Everything posted by Skipperro
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Macintosh Builds
+1. I'm waiting to test native linux build too.
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Trees and grass
In the first video presentation of PoE Josh said, that there will be animated background like trees and grass, and we've even saw it working. I was surprised too, that in BB backgrounds are static. I don't mind if it will be static or not, it's a minor feature, but if it was already confirmed, that they will be animated - I expect to have them.
- Character Models in PoE
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Saving the Wizard Class
I've played a lot with spell-casting characters in IE games and I've loved it, but there was something that have always annoyed me - spells per day. It was just unnatural, that high-level mage have forgotten magic missile spell after casting it 4 times, but can still use fireball. That's why my favourite mod was Spell Refresh - it restores spells after a few minutes. I was really glad to hear when Josh said, that there will be some "per encounter" or even "free to spam" spells after reaching certain level. Please, implement this feature as a feat and I'll be happy
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Saving the Wizard Class
Oh yes, please implement it. I like the whole idea, but I would also like seeing some regeneration of spell points. After all, Josh said in one of the videos, that after certain level wizard will have the ability to cast some spells per encounter or without any limit. Alternatively I would like to see some feats that lowers spell point cost by 1, than 2, than 3 ect. so after reaching certain level wizard can cast lvl 1 spells freely and level 2 spells cost only 1 point ect. It would be perfect. Good job!
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Poll. Should the 'Invisible Combat Round' of IE Games Return ?
I didn't voted because as long as somebody fixes combat issues to be more playable, I don't really care what kind of mechanics solve this problem. You may be right, that this system needs combat rounds, maybe some other tweaks will work just as fine or better or maybe there is a possibility to solve combat problems in multiple ways. I won't pretend, that I'm game designer or that I know how to fix PoE combat. All I know is, that I've enjoyed combat in Baldur's Gate(s) and Icewind Dale(s) but PoE combat right now is exhausting and unsatisfying.
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333 Quick Impressions Thread
There is a lot of good things, but combat is still chaotic, hard to control and overall unsatisfying.
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Dear Obsidian, What really needs to be fixed is not XP...
This Backer Beta is created only to test some mechanics. There is very little content like story, quests, ect. But even if the hole game will be like eastern map, I would not say it's bad. After all, to reach dungeon you can either cut your way through the beetles or take a southern path along the river and have no encounters along your way. To reach the ogre you have kill 4 spiders, two outside and two inside the cave. Is it too much? I don't think so.
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Game Attributes - A Science Project
I do have the same feeling. Attributes have simply too weak effect. Character with might at 18 does not ilflict much more damage as a character with might 10. I've imagined that might 10 = typical farmer and might 18 or 19 = strongman, big old smith that could knock out a typical farmer with just one punch in a tavern brawl. Right now, in PoE BB 301 strongman should have might around 30 to be able to compete with a farmer. Perception work similar. Hero with eagle's eye is only a little better in archery than nearly blind one. I would double or even triple the effects of all attributes.
- How to Fix the Attribute Design in Pillars of Eternity
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Lets talk about Crafting / Enchanting
I tend to disagree about NPC Enchanter. I've always was a fan of an idea, that your character can always make something, a sword, potion or spell, that is superior to NPC wares in some fields. Might be cheaper, might do more damage, might be more customized or simply allowing to create complete custom-gear, with the magic effects you need, by yourself. Ultima Online crafting an enchanting is my favourite system.
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About stamina/health and an idea how to fix it
IMHO - great idea
- Pet "features"
- Rogue's Crippling Blow ability suddenly behaves as if modal, and stuck
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Sensuki's Suggestions #012: Non-Terrible Main HUD [Mockup]
I would be glad if combat log font would be smaller. All of the other fonts are smaller and with such a big font in log you can only see 1-2 lines or enlarge it.
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Per Encounter v. Per Rest Abilities
I was hoping too, to see wizard with at least some basic spells or abilities as "per encounter" in this beta. Knows someone from what lvl spells begins to be per encounter?
- Cipher Luv/Hate
- More information on items and Spells
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[BUG] Paralyzed enemies are floating towards caster
[Description of the issue] Paralyzed enemies are floating towards caster. [DETAILED list of steps to reproduce the issue AND what to look for] 1) Create cipher character 2) Cast 2 lvl spell that paralyzes the target (forget the name, sorry) 3) The enemy won't attack you but will move towards you without walk animation. After getting close to you it will stand still and wait for paralyze effect to wear off. [Expected behaviour] Enemy should drop in place without movement or at least stand still.
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Huge frame rate drop in dungeon
I can confirm that. Everything is exactly as you've written. AMD 8320 @ 4,4 GHz 8 GB RAM GTX 660 Linux Mint 17 64-bit
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Hired adventurers always on lvl 1
[Description of the issue] Hiring a new adventurer always generates lvl. 1 hero, no matter what level was chosen. The cost of hiring is higher. [DETAILED list of steps to reproduce the issue AND what to look for] 1) Hire lvl 4 adventurer 2) Create a character 3) Enjoy your lvl 1 companion with 0 exp for 4000 copper. [Expected behaviour] Higher level companion should be generated,
- Auto-Pause Options bugs
- Game runs at very high speed
- Loading wrong savegame when 'Continue'ing from main menu
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'Steam Family Sharing' Beta-access with other Backers and cross-platform?
I'm running PoE on Linux via wine currently, but I'll switch to native when the native Linux version is released.