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Everything posted by TrueMenace
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Pretty disappointed, this launches in December?
TrueMenace replied to khermann's topic in Backer Beta Discussion
Give them time, hopefully they are listening to our feedback. -
Second impressions thread! [Build 278 version]
TrueMenace replied to Tartantyco's topic in Backer Beta Discussion
I thought it was only me but yea, fights are taking way too long for some reason. I had like my entire party attacking the last enemy and that took quite a while for some reason. -
https://twitter.com/adam_brennecke/status/507309078520287232 It's happening...
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He replied to a tweet from someone asking a question about attack & recovery, pretty dam neat. Thanks Josh! https://twitter.com/jesawyer/status/506853358557462530
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Pretty disappointed, this launches in December?
TrueMenace replied to khermann's topic in Backer Beta Discussion
I think when the next update comes out, playing through the Beta will be a different experience in a really good way. Just give them time iron out the bugs! -
I propose a pretty unorthodox way on solving the "XP" issue. Take a look boys. First, let's take that Ogre quest as an example and say it gives 1000 XP upon completion. Now follow me here, carefully. Anything you do towards the goal of the Ogre quest gives XP incrementally and caps at 1000 XP. Let's say you manage to only do conversations to complete the quest. Then all those conversations will give you XP that ultimately add up to 1000 XP. However, let's say someone else decided to fight everything in their path, all those battles they fought would add up to 1000 XP eventually. Oh, you're that player that fought through to get the Ogre, but was able to convince him of avoiding a fight? Well bravo, you are rewarded with XP too. You get XP from your combat and conversation...still adds up to 1000 XP! So you see, NO ONE LOSES in this system. Basically, each quest has a "XP Meter" that fills until you max out its meter which essentially means you completed the quest. You can fill that meter with anything that rewards XP, so combat, disarming traps, conversations, etc. are all valid means of obtaining the necessary XP to complete it. However, the ball is in your court of how you decide to complete the quest. Just know that you will get XP from WHATEVER you do. A great thing about this XP system is that you can't "game" it in a sense that you will do EVERYTHING to get as much XP as you can. It's balanced in the sense that the quest can only give a certain amount. What do you guys think about this system? It doesn't really seem hard to implement!
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They need to dramatically reduce the recovery time IN GENERAL for this game. That way I can actually observe what is going on in combat. At the moment, it's a mosh fest and combat becomes incomprehensible. Like I don't know if my mage casted a spell and stuff.
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It's a good thing IMO. Adding in arrows just adds more tedium that is inventory micromanagement. All those special types of arrows are better implemented as abilities for the class.
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Sensuki's Suggestions #012: Non-Terrible Main HUD [Mockup]
TrueMenace replied to Sensuki's topic in Backer Beta Discussion
They should combine the combat log and UI icons together into one simple graphical UI in the middle of the screen. Then the player has the choice of where he wants the portraits and even have the choice to put them on the left/right side of screen. -
I think anything you do in this game should give XP, whether that be conversations, disarming traps, combat, etc. I don't see the problem here? You are awarded with XP in anything you choose to do.
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Does having more characters in your party reduce XP gained?
TrueMenace replied to Andhaira's topic in Backer Beta Discussion
Does that mean banked companions/hired adventurers gain xp at the Stronghold or is their XP gain frozen? -
Do we get to many skill points at character creation?
TrueMenace replied to Mayama's topic in Backer Beta Discussion
I'm pretty sure I read somewhere that they gave us more points just for the beta, but it'll be less in main game. -
Hey Pop, good read. Allow me to chime in as well! I've only tested Monks out for my own PC. They seemed like the most intriguing class to me both combat and lore wise. Then after experimenting with the Monk, I realized that class isn't fully realized and fleshed out... Actually, it seems like very little thought went into the skills and wound mechanic interaction of the Monk. You gave some very clear arguments that I too have noticed. There is too much conflict between the roles of the Fighter and Monk. To clarify, the Fighter has to TANK damage so the party doesn't get hurt. On the other hand, the Monk has to TAKE damage to DEAL damage. So what the hell are you supposed to do with a Monk and Fighter in your party? Who do you send first? You need send the Monk in so he can take damage to gain wounds. But what the hell is your fighter going to do? Just be an observer? Ok, role reversal time. You send the Fighter in so he tanks damage for everyone, but wait. The Monk needs to take some damage too bro...guess he is a bystander this time. Ok...in other words, the Monk and Fighter are inadvertently clashing way too much in their roles. Only way to solve this is to get rid of your fighter and replace him with anybody else, preferably a Barbarian who doesn't want to take damage, but just deal it. Next up is that Monks are supposed to be weaponless and use light armor so they can do Kung Fu things!!! Like...you know...punch beetles and ogres, and a couple karate chops here and there. But wait, why do some of my abilities require A WEAPON? WTF? MAKES NO SENSE. This part gets me super mad. It's like...here some cool abilities you get when you don't use a weapon, here are some other abilities you get that are kinda cool, but oh wait bro you need to equip a weapon because...? BECAUSE WHAT JOSH SAWYER? WHY? Literally goes against the entire idea of the Monk. Like a serious WTF right there. Huge red flag immediately when I realized you need to equip weapons to use some of the Monk's abilities... Ok, what else gets me riled up about Monks...ahh oh yes the Wounds. Very little feedback about utilizing current wounds and spending them. Seems like it doesn't really do anything? In other words, my Monk is still getting messed up in fights and losing huge chunks of health when in reality that missing health should have not happened due to using Wounds? I don' t know, seems buggy or something else is happening? Just a really bad system in place for letting us know what the wounds are doing... Ok so how should a Monk perform if balanced correctly? Well a Monk should be able to: Not need any weapons at all and all his skills should have no weapon requirements Not conflict with fighter's role of tanking Be able to take a lot of damage, but turn that damage into wounds, and those wounds into abilities, and those abilities into killing monsters. This is how a Monk needs to work in sequential order: Monk engages fight Gets hit by a lot of enemies His stamina goes down (gets red over his portrait) Turns that lost stamina (basically damage) into a wound resource (1,2,3 wounds etc) Uses wound resources with abilities that require wounds and damages enemies Basically his Stamina is healed (less red over portrait now) because he transferred that into a wound which then was put into an ability and repurposed as damaged. That's the jist of a Monk. You need to take a lot of damage (get a lot of Stamina lost, i.e. lots of red over your character Portrait). Turn that damage into wounds, and wounds into ability use which will then damage enemies. And the cycle repeats itself. It's a neat twist because, with the Monk, you are like on the brink of the death sometimes, but not really since you have wounds which you can "abuse" so you won't die. If that makes sense lol. I mean, that's how the Monk should play. You need him to be almost dieing to get a lot of wounds, and then dish that suffering back onto his foes!!! HOW COOL IS THAT! But it seems like that mechanic isn't really fleshed out all at the moment, and I hope they fix it... Ok I might have forgotten to say this but Monks are supposed to "feel" like they are squishy (made of paper, etc). But that's just a ruse to those nasty monsters out there in Pillars of Eternity. Monks turn their squishiness into wounds which fuels their damage and life points in a fight. The problem is the current iteration of Monks seems to make your Monk into a paper doll and that's it lol. Also, it's important for the Monk to have high concentration so I think that high Resolve is legit on the Monk. Anyone agree with all this crap that I just spouted out now lol...
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"No Bad Builds" a failure in practice?
TrueMenace replied to SergioCQH's topic in Backer Beta Discussion
First time reading this thread... and it's turned into flamers who can't have a mature discussion. I think we need to lock this thread. -
Didn't even cross my mind, but now that you saod this I would have to 100% agree!!! Just realized that I wasted like 10 minutes comparing armors for my party when it could have been 1 minute...
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Another touch on Attributes - Cipher power comparison
TrueMenace replied to derriesen's topic in Backer Beta Discussion
Not super relevant, but what does it mean in the spell tooltips when it says this: "On Attack, +5 accuracy"? Does that mean it's +5 accuracy when casting that spell or when the enemy is attacked, your next attack is +5 accuracy? -
Thank you for the link. Yeah, it would be really nice if this forum had a dev post tracker feature. http://pedevtracker.azurewebsites.net It's not complete with all the devs (especially the new ones) but captures most of them. Really nice man, thnanks. Hopefully you keep it updated.
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A "How to" on Revamping the 6 Attribute System!
TrueMenace replied to TrueMenace's topic in Backer Beta Discussion
Whilst doing this I was wondering... could Attributes affect Skills? (example: 12 points in Dexterity gives +1 Atheltics). 10(+2) [Attribute] = (+1) [skill] EDIT: I think the system might be a bit too complex, and everything doing everything makes every stat a dumpstat. But that's not to say that they could do everything, but just at different values. E.G. Both Resolve and Dexterity have "Crit Damage", why does RES have ++ and DEX only +? Both still have it, but one just gives it a little bit better. That also makes every stat important and diversified. Just a bit complex to implement. I don't recall the word but I semi-recall the definition "when you do something more complex than it has to be". Thanks for your feedback. As I said in my initial post, I wasn't going for balance when I listed all those bonuses under each attribute. I just wanted to explain what I meant. You are completely right that the system shouldn't be more complex than it has to be. One thing to keep in mind is that these attributes play a big part in how YOU want to role-play your PC. At the moment, everyone is disregarding Perception and Resolve because simply that don't matter as much in combat. Ultimately, you want to be able to role-play your character and not have it be gimped. If you think about it, if you maxed out PER and RES, you would be amazing outside of combat, but in combat not so much. Maybe what I listed was a bit overly complicated than it has to be. Maybe we should all work on drafting all the bonuses under each attribute? I like how you were able to tie attributes and skills as it can give more incentives to put points into that attribute. I may have been wrong to say that each stat should give damage, but maybe have MIG, DEX, and INT give damage to their respective weapon types? -
A "How to" on Revamping the 6 Attribute System!
TrueMenace replied to TrueMenace's topic in Backer Beta Discussion
Thanks for your contribution to this discussion. -
A "How to" on Revamping the 6 Attribute System!
TrueMenace replied to TrueMenace's topic in Backer Beta Discussion
What do people think? -
[GUI suggestion] Click on quest pop-up to open Journal
TrueMenace replied to Ardent's topic in Backer Beta Discussion
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Ok, so I have a very interesting idea on how we can revamp and revitalize the 6 Attribute System. As we all know, Intellect and Resolve are "dump" stats. Might, Dexterity, and Constitution are REALLY good stats for all classes. So how can we make EACH attribute interesting for EVERY class? Well, read on and find out! First, I will thoroughly list what each of the 6 Attributes currently do: 1. Might (MIG): +X% Damage & Healing (+2%/point spent) During interactions, used for: intimidating displays and acts of brute force... Bonus to Fortitude Defense 2. Constitution (CON): +X% Stamina & Health (+2%/point spent) "...sometimes checked to withstand pain or endure a physically taxing ordeal..." Bonus to Fortitude Defense 3. Dexterity (DEX): +X Accuracy (+1/point spent) Represents a character's hand-eye coordination, balance, and grace. It is used for sleight-of-hand and fast reactions in Interactions. Bonus to Reflex Defense 4. Perception (PER): +X% Interrupt (+3%/point spent) "...represents a character's senses as well as their instinctive ability to pick up on details..." In Interactions, it can be used to catch a liar, make an observant comment about someone, or to notice things off in the background. Bonus to Reflex Defense 5. Intellect (INT): +X% Duration & Area of Effect (+5%/point spent) Represents the logic and reasoning capabilities of the character. In Interactions, it is used for "...deduction, sudden realizations, and problem-solving..." Bonus to Will Defense 6. Resolve (RES): +X% Concentration (+3%/point spent) Key Words: Internal drive, determination, and emotional intensity a character projects to others... During Interactions, used for: Mental intimidation, leadership, & convincing performances... Bonus to Will defense. __________________________________________________________________________________ Ok, now that I have explained what each attribute does, I can finally get into explaining what is currently wrong with the above system. First and foremost, the primary goal of PoE's class/attribute system is to make any character VIABLE. Thus, when going into character-creation, everyone should have 2 questions they need to ask themselves. 1. What do I want to role-play as? 2. Is my type of character equally viable both in combat and out of combat? The currently implementation of the attribute system when creating a character doesn't really satisfy these 2 central questions. For instance, let's say i want to make a Sherlock-Holmes type of character that happens to be a Monk. This character needs to be good at what a Monk does which is to take a beating...build up wounds, and then transform that suffering into damage in combat. Also, he needs to be a good problem-solver and have great deductive abilities. With the current system in place, I would want pretty much everything because I need damage from MIG, health from CON, DEX for accuracy, and INT for its use in interactions. However, I really don't need PER and RES, screw those stats! Ideally, I really should be investing in CON and PER. CON symbolizes the character's ability to withstand pain. Something a Monk would like right? Also, PER is perfect for rounding out his ability to fully become a Sherlock Holmes type of character. Now we need to ask ourselves, how can we change these attributes to create this Monk/Sherlock-Holmes type of character? It's quite simple actually. Each of the 6 Attributes need to do MULTIPLE things, whether superfluous or unique to any other attribute. At the moment, each of the 6 attributes are way to focused on 1 specific goal. For example, Might gives every class straight up damage and healing. But everyone wants that! But that goes against the 2 fundamental pillars of creating a character, primarily in role-playing a specific type of character. What we need to do is have every attribute do multiple things so that we can really flesh out any type of character we want and have it be viable both in combat and out of combat. I'm going to propose a VERY basic example of this and by no means have I really thought about the "balance" of it. I'm merely trying to clarify what I mean. __________________________________________________________________________________ Below is a VERY ROUGH example of the revamped 6 Attribute System. 1. Might (MIG): +Damage +Bonus Damage to Large one-handed & two-handed weapons +Healing +Stamina +Health +Bigger Inventory +Movement Speed Bonus to Fortitude Defense 2. Constitution (CON): +Bonus damage to using fists/legs only +Healing +Stamina +Health Less easily Fatigued Bonus to Fortitude Defense 3. Dexterity (DEX): +Damage +Accuracy +Bonus Damage to Fast one-handed weapons +Bonus Damage to Projectile Weapons +Crit Chance +Movement Speed +Crit Damage Bonus to Reflex Defense 4. Perception (PER): +Damage +Increases the intrinsic bonus of every weapon type (e.g. Extends the already extended reach of Quarterstaves) +Interrupt +Accuracy +Crit Chance Bonus to Reflex Defense 5. Intellect (INT): +Damage +Accuracy +Bonus Damage to Wands, Rods, Sceptres +Duration & Area of Effect Bonus to Will Defense 6. Resolve (RES): +Crit Chance +Crit Damage +Accuracy +Interrupt +Concentration +Less easily Fatigued +Duration of positive status effects from food, potions, scrolls, etc. Big Bonus to Will Defense P.S. I didn't list what each attribute does for interactions because they remain the same as what I listed above. So let's test this new revamped system out. I would need CON, PER, INT as my 3 major stats for my Sherlock Homes/Monk character. Throw in a bit of Might, Dex, and quite a few into RES. So...what do you think? If we allow each attribute to contribute to damage in some way while adding in unique perks, will that make a more robust and balanced system that allows us to make any type of build viable both in and out of combat? Let me know... (Sorry if there are grammatical errors or if this entire post made no sense ).
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Unable to progress due to constant glitches
TrueMenace replied to e_gabriel85's topic in Backer Beta Discussion
You're not alone. I'm having the same exact issues and I haven't even completed a single quest. I'm trying to beta test it but how am I supposed to do that when there are these major bugs that prevent you from even...testing. Can Obsidian give us an update when they are going to patch this beta? I hope it's not another week till these "beta-breaking" bugs are fixed. I want to test the combat out, but that's impossible when my Wizard's grimoire dissapears at the beginning of the game and other stuff... I guess I don't know for sure, but maybe they are running analytics and needed more testers to find the origin of the problems. Who knows. But my point is have faith in the process. My understanding is the game has been feature-locked but it's far from done. I understand the game is feature-locked. Don't get me wrong. But I want to actually test the beta. It's strange that these game-breaking bugs are existent in the first build that basically make us testers impossible to actually play and give feedback on. I really want to delve deep into the combat mechanics, examine the UI, test all the little systems here and there, but I can't...yet...even though the beta is out! It's a bit frustrating. I just want to be able to play the beta w/o game-breaking bugs...I could care less about all those other bugs and upcoming features, but these bugs need to be squashed so that it's actually...playable. -
Yup these bugs are the major game-breaking ones that are preventing mostly everyone from fully testing the systems out. I mean, I wish I could beta test the game, but these bugs are really REALLY getting in the way of that.
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Unable to progress due to constant glitches
TrueMenace replied to e_gabriel85's topic in Backer Beta Discussion
You're not alone. I'm having the same exact issues and I haven't even completed a single quest. I'm trying to beta test it but how am I supposed to do that when there are these major bugs that prevent you from even...testing. Can Obsidian give us an update when they are going to patch this beta? I hope it's not another week till these "beta-breaking" bugs are fixed. I want to test the combat out, but that's impossible when my Wizard's grimoire dissapears at the beginning of the game and other stuff...