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  1. Here is the few things I figured out after 20 hours of playing in WOAH! Difficulty Solo and Co-op. Insects: Spiders should be alot fewer and be a more lethal threat: The Orb Weaver's web spit never hit its target, and its bite is really easy to perfect blocks, the same with the Wolf Spider's bite, its jumping attack is a bit more complicated to perfect block and deal alot more damage, that really the only thing that make the Wolf Spider a bigger threat.More patterns should make them more difficult, maybe multi-attacks like the Larvae's one where you need to perfect block each of one to not take damage, an improvement of the web spit which create a AoE in the ground like the Bombardier Beetle that stuck you in the ground if you walk in, there is alot that can be done. Now talking about the number of spiders that can be encountered: too many. I really don't know if a population control like the ant is planned later in the game, but currently you stumble every 5 minutes on a spider. Plus the fact that they are really easy to kill when you have the experience make it only an annoyance, there is maybe just too much spider's den. Bombardier Beetle probably the hardest bug, but not for the good reasons, In short: its acid splash cone AoE attack. Too quick, too lethal, very few cues that it will make it and super hard to dodge, sometimes you only need to strafe around him to dodge it, but most of the times it just lock you and turn during the animation making it impossible to dodge. I don't know if it's intended but it makes this bug a pain in an ass to beat. Plus the fact that its charge attack has almost the same animation make cues that it make this attack really hard to spot in the short amount of time before it make it. Larvae, probably just a bug, but its multi-attacks have difficulties to connect, even when you're really close to it. Inventory management, chests management: Armors and quick bar items should not take places in inventory: To go to the adventure, you need a Armor (Three pieces) some foods, a canteen, bandages, a weapon, a hammer, an axe, maybe a shovel, a bow and arrows (maybe multiples types of arrows), just by stuffing yourself, the third maybe the half of your inventory is taken, I think it's an intended Game Design, it discourage greatly long trips in the wild, and encourage short trips to seek specific things. For the moment it's not hyper bothersome, but when the game will become larger with more differents items to pick, it will become a real problem. Just my 2 cents on this specific thing. It doesn't seem to be enough slot in the quickpouch bar, eight is too few, again you need weapon, tools, drink, foods in it and maybe more in the future, it's not convenient to swap items between hotbar and inventory that often. Also the fact in PC you can't scroll items in your bar to select them (like in minecraft) is really downside to this feature and push mouse and keyboard user to play with the radial menu. It's hard to have the perfect world for this, maybe allow to have 1 or 2 quickbar swappable with a touch, or expend to quick bar to 10 is a solution (solutions which ask heavy UI redesign), or a smart system that switch to the correct tool when you press a button, or a auto feed button. There's a lot of solutions for this I think. It will be cool to have the now famously requested deposit stacks button, but I would also suggest more, like a quick sort (in inventory and chests) , a quick deposit: there's already tag management for containers why not utilise it fully, that would be the caviar of Quality of Life (but maybe a pain in the ass to implement in the game?). Bases and building: In general base building is really intuitive and fun, but when you decide to build on top of a rock or on a soda can and the fun is gone, there is just too much of restriction when it come to clipping stairs, roofs, walls into pre-existing object (rocks, can etc.) and make really hard to come up with fun ideas that work. Regrowth mechanic, don't seems to work or work as expected: cutting down the root of a grass doesn't prevent it to regrow, if it's intended then it restrict base building a big downside. Larvae raids are really too destructive when it come to grounded base, if you can't take them down quickly they destroy your base an chests really to quickly, even if you try to build reinforcement, and if they break a chest with stuff in it, be ready for 3 minutes of diaporama at 1FPS. The mechanic of raids, and having to protect your base in really fun, but there is issues when it comes to bug destroying your chests and lagging the **** out of you when all the items pop off, the fact that it take 2 or 3 hits of a larvae to destroy one is maybe too few. Perfect blocking/armors on WOAH! Difficulty: I think it's a big issues right now, perfect blocks should prevent armors from taking damage, in WOAH! Difficulty and solo, the only defensive option to take down bugs is to perfect blocks, tanking it is just madness, and strafing doesn't seems to work consistently. All of this making you repairing your armor after one fight, maybe it's intended but here's what happen next: I just don't wear armors anymore, and there's no death penalty and most of the bugs are easily manageable with perfect blocking. (Btw Pefect Block feels really good and is a cool mechanic.) Now a thing that is a personal point of view : Death Penalty and Save System. I think Grounded qualify itself as a survival game, but it is in a really bizarre ground: you can manually save the game, and if you die you can re-pickup all of your stuff. There is no real penalty to dying beside making the road to your stuff and try again, and better you can save before taking a combat and reload until you succeed. Once you get that there is not really any tension anymore and the game lose of his "survival" side. It's inherent to a another survival game which I played name Green Hell, where the death penalty is so inexistent that letting you die is the easiest way to cure from sickness, replenish your hunger, sanity, etc. and Grounded is no stranger to that. Miscs: Swimming at 1st person view is a tad broken when it come to swim above the water The blurry depth of field should be configurable, and turned off. You should be able to write feedback like this, in the feedback tab in-game. Hope this insight will help the game, i'm not native English hope it's understandable.
  2. So after much deliberation over the course of the weekend, my friends and I (more commonly known as the Cheesebags) love the game to bits so far and have come up with some cool ideas for things we'd love to maybe see in future updates. I will sort the lists into categories for convenience. Possible new Creatures: We decided to ballpark some new ideas for possible future creatures to add to the garden. Due to the wasps in the banner image on the steam page we assume you already intend to add them into the game. So we have left them out of this list, but below we have some of our other suggestions. Bees Mosquitoes Butterflies Moths Dragonflies Caterpillars Centipedes Fleas Earthworms Silverfish Snails Frogs/Tadpoles Utilities: Ladders We reckoned that ladders would be a useful way to ascend a built wall that might take up less floor space than stairs. Zip-Lines These could be a great method of travel between two fixed points, they could work either in a traditional sense and you'd slide from one higher point down to the lower. Or maybe they could work with some kind of pulley system from two points of equal height. Rope Swing For this we figure like in lots of games you could either have a fixed anchor point built and you could jump to grab it and swing back and forth to clear some kind of gap. Or maybe it works on a portable sense somewhat akin to Indies Whip but functionally works the same, maybe with a sticky tip of some kind to attach to surfaces. Elevators/Dumbwaiters These could be excellent for those that built raised bases. Perhaps using some sort of pulley system one might be able to raise/lower a platform with chests on or a grass pallet. This would for sure help for more convenient item hauling in a vertical sense. Rowboats We assume that the pond is going to have more to it, but we figure that a boat of some kind would be fantastic in traversing across the water. They would possibly be made from acorns leaves or lily pads. Rain Catcher This Item is dependent on a weather topic that will follow below. But if rain was ever implemented a receptacle of some kind to catch the rain would be brilliant. Stationary Slingshot Turret This idea came about thinking about a kids slingshot, and maybe moving forward with that in mind maybe there could be some kind of stationary slingshot style item to launch the players over a great distance for easy travel with the gliders. This could be a really high demand recipe as it is a rather strong item to have. Quality of Life: Inventory sorting function This was one of the first things we came to yearn for in game, we fell that the ability to auto sort a storage container, your own backpack & and easier way to merge you personal inventory with that of the contained would be a much welcome addition. Inventory stack increase Due to the limited amount of storage space in the backpack and the containers, we really feel that the stack size of items could be increased to some degree. It feels like 10 is far too low as the inventory in your backpack alone fills up too quick and maybe increasing up to at least 20 would be great. Craft 'X' quantity of item function This comes about due to the fact we feel crafting larger quantities of items takes too long when doing them one at a time. For example, being able to adjust the number of how many woven fibres you want to make based on the amount of planet fibres in your backpack and craft all at once would be a huge time saver. Pallet capacity increase Similar to the inventory stack quantity feeling too low, we feel the same issue extends to the pallets. Considering how many grass planks in particular you need to build larger structures it would be very handy if the amount of planks you can get onto each pallet could be increased to maybe 30. This would prevent having to stop building and gathering planks almost every living second of the game as you burn through them so fast and building. Storage Chest Naming This one isn't nearly as major as the custom markers on the chests a already pretty cool. But maybe being able to add a name to a storage container just to further mark it with a specific kind of item would be neat, Equipped items not taking up an inventory slot So far we feel that we dislike that the tools and certainly the armour take up a backpack slots while equipped. I'm not sure and the best way to go around dealing with this in the game in the cleanest way for the UI. But its definitely a thought we'd like to put out there to discuss with everyone. Ability to move built structures For far it's been a bit of a pain placing a structure or utility item down in the wrong place and having to recycle it (receiving less materials) to move to another spot. Only to then to not have enough materials now and having to stop and go harvest more. Maybe having just the ability to move a completed base piece would be handy but obviously could be avoided currently by being very careful with where you but down blueprints. It would still however be a very handy feature to have. Custom Blueprint Group This one is inspired by other building games, namely Planet Zoo. In this game you have the ability to create a 'group' blueprint based on a structure you've made so that you could save it to a library and the whole blueprint of the structure could be placed in one motion to make it easier to make duplicate structures. This would be a fantastic feature to add as I would like to repeat a few structures we have made within the garden. Filter Specific Trail Markers This one is another minor one, but even though there is already a way to hide the trail markers from the UI. We feel that being able to isolate certain ones, namely the quest ones while keeping all the other ones could be great. Because in our game at least, we know where to go for each of the major landmarks now but still use a lot of our own custom trail markers. But having our own in addition to the quest ones can be quite overwhelming and would like the ability to filter certain ones away. Additional 'Major' Features: Different weather variations This one I'm sure has been brought up by others, but a weather feature with some of the usual classics, rain, drought, snow, overcast, humid could be neat and effect the game play in various ways based on each individual weather. I wont go through all of them as this paragraph would be gigantic but maybe a few examples might be that some of the games creatures might act differently or perhaps the rain might be very dangerous to travel through but would obviously be a plentiful source of water. Season Variations This one is similar to the weather note prior where maybe just some of the games features, game play mechanics and of course visuals might change up to complement the passage through the different seasons throughout the year in the garden. Understandable this one is a giant effort to bring to life but would be awesome on the less. Base Building: Below are just some off the cuff ideas we had for other base building items that could be added to spice things up. Bunk Beds Slime Mold Ceiling Light Flower Petal Roof Pieces Support Pillars/Columns Bug Cage Trap Equipment: This is the same as the above category but for general equipment. Thistle Armour (returns damage back to attacker) Wing suits (possibly made from insect wings wasps/dragonflies etc) At this moment in time these are all the suggestions for game play changes and possible future content that we the Cheesbags have come up with. We hope that future readers of this like some of our ideas and would be open to discussing their opinion on what we have brought up below, or even add their own ideas! And lastly to the team over at Obsidian, we hope this might be useful information to all of those working on the game. Keep up the great work, even in early access we are having a blast and cant wait to see the next content update from you guys. Stay Fresh! - Corey. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Just under here I'm going to keep the ideas from everyone in the thread so that in the event of crazy amounts of ideas flooding in we can keep most of the coverage from the topic up near the top for easy reading. I will credit everyone accordingly for their ideas Tamable creatures This is one that I reckon comes up a lot for many players. But I do really like the idea of being able to tame certain insects to maybe just have around player bases in order to defend them from threats. Then also down that same vein even have some mounts to ride around on much like in honey I shrunk the kids. Being able to ride an Ant or a Ladybug would be terribly fun and a great addition to the game.
  3. Im not sure if my feedback sent before i made my account so im going to post it again just in case. Ok so me and my freind have been playing through the game and so far we have really enjoyed the game, although there are a few small bugs that we have found that i feel should be fixed, plus i have some suggestions that might help the games growth. Ok so the first problem we have had is when we go to harvest berries, the berries arent in the same place for both of us so we cant both harvest the berries. Its not a massive issue but it is an issue because we cant both harvest the berries, only one of us can. The second issue we have had is that when we were fighting a wolf spider, we got killed through a wall. Other than this, we have not really seen many bugs, but we will keep you posted on our experiences. Next are a couple of suggestions that i feel would make the experience a bit better: The first thing i feel, is that on normal mode, the hunger and thirst goes down a little too quickly. I feel that for normal difficulty, that it should be a little slower to make normal a bit more fair, as we were constantly having to replenish them afer a small trip. The next thing i think would make a good addition to the game is something about swimming. Ok so me and my freind are playing on xbox, and when we are going in the water, it feels a bit awkward trying to stay on the surface to not drown. I feel a good fix to this would be to have it so if you hold the jump button, you will stay at, or float up to the surface this would really make that specific part of the game less awkward to control. The final thing that i feel should be updated is when you sleep, your hunger and thirst goes down to a bit below half. This itself isn't much of an issue but it is a little annoying, the real issue is upon doing this, all of your food spoils, I do feel like this should be changed as it feels like there is no point to stock piling food because it will just spoil. A good way to fix this would be to add a visible timer in the inventory screen showing how long it would be until your food spoils, and when that timer runs out then the food spoils, having the food spoil instantly just feels a bit pointless. I hope my feedback was helpful and im excited to see where this game is headed
  4. Been playing multiplayer for almost 3 or so days and I gotta say, the game is very pretty and I love it! This said, I have encountered a few bugs: Spiders randomly spawn en-masse in area near and around the neighboring area of the Oak Tree, making it impossible to run to it (found 5 spiders in a singular clump) or even navigate the area. Spiders also spawn outside of the Oak Tree lab and attack from behind walls. Larvae spawns are insane, after 1 hour or so of playing, we found a spawn of six Larvae around a Fruit Punch that almost killed us. Bombardier Beetles de-aggro immediately from you as they tend to look away from you and just waddle out of your aggro distance, resetting their health even if you keep throwing spears or arrows at them. Ants can poach through lifted foundations by snapping at them? Spiders, Bombadier Beetles and Ladybugs all share the spawn camping issue. The Arachnophobia Safe Mode... is okay? But it doesn't show their leg's position and that makes fighting and kiting a whole lot more difficult. That should be all for now!
  5. Online servers official server for several people, unofficial servers the same in the ARK: Survival Evolved game, if it is not possible to increase the number of friends from 4 to 8, it would be great if my friends did not depend on me to play, bad with 4 people I have to leave the connected PC, for them to play, for an online server to be better there, I would not host for them
  6. I think there should leaf boats or some faster way to carry grass and stuff around like a wheel barrow
  7. So I've Played about 24 hours Or more. besides exploration gearing up and besting the enemies already available in the game. Opting to Building a base with a nice View in Lieu of a courtyard made around a can and a research centre. I was allowed to place my storage in said can, but ants would still poke their head through and steal my precious aphid honeydew. And spiders still finding ways to bite me through the can and my poorly constructed fence. So I had to move. Now I live under the oak tree. Blinded by the light of a solar powered lamp. Upon occasion the wolf spiders that lives there likes to get inside my foundation and break it from the inside out. But only sometimes! So it's not that bad But enough with setting the story. This game isnt without its kinks what without. Sometimes Spiders can be lurking inside logs (Solid ones) so one has to watch out for that. Spiders though extremely large have found there way into the smallest of places. Often yielding rewards. A bit to easy... Acorns explode incessantly to the point they break time itself. Only to find the remains respawn there from the follow day this isn't guaranteed daily. But eventually missing items reappear in follow days. Most issues have been deftly spotted by the community thus far I've have seen Larva do incredible things.. But it's a Glitch love. There is nothing more terrifying than the alien like cave of 40 horrible creatures of indescribable origin. They have there own mind often attacking the abandoned ant hive.. just what do they do when they roam around in packs of 40 . It's like the larvae have A hive mind Ai. more so than the ants do Ants Don't Act as much as a group unit as I would have expected. They do respond to your aggression and send a soilder unit to your base eventually. But I've yet to see anything of an actual raid. Of sorts. So I hope that's coming. Lack of raw research as collectable. I saw that in the demo access this was in the fame but has since been taken out or reworked. I hope they return as the current research grind is lacking. I do understand at full release there will be many more items to learn from. Bees. Please make bees work when you can I'm sure everyone would love that I also see there is wasps in the cover art. So having a more aggressive flying insect would he awesome not to mention two possible hives to visit. Perhaps a few passive. Imagine a handful of butterflies. The pond. The pond is a great biome that needs lot of love and live. I can imagine Dragonflies at the pond. Water skates, beetles. A few Koi to make swimming challenging. More water based resources to force player to go to depths.. Perhaps a craftable diving suit might be in order. Maybe a big old boss bulltoad sat on the edge. Birds would also be a good addition being a random event where if your too high they may swoop in and attack. even better take you up to their nest. Feathers could be another form of glider. Or be used to make a more refined sort of paraglider People want to go in the house and if you can do that I'd be impressed. But I won't hold you to it. Maybe one room? Or the shed. The story build up so far has a little hint to some sort of story already there. What with the various little skeletons around the map. And the mysterious Doctor that surely can't be father to all four children right? Wonder if we will see this doctor or did he too succumb to the backyard. Also I may or may not have seen that behind a locked door, there may or may not have been some weird experiments with berries too. Anyway just a couple of bugs and suggestions I have. Don't normally even write bug reports or just general feedback and suggestions. What the heck is it even a larvae of anyway. No really
  8. Ok, I’ll make this a straightforward feedback and opinion post... Played now for 40+ hours between the demo and this pre-release. I’m a veteran of larger survival games, so my views are based on that experience. This game has so much potential, but it seems even in it’s early state, there are core design decisions that lend itself to a entry level (easy) survival game and that’s all. - There isn’t much here. The story literally takes you 15 minutes to complete if you follow the queues. Then you do dailies to waste your time on building components that shouldn’t require this much effort to get. You don’t get grass floors by default? Cmon... Even as early access, I would have expected at least a full quest line that takes you through the Initial story, at least 10 hours of content for the $30 price tag. You don’t need community feedback from early access to tell the story YOU want to tell. - Where is the threat? Playing on Whoa difficulty, the only pressing thing is the annoying eat/drink cycle. You can outrun or dodge most insects, and spiders path the same routes if you watch them from high up, easily avoided if farming resources. Tunnels and caves? What do I need there to enhance my base or self after one visit? And even if I make my own dangers...I can just Load a prior Save and be fine again....what? (Covered more below) - Bases have zero risk if you place them anywhere above the ground. It doesn’t even need to be high up, a root of the oak tree or on the soda cans is good enough to avoid all danger. What’s the point of the game past the story if your bases have no threat? Why build re-enforced walls? The game has no longevity if it’s not about protecting your base and your possessions. - Retrieving your dead body backpack is far too easy. If you even die In the hardest difficulty, I would expect your backpack to be guarded or even looted by territorial insects. Why did they care to confront or kill you in the first place if they didn’t find you a threat to their territory? And wouldn’t they be interested in your stuff? Food, drink, components for their own nests/homes...all in your backpack. - A survival game with a manual save system? Again...where is the danger or consequences of your survival decisions if you can just load up a past save? The Save option in the menu should be removed and Auto- Save should trigger internally off system events, including death. That way you can’t go back to avoid a bad result or decision. Save and Load = no threat or consequences for your actions. - The enemies. How is it that with all the great AI you have for these insects, all I have to do to avoid their attack is jump on a rock and watch them leave or spear them to death at the right angles? And how is it that I can kill a Spider by spearing them through my partially completed grass wall and yet the spider doesn’t damage the wall at all? Simply build a small hut, 2x2 and leave some of the walls partially done. Then spear through the translucent blue parts...dead spider. Again, I thought these insects were supposed to pose a threat to your base? If there is no threat in a survival game, there is no longevity and it turns into a creative base building lego game. - Dev, please play with a controller and tell me what the purpose of the hotbar is at the bottom of the screen? You can’t quick swap or interact with any of the slots on the fly. The action bar should be removed imo. Also, control flow in the menus and crafting is just off. I spent a lot of time remapping most my controller buttons through the options to try and get to something close to other survival crafting game interfaces that do it correctly. Managing inventory by moving single items(No stack move or pull), no split stacks, armor that stays in your backpack even when its equipped, tools mixed in with weapons in crafting, crafting station that has no storage of it’s own or that can pull from a chest connected to it, etc etc. - Great looking game, nice visuals...until you look into the distance...well, i guess it’s distant. Why is the house and any structure over 20yds away fuzzy and blurry on console? Are we saying we can’t render these assets on Xbox One X? Find that hard to believe given there are plenty of larger survival games on the Unreal Engine render far more. - The HUD needs options to turn off elements. Too much clutter with constant ‘hand popups’ on every environment item. But I already posted A full detail on that In a separate thread. Harsh post somewhat, sure. But all too often game preview or ‘early access’ often becomes an excuse to deliver subpar, inferior games and still charge a significant price for a game that isn’t worth in it’s current state. Early access seems to somehow give a ‘pass’ for developers to deliver no story, broken systems, and bad design....all with the excuse of ‘it’s still early access’. I wouldn’t say Grounded falls in most these categories, but first impressions mean alot. We play early access games, and most the time we play the game through the early access development cycle, become bored or frustrated and never come back to the actual release of the game because of the bad taste the game left us during early access. Just hope a MS 1st party, AAA dev like Obsidian doesn’t end up with the same result.
  9. Having played about 10 hours of the game on Xbox so far, really enjoying it and love the world and story so far. With that said, here are some observations and suggestions I have (some of which have already been shared by others) in a hope they may be considered for future enhancements. Ability to name save files, or at least differentiate Auto-Save files between Single and Multiplayer Multiplayer Accessibility Ability to invite Friends into game from the Xbox menus (current option where you have to host and then they have to join from the menu is a bit clunky) Ability to set game to "Private" (we had a random person join our game multiple times and had to keep kicking them) Hotpouch Control - change to "Tap LB" to quick cycle through the Hotpouch items, and "Hold LB" to open Hotpouch radial menu. Currently very cumbersome to quickly or easily swap things in certain situations, especially if your items break or run out of consumables. PC players can easily assign these to 1-8 keys for example, so Xbox would benefit from another option and would be similar to Minecraft. Xbox can remap some of the Hotpouch spots to the D-Pad, but then you'd lose other commands (not that Non-verbal comms or emotes are that useful for Single player, I've also reassigned D-Pad Right to Open the Map) Find a new function for the Y button, as toggling the markers could be moved to the Map screen. This would allow for another remapped command as the Marker Toggle exists on the Executable Radial or to activate your "off-hand" items like torches, maybe an eventual Shield, Another option would be a "Ping" command for a temporary marker to highlight an item or location, and would be especially useful for Multiplayer (preferred option) I've currently mapped it to Swap to Previous Item, which is useful only if the equipment you last used compliment each other (I likely will be remapping it again to be Hotpouch Slot 1 and putting a weapon there) Inventory Quality of Life Armor once equipped should not take up an inventory slot Option to move stacks of items into storage Sort functions Being able to "tag" areas of interest (i.e. a juice box) on the Map to set a waypoint or marker for slightly easier navigation, but then disappears once you get to it. Adding a basic compass marker to SCA.B HUD/UI Currently very easy to get lost as the biomes are visually mostly the same in the majority of the map, and large defining structures (i.e. Oak Tree) aren't always visible. Option to slide by pressing crouch while sprinting, or to roll by double clicking crouch while moving (would be helpful for dodging bug attacks) Option to clamber up small heights by pressing or holding the jump button (this has become such a staple in games now that it just feels missing here) Ability to interact with "friendly" insects Petting Ants are a must, and feeding them food Option to "tame" temporarily Ladybugs and Ants to help you harvest or get somewhere Item/Equipment Requests Slingshot with different ammo types - rock, multi-shot, AOE effect shots (smoke bomb, sap trap, diversion lure) Bug Net - to capture Gnats and Aphids Shield - (alternative form of blocking) Healing Ointment - for immediate health recovery instead of recovery-over-time like the Bandage Baitball (Lure? - haven't tested those yet so unsure if this already exists) - throwable consumable that attracts predators so that you can escape/sneak past Crossbow - for more damage but slower rate of fire, and as optional "Zipline" alternative ammo type Zipline - for quick traversal of the environment from height Bug Types for the future - praying mantis, caterpillars, fireflies, bees/hornets, Or other animals that act as "world-events" - frogs, birds, snakes Building controls are a little wonky with the controller and how structures snap to build points, in that walls don't always align with each other or doors, or can float above the ground leaving gaps. Also, small observation - there are currently 4 characters, but when you first spawn into the world the canister with the body cutouts has 5 spots...is there going to be a 5th character, or option to "create your own" in a limited sense? I think that is it for now. As stated above, loving the game so far, and looking forward to see how it develops. Thank you Obsidian.
  10. I love the theme and the in-game music, but I can't find a track list anywhere. Not on IMDB, not in the credits, not on Justin Bell's twitter. Please release the soundtrack.
  11. The lighting in the character creator is too dark and is making all of the hair options look like variations of black. I've seen other forums of users complaining about lack of variety in hair color, but I think the problem is lighting, not variety. I created a guy with dark grey hair and in-game his hair is almost white. For context, the lighting on the skin is fine. For some reason the hair is just super dark in the creator. Please fix the lighting in the character creator to more accurately reflect it's true color in-game.
  12. TL;DR - I love the turn-based system on the whole and would choose to start PoE III in turn-based mode if it comes with that option. I hope the devs will take some time to have some fun with exploiting the new options in terms of counter-play by making combat at the higher difficulties more punishing not by simply inflating numbers, but requiring the proper response to certain actions (interrupts, movement, prioritizing the right targets) --- Intro: When I first played PoE II I felt its combat (and combat balance) was it absolute weakest point. On PotD I mowed through enemies, hardly ever taking notice of their abilities or intentions as the game didn't require me to, and didn't really give me the opportunity to do so. After revisiting PoE II with turn-based mode, I thoroughly enjoyed the combat even though the feature is still in its beta stage and not without its flaws. These are my thoughts on turn-based after doing my second run-through (on veteran difficulty, up to level 15). --- LOVE + The depth of the combat with the ability to counter/respond to whatever the AI is trying. Though perhaps in its early stages at this moment, the knockdown/interrupt counterplay is really fun. AI could in future builds punish harder for failing to adequately counterplay their attacks. + Resource management feels more intense and tactical as you get to see a complete picture every turn. + Positioning feels more deliberate. Again, the AI could exploit or punish this more, allowing for more tactical combat. CONCERNS # The mode is very generous with free actions. these actions are obviously very powerful as they are all benefit and hardly any opportunity-cost, especially with no limit to the number of free actions per turn. A 'minor' action, taking 50% of movement or simply having just one minor action per round would limit their power and cause a little more consideration on using these abilities. # AI - The AI still misses some actions on their turn and doesn't seem to consider sequencing or combo'ing actions at all. This would be a great addition to the turn-based system as well. # Initiative - The transition from action speed to initiative feels fine if a bit blunt. Where action speed went from the most powerful and influential attribute to completely optional for most of the classes. Could require some finetuning to bring back the fantasy of having a nimble, fast-moving character rather than just the ability to go first in combat. (add movement speed/distance and disengagement defense as secondary bonuses of dexterity?) # Weapon switching - should probably be a minor action, possibly alongside (some) potions and the second wind (atheltics) ability # Turn advantage for the player - The players' party seems to get a free turn every combat on top of the movement advantage. # Show enemy actions - Even more depth in the combat system could be achieved by indicating the unit's action not just when they are casting a spell. On mouse over it should show the action (by name and effect), its intended target (area indicator or currently selected target). This would further reward tactical play and allow for more punishing results when a player fails to respond adequately. # Combat turn speed - I had the combat speed on the fastest mode all the time and still felt it could use a speed up, especially enemy movement. # Pushing/collision - Sometimes units get shoved from their position by the pathing of other units. # Out of range misses - Costly (melee) 'misses' often due to no fault of the player. As the system already detects why the 'miss' occurred but is also the 'cause' of the problem why not let it auto-correct by either providing the feedback before the attack or applying the attack as if the character was in range. DISLIKE - Pulling unseen enemies/the entire room. This partially if not largely nullifies the positives on better combat control. IT's hard if not impossible to tell what enemies are 'chained' when you engange an enemy, often resulting in all enemies piling on the party, even where they didn't in real-time-with-pause. - Enemy HP. The slower phase of turn-based combat makes it tedious at times to cycle through attack after attack while the encounter no longer feels threatening. --- Overall, turn-based is great update and addition to the game! Can't wait for it to go out of beta and do another run-through.
  13. Just a minor flaw in the design. When you play the game in turn-based mode it is unnecessary to pause the game on the beginning of a fight since you already have all the time in the world to make your decissions.
  14. Right in the first fight I noticed that when multiple characters stand together and you give a movement order your path gets blocked off easily and your character 'tries' getting around by wobbling left and right which eats up all your movement points and you don't end up on the spot where you wanted to be when you gave the movement order.
  15. I have recently finished my first Deadfire playthrough (on v1.0.2), and decided to provide some feedback. Posting it here, since it can contain a few spoilers. First of all: I liked the game and yeap would bake a sequel. Second: sure the game came out a bit raw, but definitely less raw than I expected after trying the betas. So here we go: Things I liked: the atmosphere and exploration. I really enjoyed the grim nature of PoE1, but the bright and shiny Deadfire was also great to explore. the visuals. You guys made noticeable improvements to the game world, character models, lightning, shading and textures. the hook. It is always interesting to play your games from the very first minute. You find a way to get the player invested. the story idea. And having to play a decent role in the gods conflict. subclasses and multi-classing. When balanced well this really adds to the pool of possible builds and improves replay-ability tremendously. sailing and shanties. voice acting. Both characters VO and narrator. (* narrator has pleasant voice but could be a lil bit faster) ingame music. While PoE1 exploration soundtracks were ok, I started to hate PoE1 combat music. In Deadfire through I liked both. neketaka the idea of relationship/camaderie system humour. Both written and emerging. Things I'm neutral about: factions. They are great in the first 3/4 of the game. Flavorful, colorful. Their imperfections make them more realistic. But... at the end of the game their faction leaders look retarded. The future of Eora is at stake and they quarrel about unrelated things. Or let's take their "ambush" at Ukaizo. In my case it was Furrante. I haven't really understood why he decided to suicide by attacking the Watcher. ship combat. I was pretty excited about it when heared it first. Didn't expect it to be textual though. But.. can live with that. The thing is that something feels missing. Having all those trophies and no reactivity about it is kinda lacking Also capturing a ship and not being able to take it or it's cannons was really strange. Also maybe add some unlockable (on higher captain ranks) maneuver perks? And make some enemy ships travel in groups of two? romances. Romances with both Maia and Xoti felt strange, with weird pace (i.e. they started immediately and after that 30h of radio-silence with no new dialogues) and not really satisfying ending. Things I didn't like: Main story was too short. The whole run took ~50h, but I have a feeling that critical path could be done under 3 hours. Faster with an SSD. The sense of false urgency. It feels a bit strange when you need to follow Eothas, but... he can wait while you go for a trip to Splintered Reef, explore the map or do some faction stuff. Had to tell to myself that Eothas is moving very slowly. But if so, couldn't Magran blow that volcano earlier? I.e. when Eothas has arrived to Ashen Maw, but before he absorbed the essence from the pillar? Without it and souls nearby to consume he could potentially halt there. Also.. not really the problem of the game, but with all that built-up, was waiting for some big intense fight in the end (depending on the dialogue option / what to do with The Wheel). Because of this false expectation was sitting during the end dialogs and thinking oh well.. did I really expect to fight a god? And also: how could I convince him to delay breaking the wheel, while there won't be enough animancy advances in order to be sure that we can fix it once broken. Some quest givers turning hostile if you don't want to kill for them. Pallegina didn't feel like good ol Pal. It looks like time spent away from the Watcher affected her hard. Expected more light-heartedness from a pardoned Pallegina. Also where is Vielo Vidorio? Her only unique ability is quite lacking; and a wayfarer would be more useful in party. tooltips that don't give you complete information. "Has a small chance", "inflicts a small DoT"? Rot Skulls and Nannasin's Cobra Strike tooltip not mentioning the DoT data. bugs. Usually not a big deal. But that reload time bug was annoying. weak bounties. In PoE1 many of them were quite memorable. And I can remember none by name in Deadfire. weak bosses. balance. So many OP abilities, especially in proper combination. Also so many trash options that are not worth the time spent to cast them (i.e. 3s cast time + 4s recovery and get 5 resolve? or deal 80 damage to 5 enemies?) crowd control not being reliable and useful enough. Why try to charm the enemy when it's faster to kill him? In PoE1 it was great that you could make parties with completely different playstyles and they both will be optimal. encounters are not diverse enough. I didn't feel the need to adapt, or change my combat routine. In PoE1 we would fight differently when facing: shades | ogre druids | kith druids / pwgras | kith | monks | dragons. generally in v1.0.2 it wasn't even worth to watch the inspirations/afflictions and try to counter them. inbalance between AR versus Defenses for damage mitigation. the seeming imbalance between damage types. There seem to be quite more enemies with low crush AR and high fire AR, compared to other armor types. confusion with speed/time and damage calculation. Specifically malus steps. Also it seems that confusion was not only in how the game processes this stuff, but also at the dev level; looking at how might became multiplicative then additive; or reloading becoming affected by recovery modifiers only in beta4. some items had really OP properties. I was like "it's obvious that there is a broken use for it even before you finish reading description". Using it won't give enough satisfaction because it will feel cheap. And imminent nerfing will cause the dissatisfaction of players who use it. So why make those properties this way? at the same time many of those items were overnerfed in v1.1.0. I mean it's definitely bad when an item increases your dps by 50% compared to alternative; and even worse it it doubles total damage just by itself. But if it does so only by 3-5% it's also not satisfying enough. 7-10% is a nice threshold to look at. double-nerfing. Just an example: the problem with Swift Flurry was it's recursive implementation. Instead of taking recursion away, you dramatically reduce it's proc chance. After that make it only work with melee attacks. And in v1.1.0 giveup and make it impossible to proc recursively. Good but why not revert the melee-only change? Also since all hit-to-crit conversions were severely nerfed it's proc chance could be reviewed as well? Overall: it's a great game, a solid 8/10 with potential to get up to 9/10 with extra polishing and fine-tuning, and even more with expansions. In any case am already planing a new run on v1.1.0) P.S. Some party stats for the curious:
  16. It took me 109 hours to finish my first game. I've left the game running, while being AFK and therefore the actual playtime is maybe around 90 hours. This duration should tell you: A) I did enjoy the game B) You get a lot of playtime for your buck (regardless the quality) C) I have probably experienced a LOT of the content. First I want to thank the devs for a good game and I want to express that I had fun playing it. This said, it wasn't all wonderful .. Here is my hopefully constructive feedback: - Why sidekicks? I did collect them all, but I never used them. To me they are the same as generating your own crew. They're not needed and just complicate your hero selection (as in I need to scroll to the left and right to find the actually real companions). - As in the first game the story was "meh". It was just a bit boring. The devs failed to make me really care about my character, the major parties or the world itself. I'm not sure if I'm just not interested in the world, the philosophical questions or if they're just not that good at story telling (no offense). Don't get me wrong, there were interesting parts in it and I didn't roll my eyes while playing, but it just didn't really grip me. - The game had what felt like 5 main quests. So even though I played 90+ hours, I feel like I didn't actually do anything expect some busy work quests like mapping the place, hunting ships and such (Far Cry style). It reminds me a bit of Gothic 3, where one had ONE main quest = Find Xardas (or whatever his name was). Maybe I just feel that way because I was missing more of .. something? - That's made worse by the mindless exploring. The player uncovers mostly meaningless islands with randomized loot. There is a portrait hovering over an island and there are maybe 3-4 "items" of which one is an encounter and one a mini dungeon. I strongly disliked this kind of exploring. It felt cheap/random. - What's going on with those mini maps/dungeons? Here's a little something, there's a little something … I liked the first Pillars better in that regard. This just wasn't enough. - Basically the game has one main city. Again, this isn't enough. I suppose the first Pillars was similar and had about the same amount of "maps", but here it felt like not enough content. If the devs want, they can see it as a compliment that I couldn't get enough of it. But I don't think that's exactly it. - It felt to me like I've read all the books already in the first pillars. After trying to read about 3 of them, I gave it up. - I've played the difficulty below Path of the damned, I think and with battles including vampires as exceptions the fights were way too easy. What happened? In fact for most battles I just used the standard AI and didn't do much at all. I should have scaled the fights, I think. - A lot of bugs are still in the game. Bugs regarding the adventure book, the enchanting system, the dialogue system and the reputation system really caught my attention. For a long time the game didn't even properly recognize the skill buffs my equipment gave me. Not cool. Aloth seemed especially bugged out. The totems were bugged as well. Or rather the statusbar. Several times my chars had 20-40 times the debuff. - Personally, I didn't enjoy the Caribbean scenario much. That's a me problem. - The ship fights were BAD. They felt like they didn't belong into the game. Sure, I won them, but they were tedious and boring. Not a fan. - What was going on with this version of romance? I romanced Maia … Me:"let's be together"...Her:"okay, do one quest for me" …Her:"ok, XY likes you so I like you" AND THAT'S IT? Is this a bug? Did the dialogue not fire? Why include romance at all? There were no personal talks or anything. Better just not to have the option. - Not satisfied with the ending either. I always tried the diplomatic approach, didn't choose a side and it all ended in chaos. Sure, I get the reasoning, but I wasn't really given an alternative. I usually manage to get good endings. Not here, apparently. After a break I might try out some other endings. - The characteristics for the MC that influence the dialogues could be maxed (max = 2?) in 2-4 hours. That's too fast and the implementation into the dialogues felt meaningless for 70% of the cases. Pillars 1 seemed better in this regard. Same goes for character reputation. There was even a Cathwenna (or something like that) NPC that didn't want to accept my help because my skullduggery (or whatever) was at 2. I barely did any shady things … - I only liked Eder and Aloth again. Once more didn't care about the rest of them. Alright, here some positive things: - The graphics were great. I don't care too much about that. Pillars 1 was good enough for me. - The animations are nice. Again, I don't really focus on that and I was happy with the first part already. - The choose your own adventure book style was done well. I liked how it was combined with the other story telling. - Multi Classes are cool. I did enjoy the White Marches. How come Pillars 2 feels like a step back (to me)? Suggestions for future Pillar Games: - Graphics and Animations are good enough. Please focus on story, fights and more content. - Forget about the watcher. Let us make a new character in this world. - How about making us the son/daughter of a noble man/woman/person and we inherit his/her/their run down keep, village, advisors and enemies (external + internal)? This is for me a good way to make me care about something (a personal story, where I build up stuff). The devs only partially succeeded with this in Pillars 1. Cad Nua never really felt like a home to me. - Keep the story on a small scope for Pillars 3. Keep it personal. Maybe it becomes an epic story with Pillars 6 or so, when we're made the king's/queen's general/marshal or something. It would be so great to really see the improvements from game to game and also the years go by. Climbing up the feudal system step by step would be amazing … with intrigue, drama, tournaments, wars, alliances. Of course the different outcomes would have to be limited. [EDIT] If I had to rate the game, it would be a 7 / 10. For me that's a rather high ranking. For the gaming industry that wouldn't be regarded a "good" rating. Well, they're wrong.
  17. I've been taking notes all through my playing of the Backer Beta and only now have I finally gotten around to sharing them. A lot of the stuff I wrote down were bugs, most of which have thankfully since been fixed, but here are some other thoughts I've had along the way. First of all, this game is gorgeous, from the scenery to the sprite details to the UI. Well done, artists. I absolutely love what has been done with scripted interactions in Deadfire. It's so much easier to go through that stuff now that I don't have to have everyone's stats memorized and companions can assist on checks. Plus, the scripted interactions now have even more of that great storybook feel to them. I really enjoy the watercolour art style and seeing everyone's portraits in conversations in that style also enhances the new aesthetic for this game. Teāna the drummer is wonderful. The Watcher's interaction with her is so small, but so touching. I was really pleased at the new spell animations, especially those for the cipher, which never felt all that dazzling or special in PoE1, but now they definitely stand out more and have more visual punch to them. I noticed in version 4 that the voice sets have been updated and some of them have been renamed. I have no objection to this, especially since it keeps things a little fresh for me, but I am curious as to why this was done. The ship battle system is quite fun, although it can feel a bit "okay, get on with it" after a while of circling each other and waiting for cannons to reload. I am happy that we get to do it as a scripted interaction instead of a real-time animated thing, because that would've shot my anxiety through the roof. I like the ship management screen. I think it's very well organized and pretty. Nice job. Some things that I wasn't quite so pleased about: Friendly fire on Story Mode. Can we maybe not do that? Having Story Mode is about being able to not stress about combat so much and focus on relaxing and enjoying the narrative. Having to worry about impaling my companions makes that a lot harder. I was really excited at the prospect of giving my Watcher a fancy hat instead of a hood in Deadfire, but the moment I achieved this goal, my elation was tarnished by the fact that the hat gave my Watcher a shaved head. I seem to recall the devs saying that that issue was going to be fixed in Deadfire (I could be wrong; please don't throw rocks). I was hoping that we wouldn't have to choose to multiclass right away if we weren't sure if we wanted to. I was hoping it would be a little more like D&D where you can pick up another class at any point. This isn't a big deal, I'm just awful at committing to major character change choices and since I very often pick stats and things with a narrative mindset, being forced to decide whether I want to multiclass right away is a bit jarring. I wish we could pick eye colour separate from face. I could be wrong, but I think the footstep foley got louder in version 4 and I feel like it's bit too loud and doesn't fit with the volume of the rest of the area ambience. Anyway, these are my two cents, for what they're worth.
  18. [FIRST ROUND OF FEEDBACK] Feel free to Share your Goodies & Baddies. The Good : Might // Resolve coming back 2 Pts when reaching new Power Lvl for Single Class characters Speed Sliders // Overall Pace of Combat improvement // Casting Times. Ship Combat per Turns instead of per Rounds feels better to me. UI Improvements [Empowering, Uncheck Inventory Items, Etc, looks prettier] More Passives ! [Overall but Specially for Spiritshift Subclass who needed this the most for me] Optimization : The Game's loadings were already Quick. It now loads even quicker, & goes back to the main screen quicker aswell for me. Exit to Windows is welcome aswell ! The Bad : I'm still uncomfortable with that Source Pool thing... The whole thing. I think I kinda hate it. I hope some Gear helps to increase that pool... Because as a Rogue : Gouging Strike + Smoke Veil & you're done, unless you Empower. I don't know I'd like kind of a Mix, between the former "Set of use", like : You got 2 Gouging Stikes per Encounter, 1 Strike the Bell, 3 Venimous Strikes. & Then, you could "Recharge this Set of Use" when you Empower yourself. But I don't know, I have to wrap my head around that. WARNING : I don't really like the new Central Button. I liked it when the whole "Ring" was clickable to Pause // Unpause, now the pause button is really tiny & not handy. Plus the Out of Combat Fast / Slow Triggers, were better on the outside of the ring, rather that inside as it is now. Combat Slider is fine. About New Passives : Still think its good, but I expected them to be more "Thought Out". Like for Spiritshifters : Who thought it'd be a good idea to put the Single Handed // Two Handed // Dual Wielding // More Sets of Weapons Passives ??? For a Shifter ? Come on, no one will ever pick that ! Give it some Fighters / Monks Passives already ! It's a Shifter ! It uses his Claws / Horns / Whatever, none of these Passives fits what a Shifter really uses ! Sounds like "Let's add more Passives to Spiritshifters, but pick the ones that make the least sense..." Even though I don't like some things // changes between POE I & II, I do think it's going into the right direction. As for that the whole "Source" Concept, I think I'm gonna need to learn how to enjoy it in context, from Level One, into the Real / Entire Game. Right now I can't do it... I just f**king hate it, like... to the bones. EDIT : I have a 21:9 aspect ratio, previous beta builds used to have my resolutions. But now, they're just not here anymore ? Everything is stretched & look s ugly, quite unplayable in these conditions. Just a Bug I guess.
  19. Was thinking that a future Update could be set around : Most of the Feedback you've received from the Community & how it is regarded by the Devs.Like : "We've seen your concern about [X], here's what we think of your proposals". About [Y], we think you're right, here's what we intend to do to adress it". On [Z], we don't believe anything needs to be changed, here's why". Just to share, where you're at, what is being regarded, Etc. What are you thoughts on Community proposals, be it right or wrong. I don't really know how difficult it would be to do this but, answering everyones concerns by hand on each individual Forum Threads, seems unfeasible. Better off setting up a Stream or an Update & "globalize" All/Most of the informations you've gathered & what you can share. Just my two-cents. If I had to point most of the things being discussed : Pace of Combat / Spellcasting. Difficulty. (PoTD seems to be the most discussed around various Threads) Classes. (Paladins Order, Wizards, Shifter Subclass, Etc. What people wanna see changed) Resolve vs Strengh/Might. (Devs State on this) Anything Devs wanna brought on the table. If it's possible to give us a sense of what is : A Priority at the moment. B & C priority, as far as you can think about it.
  20. So, I don't know whether devs will increase skill points given at level up, tweak party assist some more or reduce skill checks values later on, but right now I feel that there are too many "must have" good skills and too few skill points to spend. Some classes by their role (fighter) need less active skills, some classes need more (rogue), while passive skills are needed by all. So I've this idea - how about starting from 10 points every extra 3 points spent on an attribute give according skills a free +1 point? Active skills: Arcana (Intelligence) Athletics (Strength) Stealth (Dexterity) Sleight of Hand (Dexterity) Mechanics (Perception) Explosives (Dexterity) Alchemy (Constitution) Passive skills: Bluff (Resolve) Diplomacy (Resolve) Intimidate (Strength) History (Intelligence) Insight (Perception) Metaphysics (Intelligence) Religion (Intelligence) Streetwise (Resolve) Survival (Constitution) So each attributes governs that many skills: Strength - 2 skills Constitution - 2 skills Dexterity - 3 skills Perception - 2 skills Intelligence - 4 skills Resolve - 3 skills It's not equal among the attributes, but it doesn't have to be, because otherwise it would not be very logical and some attributes are useful enough as it is (Strength, Perception), while some need more love so that players won't dump them (Intelligence, Resolve). So, for example, if I have a rogue with attributes like these: Strength - 16 (+2 Athletics; +2 Intimidate) Constitution - 8 (no bonuses) Dexterity - 19 (+3 Stealth; +3 Sleight of Hand; +3 Explosives) Perception - 16 (+2 Mechanics; +2 Insight) Intelligence - 10 (no bonuses) Resolve - 9 (no bonuses) Feel free to bash it
  21. I recently tried to play as ranger, but I found what I consider to be a detrimental factor in its balancing, other than in the fun playing it. Or you develop Ranged abilities Or you take pet's ones. Mixing is unsatisfying in my experience. Now, my frustration comes from the fact that the pet IS a second character, I am forced to keep it but its death cripples my Ranger performance. Therefore to augment its functionality and survive-ability I must devolve the points gained from levelling up on said improvements. This result in a very boring Ranger. If instead I decide to strengthen my Ranger, then the pet becomes much of a burden and more frustrating than fun. I've been pondering a lot about it, and I honestly think that the "pet only" abilities (like DR reduction, knock-down, or damage boost) should be automatically unlocked upon levelling up much as the priest spells do. Another way to do it would be to allow me to level up my animal companion independently (separate pet XP). In this way I would still have some chance to learn some new abilities and to progress my Ranger ranged proper development. I feel this change should be implemented by Obsidian, but since probably it won't happen, I would like to know if anybody could Mod it according my suggestion, or teach me how to do it myself. Thanks for the reading.
  22. finding his 'soul', specifically. During his Gamescom presentation Josh mentioned a common complaint of players who were disappointed with PoE because they found its 'soul' to be missing. Josh also comments that 'soul is elusive'. Implying, of course, that players don't actually have a clue of what it is they're missing. So let's help him. For people to be disappointed, there must have been certain expectations. We can assume that these expectations had something to do with the Infinity Engine games. All of these were D&D games, and most were set in the Forgotten Realms. I believe this is already the heart of the matter. As Josh mentioned elsewhere, D&D has always been an uneven rules system, torn between simulationism and gamism. And the Forgotten Realms are a notorious setting; they have been called silly, which they often are, but most of all they strive to be fantastical. Or, as I put it, wacky™. In high fantasy, wacky things always happen. One of the tenets of fantasy is simply to boggle the mind, or at least surprise the recipient. Beings and items show unexpected behaviour or unnatural properties all the time. In his quest to balance the rules and avoid degenerate player behaviour - which is often just making use of these special properties - pretty much everything in the game was streamlined. If you compare e.g. Baldur's Gate 2 with PoE, BG's wackiness is apparent. Its quirky spells, for example, have far more to offer than PoE's samey buff/ debuff/ damage spells. No hard counters means less impressive abilities on enemies. And magical items hardly ever did anything exciting - not even mentioning the fact that you always knew what they did right away. The second blow to the traditional fantasy elements that could have been came from the game's tone; it's clearly trying to be serious. I say trying, because serious fantasy is boring and a dichotomy. My argument here rests on two assumptions: 1) fantasy is always escapist and 2) escapism is not serious business. ​Now, PoE clearly wanted to be darker in tone than the IE games, but dark =/= serious. In many cases, there's nothing sillier than a grimdark setting. So I'd say this in itself wasn't problematic - PoE could have been a dark, but still fantastical game, like its predecessors. What's really problematic is that it takes itself too seriously - and serious and wacky are on opposite sides of the spectrum. As such, this approach was unsuited to a successor of the IE games, or even fantasy RPG's at large. Sentient items, level draining, or raising the dead are more than just mechanics. They reinforce suspension of disbelief by being tied to the numbers. And I don't care if these are old, tired examples - Obs' job would it have been to make it better, not to simply avoid all this stuff.
  23. Hi, In the board game version of the game, some found the basic game too easy, especially with multiple characters. One easy variant that some people (including me) use is to add a restriction to the use of Blessings where a character can only use a Blessing to add to die rolls "at their location.".This variant makes it more beneficial for party members to stick together and makes the game more challenging and interactive between the characters (the characters really need each other more for protection and support). It is very fun and challenging to play this way. I play the game online this way and it is relatively easy to do. Can you add an option that would allow players to play with this restriction? It would add a very fun and challenging option for people to play the game without being tempted to use that Blessing at another character's location to add to your character's check!!!! It would be great to hear if the developers would consider adding this option. Best, Fergy
  24. I am trying to get into this game, and I wanted to provide feedback as to my experiences and how the game could be made better. Everything goes through iterative improvement, and hopefully I can affect the future of the game. I have briefly read the rules for the actual card game, to stay within those rules. No point in suggesting something that is not in the spirit of the game. The Base Set Rulebook will be referenced by page, so BSR19 is page 19 of the rulebook, used immediately below. 1. I made it through the first two story missions, and was ready to take Kyra and Merisiel out into the wide world and level them up. However, I cannot figure out how to do that, I seem to be forced to start new versions of them. The card game states (BSR19) that characters can be played in the campaign or a random game. Let me play the same party characters in story mode as in quest mode. 2. The card game states that it has enough cards to support four character decks, six if you have the character add-on deck. (again BSR19) With a digital platform, card scarcity is no longer an issue. The nicknames function that exists could use some magnification to a larger font, if nothing else. To be even more clear and concise about characters, make a universal character vault that has whatever characters I have made, with a "new" button on it for new characters, so that I can have the same experience as I would with the card-game, on a digital platform. 3. The subdued, plain, gray, cog-wheel icon has nothing about it to explain that it is the means to exit to the main menu. The standard convention is a red X in the upper left corner of the window. Maybe something in between those two? An easier, more intuitive menu scheme? Back and Next buttons? Swipe up and down? 4. I do not know how this game can deplete my tablet battery, but it most certainly does. Is there any possibility of a menu option to turn on and off the "effects", to make it a bit easier on battery life? 5. If I want to change my cards for the basic ones, then rules a better deck-building menu would be awesome. In fact, I have not figured out how to do that, but I understand that cards can be discarded, but "view deck" does not give me any such option. I would very much like the tutorial to go through this, to explain it as a core function of the game. This could be integrated into the character vault as well, to put it all in one place, using the three dot ellipsis icon and view deck option that already exists! 6. The card game rules state that decks can be built using cards that are in expansions two numbers less than the current one in play, expanding from the basic cards at higher levels. Is this implemented in the game? if not, then please put in the business logic for it, so that we can experiment with builds at later stages of the game. Thanks to everyone for the game, and please read these suggestions in the spirit that they were written - to make the game better. V/R
  25. Is there any in-app way to send feedback or capture strange behaviors, weird situations, unexpected interactions? I've had a few things that may have been Working as Intended but definitely unclear, as well as a few freezes.
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