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  1. I'm having a bit of trouble with the asynchronous nature of combat. This is not a problem for standard attacks, but certainly makes spells and abilities unwieldy. Even with a cleric and wizard standing idle naked in reserve, they often do not have enough time to appropriately respond or apply spells both offensively and defensively. Add the necessity of armor with their own standard attacks, and it's almost as if they are acting independently of the battle conditions. The shifting melee contributes to a high degree of misses, since spells need to be cast at the edge of their periphery to avoid
  2. Typed Pillars of Eternity into Google News for the heck of it and found this great preview. These guys liked the beta, and they voice a lot of the same concerns we have. On the lack of combat XP (argue about it here, not in this thread): This debate already has a thread so I'm not going to touch the quote, just wanted to share their view. On pause-and-play vs. turn-based battles: This point deserves some serious debate--arguably more so than the XP thread. Granted, selection circles no longer overlap, but that hardly dilutes the argument. For my part, I agree that turn-
  3. Hello all, Only played a little bit of the new build, but from what I've seen it's vastly improved. Gives me a good deal of hope that they've made this much progress in 2 weeks. Combat and combat feedback have been improved... but something really has to be done about that log. Show less (especially regen), smaller font, better color coding, I dunno. But something really has to be done. It's far too chaotic at the moment to be useful. That's all. It's not really a bug, just an improvement that needs to be made.
  4. I've noticed some people asking about how much damage increase a point of Accuracy is worth. I've also noticed some people making incorrect arguments based on incorrect information. So I figured "Hey, I'm an engineer. I'll do some maths." So I did. Here's the maths. It's a plot of your average dps (relative to the base damage) versus your accuracy. Calculated using the rules given in the wiki for combat rolls as of today. . This can be used (among other things) to tell when (if anywhere - hint, it's nowhere) DEX gives you more damage than MIG. Summary below: Accuracy/Deflection
  5. Old thread. In the red corner, we have people who want to stick with the tradition of Infinity Engine games. Over in the blue corner, the wide eyed idealists who want fair XP distribution for all players regardless of playstyle. And apparently there's a few people who lept in and started painting another corner yellow advocating for learn-by-doing. Still have plenty of corners in this ring, it's not a triangle. So give your feedback. But I want a nice clean discussion, no low blows or personal attacks.
  6. Ok... here's the thing.... I really, really do not like the interrupt mechanic as currently implemented. Not as something that can happen from any attack. Interrupting spells in the process of casting - fine. Interrupting attacks, but using a spell or ability - fine. But this whole "any attack can interrupt any action" mechanic? Nuh-uh. Nope. Bad mechanic. And here's why, from a game design standpoint. Interrupt, as currently implemented adds RNG to battle, but in a really unpredictable way that is hard to anticipate. Good, rewarding mechanics are all about giving the player various tool
  7. As I understand they've said they just want combat to be for the fun of it. Taking away experience rewards from enemies just seems like it will leave the combat a bit unrewarding. I feel like I will skip even trying to get in fights because there's not much benefit and mostly detriment. You risk your characters getting hurt/knocked out/killed for what, beating enemies juts for the fun of it? There's always a balance of risk vs. reward in these kinds of games and it seems that balance has been upset. Sure some enemies may drop items, but that'll be the only reward of combat? I think it's a
  8. In Project Eternity Update #12: Reddit Q&A with Tim Cain, Tim mentioned that there would be an option that would auto-pause when a character had a new ability or action they can do, basically when the characters next 'turn' starts. Currently we have a lot of pause options but there isn't really one equivalent to this one, which I think would be the most useful one there is. I am just throwing it out there because I don't want it to be missed as I find it extremely important. For reference at about 5:25 seconds : http://youtu.be/1Uyzap5FcgI?t=5m25s
  9. As it stands right now in the bb 257 I find combat too cluttered/chaotic to be playable. Being able to rotate the camera view would be extremely helpful but so would making clicking or moving the cursor over a character/enemy's health bar select/give info on the object/character. The health bars seem to find a way to be seen unlike the actual character, and if you could highlight the selected character then combat would be considerably less chaotic.
  10. I´d like to be able to put the Combat log, quest log, character information, inventory and such and drag it over to my second monitor. (like playing the game in window mode and placing the info tabs on the other monitor) This might not be possible with the current engine? ,but maybe on a stand alone application? This might not be possible but I'd sure love to see more advanced options like this. What crazy dream features would you guys have liked to see in the game? PS: This game will look awesome on a 4K monitor
  11. When using skills, draw an arrow from caster to target. Like in this image from Dota 2. It can be improved upon from Dota - if cast target is so far away you need to move, make the target cursor or arrow yellow. If moving will provoke a disengagement attack or will move you into engagement range of an enemy when casting, make arrow or cursor red.
  12. Seriously, its hard to keep up with conversation when there are three threads on same subject...
  13. So.. I fully understand the concept of melee engagement, and I like it a lot. What I'm not quite clear on is why it has been implemented NOT with the traditional "attack-of-opportunity" implementation, but instead a "cannot leave without special abilities" implementation. Is there some reason for this? I sort of understand the mechanical reason for it (allowing frontliners to CC enemies) but I'm not clear on the rationale... if you're fighting with someone, nothing's stopping you from running away except the fact that you'll be turning your back on them (hence the traditional "attack-of-opport
  14. hi , after 1,5 hours i have find -with certain spell the mage go close to enemy and hit everything ( like with fireball or acid cloud ) this happened when the party is in a small zone -i not understand why mage/cleric/druid don't cast spell occasionally but instead go in closecombat -the game cursor vanish and appear the classic window cursor -godlike don't have the head slot ( maybe is intentional ) -when ranger use "cripple Shot" enemy are stuck but continue to attack my party member even if they are far
  15. A suggestion for the UI when in combat when there are many enemies and it gets really crowded. It would be helpful to get a UI bar with a roster of enemies so it is easier to aim and allows easier monitoring of specific enemies. Not sure if anyone else feels the need for it, but I feel it would make combat management easier. Thanks, keep it up.
  16. Here is the list of things I know\suspect to effect attack speed: * Monks and probably other classes can gain bonus to their attack speed through abilities. But does all class has the same base attack speed? * Each weapon type has its own attack speed, implements are the fastest, swords faster than great axes etc, right ? * Certain attack styles (and maybe talents?) can increase attack speed, for example attacking with two weapons is faster than with one. * Armor with higher protection rating slow you down. Any ideas?
  17. We have been given a lot of info on how Stealth work outside of combat, but I don't recall any specifics about how would it work during combat(i.e. rouge hide in shadows), I don't suppose its a non-combat skill only so any thoughts? We have the alertness states (creatures will investigate if you move in too close and cry out an alert and attack if they find you) maybe they will play a role during combat as well e.g. alerted/engaged creatures will have an increase detection radius and thus far harder to fool. Or maybe there will be a check for entering stealth during combat, because i
  18. After reading the recent update, there's something that's been gnawing on my mind. Most classes seem to have a fairly obvious preference for melee or ranged combat, while others can go either way depending on preference. A Fighter seems to have a melee bias, a Ranger would likely use ranged weapons exclusively, and a Rogue could put either option to good use. So far, so good. This distinction makes sense given the combat roles of each class. The thing I'm not sure about is when it comes to different weapon types in the same range category. A typical example would be a melee Fighter vs
  19. I'd like that sometimes critical hits mean a "permanent" effect, like a scar, a missing finger or eye, a leg injury and the like. Some of this effects could be heal with powerful magic o healing skils, On the other hand the most severe may be permanent, but it's consequences may halved with the appropiate means.Other ways to make not all severe injuries permanent would be healing them with a mission (to recover a very strange and rare herb that grows in a certain place, or finding a long lost legendary healer,...), or using some items that are limited (meaning that you have to decide using
  20. I feel that fighters are very often mishandled - classically the most monotonous and boring class, specially in d&d games, where they're very often just part of some dual or multiclass character or dipped into for some bonus or other. Conversely other games try to fix this by giving them abilities that are practically magic - various agro and pulling mechanics, random invulnerabilities, special super attacks etc. Now PE seems to be taking a more grounded approach (or that's the feeling I've gotten up until now), so I guess that won't be happening here. I think one problem with fighters
  21. I was wandering and I believe it hasn't mentioned before, but do we have any idea about the enemies' health condition indication? Will it be like we can see their remaining hit point or maybe, like the IE games, a description of it (uninjured, near deth etc)?
  22. I wanted to talk about the difficulty of P:E. I skimmed the first few pages and couldn't find a topic about it, so I decided to create one. Maybe I haven't looked hard enough, but here we go: I've been replaying DA:O on nightmare and couldn't help but notice how easy it is. When I played it for the first time I found it was more difficult than other games this generation, but that feeling went away when I got used to the mechanics. Now I just wail on the enemies and wait for them to die. That's not good combat. I know Obsidian is trying to capture the IE games, but those weren't *hard* per s
  23. Hail, elves. It's been a while since we've had a mechanics update, so I'd like to cover a variety of topics today: the basics of our "non-core" classes, our cooldown system (or lack thereof), an update on how attacks are resolved, and another update on the evolution of our armor system. I'd also like to show you a dungeon tileset test render and some sweet shakycam of some of the combat basics running in engine. Non-Core Classes We've previously discussed the design of our "core four" classes: fighter, priest, rogue, and wizard. The non-core classes are the other seven: barbarian, palad
  24. Obsidian has said that they are going to separate out combat and non-combat skills, so that the same resources are not spent on both. This has lead to some cheering... ...as well as some concern. The concern seems to chiefly come from those people who, at first glance, you would assume would be happy about non-combat skills getting to not be overshadowed by combat skills. I know I was. But it became clear - one cause for worry was the possibility that there'd be no way to make a more non-combat oriented character (or a more combat oriented one, for that matter.) And
  25. Edit: Jesus christ, reading comprehension, I want a fighting style for the monk based on acupressure attacks, a crystaline tank, and mabe a ****ing shadow entity AS SECRETS, hidden abilities and techniques that part of hidden quests, not mainline or readily availible level up options This is me just spitballing an idea, but what if over the course of the game there were hidden subquests to trigger which led the party to learn a secret fighting style, kinda sorta how DA:O led you to discover the Archane Warrior class except more subtle and hidden. a simple example where you go find a
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