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Roarkkk

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Posts posted by Roarkkk

  1. Great work Sensuki. Thank you.

     

    16 slots definitely feels better to me.

     

    I think that this space below the char model could be reworked a bit. A couple of improvements that i think would be good:

     

    • Add 8 slots for quest item space insted of the pop-up button (scrollable for moar space ofc)
    • Add 8 slots for ground items (just like BG/IWD to drop items, and that would show gear that you are standing on top of)
    • Also the stash icon could be resized and moved to another place dunno. Also rethinking where to put gold and supplies counter.

     

    Anyone agree?

     

     

    Edit: Stupid me i can't properly insert images into text, they all get the broken image icon. help?

    post-67015-0-28130200-1410989190_thumb.jpg

  2. Anybody thought of a scenario where Concentration and Interrupt depend on multiple attributes kind of like Fort/Reflex/Will do, but with 3 attributes each?

    For example:

     

    Mig   +dmg/heal

    Con   +sta/health

    Dex   +speed

    Per    +acc

    Int      +AoE, duration

    Res    +deflection

     

    Concentration = (Con + Int + Res) * multiplier

    Interrupt = (Might + Dex + Per) * multiplier

     

    It's pretty much sensuki/mat's suggestion with this weird Con/int, but why not? Going through Matts principles two posts above this one i think everything checks except for Resolution maybe being too weak (since deflection is considered the weakest primary boni). Perhaps this could be balanced by tweaking numbers. 

  3. Great vid Sensuki!

     

    Music was ok i think, maybe a bit louder wouldn't hurt, but it's fine as it is.

    I didn't find the vid boring, actually quite the opposite. Also your tone didn't sound frustrated at all to me. 

    I LOLed really hard with your Long sword comment.

     

    Great work again.

     

    Also a quick comment on weapon (or any item) swapping between chars.

    You can use 1,2,3,4,5,6 to switch from char to char without loosing the clicked item focus. So you could do:

    1) select item
    2) hit 1,2,3,4,5,6 to switch

    3) place item

    • Like 1
  4. Stealing this from SA forums (Inspector Gesicht is OP), maybe it helps @Monte Carlo and some others to get a better understanding of current game mechanics:

     

    PoE Statistical Mechanics

    Effect of Attributes per point

    • Might: +2% Damage and Healing
    • Constitution: +2% Stamina and Health
    • Dexterity: +1 Accuracy
    • Perception: +3% Interrupt
    • Intellect: +5% Ability Duration and Area of Effect
    • Resolve: +3% Concentration

    Derived Attributes (Not properly calculated in current BETA version)

    • Stamina and Health: Based on Class, Multipled by Constitution
    • Accuracy: Based on Class, Increased by Dexterity
    • Deflection: Based on Class
    • Fortitude: (Might + Constitution)*1.5
    • Reflex: (Dexterity + Perception)*1.5
    • Will: (Intellect + Resolve)*1.5

    On Level Up

    • Stamina and Health: Increase based on Class
    • Accuracy: +3
    • Deflection: +3
    • Fortitude: +3
    • Reflex: +3
    • Will: +3
    • Like 5
  5. PoE's system appears to be more difficult than it really is due to:

    • People being used to d&d 6 stat way of doing things
    • This is a BETA and things are likely to change from day to day, remember this is work in progress
    • This is a NEW 6 stat concept (all being useful) different from what we are used to

     

    I don't think PoE's system is harder than any d&d. Once you get it everything is transparent and elegant. 

    d&d had all the problems that people are complaining about all the same, some examples:

     

    • i spent 5 years playing BG1 and BG2 without knowing what THACO was. i just figured out that lower was better because that is what my guts told me. 
    • weapon proficency? yeah i like 2H swords i should be proficient in that but what if i have +2 2H, and +1 dual weilding... now i got this cool sword. maybe i could equip this 2 cool swords instead of my big ass 2H. but wait, i have +2 weapon prof in 2H. What should i do?

    I could play the game without knowing those answers. I had fun all the same. It wasn't until i sat and read about THACO, about proficiency affecting THACO, damage, attacks per round and weapon speed that i started to grasp the underlying math beneath it. Granted, once i fully understood how the system worked the game was easier to play because i could get more out of the same chars. 

     

    What i'm trying to say is that PoE's system LOOKS to be hard because its NEW and everything is being presented to us on this beta at lvl 5. d&d and IE games had this same issue. It happens that after so much time playing similar games you are used to it.

    I'm sure that once we start from the beginning things will be easier. Also giving us time to acomodate for this new system. 

     

    I'm also willing to venture that this system (once properly finished) could be easier and more intuitive than traditional d&d.

    • Like 4
  6.  

     And yeah, I do miss the item sketches from BG and really wish I had the time to bang them out, but we have to pick our battles given the time and man power available to us.

     

    Maybe the sketches could be outsourced?

    I think different drawing styles would benefit the game in this department if the sketches will comply with a high degree of quality needed for this game :)

     

    How cool would it be if sketches were made by community artists that love the game?

    I can't properly draw a stick man even if my life depended on it, but i'm sure there must be some of us that are artsy enough. 

    What if the community delivered PoE a set of 2D weapon drawings for them to copy-paste into the game?

    I'm sure it is a lot more complicated that what i'm thinking of and a couple of issues already come to mind (art consistency, organization, etc) but hey, a man can dream right?

    • Like 1
  7.  

    And while this symmetry still causes me to prefer our design to the others presented in this thread thus far (not that those are bad, mind you), this discussion has brought me to realize that I'm really most concerned about three things at the moment. If these three suggestions are implemented, I'll consider it a win:

    1. Deflection and Action Speed should be on attributes (but not paired with each other or Accuracy)
    2. Might and Constitution should be left alone
    3. Accuracy should be paired with Interrupt (if Interrupt exists as a stat)

     

    To be honest i don't actually care how this is solved if PoE can give us a system that achieves:

    1. no dump stats ---> every point matters! 
    2. every attribute usable for every class ---> this allows for a plethora of builds that are nigh impossible to do in every other system

    Wether DEX gives us +% to interrupt, stamina, speed, whatever, i think i can accept anything if this 2 req are met. 

     

    Using this 3 suggestions i think is the best way to achieve it, so im all for it :)

     

    I know achieving this revolution with 6 attributes that feel easy to understand, where you can clearly see the impact of an additional point or two is really hard, but i feel PoE can get soooo close implementing your suggestions. im pumped for this. i want it. this can be the basis for the most glorious RPG ever.

    • Like 1
  8. Woha, my 2 cents.

     

    Sensuki, Matt: You are seriously amazing. Thank you for taking the time. Thank you! You two deserve a NPC named after you or some kind of in-game tribute. 

     

    Josh: Wow. Thank you too! I'm blown away by how open and positive you are to receive feedback from others. Really having the balls to go toe to toe with us and actually take into consideration the ideas presented is remarkable for an accomplished game dev such as you ; i'm really impressed and thankful since this can only mean that PoE will only get better :)

     

     

    As for the proposed changes made by OP, i wholeheartedly agree with what was presented.

    I fell in love with the beauty and symmetry of the proposed attribute system: 2 Offensive, 2 Defensive, 2 Augment.

    I also feel that it makes the attributes and bonuses WAY clearer. Actually, reading the paper i realized only now i understand how all game variables interact with each other. It suddenly started to make sense in my head (i'm talking about attributes, DT, recovery time, etc).

     

    Also i'm blown away with what this 2-2-2 proposal allows for. The variety of builds that can be achieved is really revolutionary and i think that is what Josh intended. I think that with OPs changes, this system is the best RPG attribute system i've seen in all my years of gaming. I'm impressed by the flexibility it has, and the design principles that it achieves (no bad builds, all attributes good for everyone). 

     

    I want OE to implement this so bad. To me having this really nice attribute system created by Josh + community members feedback would be the icing on the cake :)

    • Like 6
  9. I agree. I don't remember being awarded XP either. Moreso, i found out i had leveld up after 2 or 3 encounters where i was wondering wth were those white crosses on my characters portraits.

    If it gets posted into the combat log then it went unnoticed. I already posted a topic on how combat log has so much stuff that nothing is noticeable. Maybe this is the case. 

  10. Minor suggestion: 

    When viewing an item detailed description, the ENCHANT button placement is tricky.
    A small window opens and you have a big button below, i'd expect that button to close the window instead of opening the enchant screen :s

     

    Maybe it's just me, but i find that confusing. So you could add another button to close the window, or rather re-think that button placement. 

    • Like 6
  11. Does anybody else feel like the combat log isn't adding much feedback to the fight? 
    It has way too much text for me to know at a glance what is going on. 

    I remember on IE games i'd look at it and it would always have clearly displayed only the necessary information.

     

    I like the approach PoE took, adding more info when mousing over the entry on the log. But i feel that the log is way too clamped and goes too fast to be a significant source for feedback during fights.

     

    What do you guys think?

  12. Some suggestions based on the 3 hours i got to play.

     

    1) Stealth - Actually it has a different name, can't remember it. But anyway, i could not figure out how it works. Also im not sure if ambush/backstab is possible for rogues? Maybe i'm missing something or maybe it's not clear or intuitive enough.

     

    2) Skill points - 1/3? 12/15? This confused me. every 3 points you get 1 upgrade to the skill. But what are the 1/3 etc for?

     

    3) Combat - After many fights i realized that combat pace is OK. The problem for me is the speed at which everything moves. It almost always ends up in melee combat, making many abilities and spells useless. Also it favours clamping of mobs/NPCs, making it harder to figure out what is going on. To me it seems that everything moves far too fast when comparing it to combat pace. I'd like to see a movement slow down. 

     

     

    So far the game is shaping to be epic. Really really pumped about this. 

    • Like 1
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