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Clean&Clear

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Everything posted by Clean&Clear

  1. Afaik, the stash is only accessible while resting (Inn, camping). But while resting in every inn and on every campsite = still anywhere...
  2. But there is no such limit, thats why I'm pointing it out. As long as everything automaticly goes to the stash, even with the limited trader cash, it still stands that hoarders can just go through all traders in town and come out with thousands of coppers and "free" rare items on top. I know what you mean. I wanted to point out how wrong it is to have infinite inventory. The fact that the limitless stash is in right now doesn't mean it can't be changed before release.. And even if we all think it is not likely to happen, it doesn't mean we can't express our opinion and fight for it. For me personally it's one of the most disappointing design decisions in PoE. On top of that, absence of WYSIWYG loot and using some ARPG-like loot system sounds terrible. Immersion is maybe an overused term on these forums but limitless stash accesible from anywhere (so Dimension door is actually present in PoE, but only works on items??) and absence of WYSIWYG loot is probably sitting on the top of my immersion killers list. :-/
  3. The devs have done a nice job updating us about the situation recently, so I hope they'll keep up the good work and we will soon get a short update on what is happening today, even if it's another postponing..
  4. Yes. And this goes hand in hand with the possibility to drop items, which should definitely be there as well.
  5. So it's Tuesday! Any news?
  6. You might be in a wrong game then. PoE will have endless stash and there will be no reason to not click loot all as everything extra goes magically to the stash. That's exactly the reason I dislike the stash system and would be glad to see it removed.
  7. Thx for the update and gl fixing it.
  8. Eh, but they already got an entire week extra. The original plan was to release a patch last week which got postponed. It's better to postpone something three times than to release a buggy version. I know, it's a beta, it's expected to be buggy, but after 3 months it would be nice to get to testing a build without gamebreaking bugs.
  9. Yeah, can we get another update on the update please? No need to release today, just let us know what the situation is! Been anticipating this one a lot.
  10. OT (not really game related): While I really appreciate your dedication and effort to make PoE a better game Sensuki, there is one thing I think you should consider about your rhetoric, and it's your usage of modding argument. All the time you are presenting ideas and suggestions to make the game better (and that's great, I agree with lot of them), but in lot of cases you add something like "and if it's not done this way, i'll mod it anyway". I mean, if you add something like this, it's not even a suggestion anymore, in my eyes it's a bit offensive and disparaging the work of developers, even if the original suggestion is great. It just discourages discussion, so why not just keep it to yourself? We know you're cappable of modding it and you have a strong oppinion of the game, but in my oppinion this expression doesn't fit in suggestions adressed among others to the developers. Imagine you being on the other side. You are working on something you want to appeal to your customers, and someone comes and says: "Hey there, I think it would be better to do that this way, don't you want to consider it?" and you think to yourself: "Hey, this guy has some idea, I should think about it and see if it's an improvement". However, when the guy comes and says: "Hey there, i think it would be better to do this this way, and if you don't, i'll do it myself anyway" and you think: "Why even bother doing this when he can do it himself, he is just some angry stubborn who would never be satisfied anyway". I exaggerate this a lot, but can you see the difference? It is enough to express that you don't like something and offer a solution for it, the statement that you will modd it anyway is just redundant and undesirable. Once more, I don't want to criticize you, just wanted to point this out and give you some suggestion , because it disturbs me a bit when watching your videos and reading your otherwise well written and reasoned comments. Anyway, keep up the good work you do for us all.
  11. I have made posts against the stash system and in support of carry weight in almost every thread concerning this topic this year, but it doesn't seem to be on the list of considered changes, so I guess we will have to get used to it. Honestly, there are bigger issues in need of solving right now, I can live with the system as it is now, altough it would make me really happy if they changed it to the old IE style. I always liked inventory management, made the adventure feel more "real" (you know, little details here and there make the final impression, and this is not even a little detail ).
  12. My game crashes after I went in the ogre cave for the second time to kill the remaining spiders and recover the tattered note (Korgrak killed in the first visit). Now I can't neither go out of the cave through the entrance nor get to the platform with the cultist corpse. I would attach my crash reports but I can't find how to do that. :D Can somebody help pls?
  13. Not only unnamed humanoids, but all of them. When I killed the dragon egg bandit party, they didn't drop a single weapon (on hard, so there were I think 6 of them). This makes me especially sad becase the dialog with them is starting with Sevis "wiping blood form his estoc".
  14. Applies to melee weapons as well at the moment.
  15. I'm all for per character inventory with encumberance system tied to Constitution as Matt516 suggested. PoE already has the improvement that you can see all the character inventories at once, which makes using it a lot easier. Make the inventories much bigger, maybe even slot unlimited as suggested above (just don't know how to technically combine potentially limitless per character inventory with the possibility to see all of them at once, but that's for devs to think out ). Just make crafting resources easily separable from "normal" items. And make stash only a regular box that you have at your stronghold for potentional long-term storing of items, to sustain immersion and add potential what-to-pick choices.
  16. This one. I think the "almost always land hits" system (assuming you dont have a big disadvantage in accuracy) just doesnt feel good. In combat, you are overwhelmed by 1 dmg hits that are completely useless, just distracting. I dont think that grazes have to be left out, but they have to be altered somehow, made much less frequent, and misses on the other hand should be made much more frequent - lets say maybe 0-30 on the 0-100 scale, not sure about the actual number, but something like that. The point is that when you manage to hit the enemy, it matters. Other than that, obviously, make the attributes matter.
  17. Can you pls link the stream here? Can't find it..
  18. Yes! Bigger maps would be awesome, because these 3 outdoor maps are really too small. In wilderness areas you don't really have the feeling of exporing the wilderness, and it seems strange that a village only has 7 buldings (not counting the church). Where do the villagers live? In the inn? In the mill? There are only 3 houses that aren't shops or something else, seems weird...
  19. Agreed, the 2 wilderness areas presented feel quite small, hope it's not the average size of maps in full game. I like the size of the cultist dungeon level though, that feels good.
  20. My experience: Before saving for the first time (had to reload to get rid of stuck movement bug), I unequiped all gear from all characters. After loading, no gear disappeared, but when equiping weapons, they only showed up on the inventory model (which they didn't before loading), but didn't show up in-game on the models. However, characters behaved like the weapons were equiped. Melee weapons were working, in combat I was doing proper type and amount of dmg. Characters with ranged weapon did the animation of shooting, but nothing happened (no entry in combat log) and after the animation they got stuck until the end of the encounter.
  21. I agree with the inventory critics, but I don't like the whole new concept of removing item weight and adding bottomless omnipresent stash, so i guess it belongs to a different thread. I don't agree with the xp critics. It seems weird at first to not be awarded xp for fighting, but so far I haven't heard or read any ideas how to make a better system that doesn't make stealth useless. Ofc, you can argue that stealh is kind of useless system itself in this kind of game, but I think it presents some new opportunities how to play and current system of xp rewards doesn't punish stealth-heavy playstyle so much as combat xp.
  22. I agree, the fact that details are not always visible but you can access them is great, but there has to some toggle button for it, looking something up in the log with every line changing under cursor makes it totally confusing.
  23. So the exact time of release hasn't been officially confirmed? For us in Europe it's the matter of today and tommorow
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