and takes less strategical thought than the IE inventory system) while being more complicated (for argumentation see the thread about the stack inventory system). 2. I also think that the new stats are less immersive because they do not describe a character as good as "classical" stats, such as charisma, strength and dexterity (what does "Might" really mean? Feels much more vague). 3. I dislike the new approach to making "all classes interesting"; because it makes magic less interesting and special; compare D&D (IE) to WoW (PoE). It also makes combat slower without adding strategy, fun or immersion. I feel like this is also a way to casualize. 1. I like the streamlined inventory system but have not read the thread you refer to, can you link it? 2. Here I agree with you. 3. All classes should be interesting. I'm not sure how it makes a game casual to give non-magical characters skills and abilities. It sure feels fun to me. Other game design improvements: the engagement system, Ranger animal companions, and the scouting system are three that come to mind right off the top of my head.
- More like BG2 please
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Graphics question.
Looks fine to me.
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Known Implements, W.I.P, Coming Soon or Later: Features
There is this: http://forums.obsidian.net/topic/66785-known-issues-list/ Edit: sorry I didn't see you have it in your signature. Do you mean in addition to that?
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Engagement
This is how I'm dealing with it so far. I have two tanks who initiate the combat and engage the enemies and they do stick pretty well. Some indicator would be nice though.
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frontliners, rangers and resting
Perhaps there should be a higher damage threshold for health than stamina.
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frontliners, rangers and resting
Another thing to remember is that we have seen a very small percentage of enemy types thus far. To assume that ranged characters will almost never take damage seems flawed.
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Ranger Pet Complaint
I'm playing a ranger and really loving the class. I have the bear for my companion and he feel like a perfect fit. . . except when I'm in town. It seems so strange to me to go into the inn with a giant freaking bear and no one seems to react to it at all. Is there some way to have him wait outside or at the edge of town? I suppose this would screw with balance if a fight breaks out in an inn but it just seems strange to me that I can bring the bear into people's homes etc. with no consequence.
- First impressions thread!
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Did Merchant Interaction Have To Be So Tiresome?
This is huge. Don't make me lug bad loot around the world to find a merchant to buy it.
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Damage Threshold - Please explain
Cool, thank you.
- Exterior/Interior mismatch
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Damage Threshold - Please explain
Can someone give a detailed explanation of how this system works?
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Balancing: Monks
I agree. One thing I'd like to suggest is that suggestions for balancing should have a standard way of saying which difficulty you are playing on. That way the devs know if someone is complaining that a dungeon is too easy or an ability is OP that they are playing on a low difficulty or high.
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Attribute Bonuses are pointless
I agree with you completely though I doubt it will change. They seem to have a no bad choices mentality when it comes to builds. I understand they don't want to limit you but bonuses should feel like bonuses.
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Does combat need to be slowed down?
It feels very fast to me as well. Perfect out of combat but too fast in it. As I have said some of this feeling may be due to the craziness of trying to learn 6 classes in an hour with 40+ new abilities while dealing with 5-7 mob groups. I'm going to give it a few days to see if combat seems to slow down. I imagine a combat speed slider is the appropriate solution eventually. That way everyone can set it as fast or slow as they prefer.
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First impressions thread!
First off the game is beautiful. I'm playing at 2560x1600 and was afraid it may not scale up that well. Not a problem at all. The models look bad in character creator but they look fine t me zoomed out as you will see them 99% of the time. Music is phenomenal. I have been playing D;OS and it is so refreshing to hear some better music. The lore and the world feel cohesive. This is huge for me. Some games I love the mechanics but hate the world or it feels fake. I buy into this world. Combat does feel fast as many have mentioned but I'll give it a week before I declare it too fast. Part of it is the overwhelming nature of playing a level 5 character with no buildup and trying to manage 25+ new spells and abilities. Of all the bugs that have been mentioned the #1 priority must be pathfnding. If that is not perfect by launch combat will be a fraction of it's potential. I love the scouting system. I'm sure I'll delve a lot deeper but so far so good.
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Artifacts above portraits
- Multi-monitor edge scroll
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Quick save does not always work
Sometimes when pressing f5 it quicksaves, sometimes it does not.
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Bug: Character trapped in the inn
My character is a ranger. The adventurer I hired was a godlike barbarian.