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Posted (edited)
  On 9/27/2014 at 2:40 PM, Monte Carlo said:

 

  On 9/27/2014 at 2:38 PM, IndiraLightfoot said:

MC & Quadrone: I played a Bleakwalker paladin as a fire-godlike, and I pumped dexterity, followed by lots of strength, constitution and perception - then I dropped the rest to bad levels. I picked damage enhancing skills on top of that, and got a beast in combat. My party, without any adv hall hireling, killed the Medreth boar gang easily on normal, first try. I made it a priority to hit as often as possible and hit hard. I even had two guys in my party doing nothing: the priest and the wizard.

 

So this system.... (gasp) favours min / maxing???

 

I disappoint.

 

 

Very much so. I've been min-maxing ever since the beta went live. This new update favours it even more. Add in the nude strategy as well to make combat faster for your characters. I killed Medreth's gang quite easily as well.

 

I just tried the Medreth fight again and my characters were level 5 and levelled up to 6 when the fight started. This was on Hard. Only my Fighter took some damage. Battle was over in around 10-15 seconds.

 

It was mostly the Fighter and Rogue. Fighter was doing a lot of damage.

 

Wizard casted a couple of Fireballs.

Cipher used a couple of spells.

Priest only casted Interdiction. And then I didn't use her in the fight.

Druid only Casted Insect Swarm on Medreth. And then I didn't use her in the fight.

 

 

 

  Reveal hidden contents

 

Edited by Hiro Protagonist II
Posted

So what class / stats build am I looking at for a low-med maintenance melee character? All suggestions gratefully accepted.

  • Like 1

sonsofgygax.JPG

Posted
  On 9/27/2014 at 2:38 PM, TheNationer said:

 

  On 9/27/2014 at 11:35 AM, morhilane said:

 

  On 9/27/2014 at 2:46 AM, Sensuki said:

I really don't think it is. I don't want an animated engagement UI. Animated Targeting reticle is more important.

 

  On 9/26/2014 at 11:36 PM, morhilane said:

Does anyone else have blue health bar and blue party circles? It used to be green in v278.

 

attachicon.gif2014-09-26_00001.jpg

Turn Colorblind mode off again.

 

 

hmm, I never set that option to true but it was. Thanks, that explain why some stuff was blue.

 

 

So was mine, did you not find it looked better?  :yes: Because I did xD

 

 

I actually do prefer the blue over the green. :cat:

 

 

 

  On 9/27/2014 at 1:50 PM, Malekith said:

 

  On 9/27/2014 at 1:38 PM, Monte Carlo said:

* shrugs * I still don't think the system is intuitive. I build a high MIGHT high CON barbarian with a morningstar and he sucks donkey balls in combat. Why?

Are you sure he sucks?

Because if you compair him with BG1 fighters, he will suck by design. Remember when Sawyer said that the wizard power curve (sucks at low levels, reigns at hig levels) is a no go?

The other side of that coin is that the fighters power curve (beast at low levels compaired to other characters, sucks in high level) is a no go as well.

 

 

Yes. He sucks. When he goes to bash stuff up it takes ages and he does hardly any damage. His armour doesn't seem to protect him. He dies quite quickly, pulling a disproportionate amount of aggro.

 

Barbarian has a base class deflection of 5, the lowest of all classes. They will get hit often if they aggro too many people...

Azarhal, Chanter and Keeper of Truth of the Obsidian Order of Eternity.


Posted (edited)

@Hiroguy that fight's outcome is exactly the same without using nudes and without any particular minmaxing (I can make a video of that if you need, do you?), the main difference in our strats is that I'm not forced to reload the instant an enemy decides to focus my second liners.

Edited by Uomoz
  • Like 2

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Posted
  On 9/27/2014 at 3:56 PM, Uomoz said:

@Hiroguy that fight's outcome is exactly the same without using nudes and without any particular minmaxing (I can make a video of that if you need, do you?), the main difference in our strats is that I'm not forced to reload the instant an enemy decides to focus my second liners.

*chuckle*

 

ok, that were funny.

 

HA! Good Fun!

"If there be time to expose through discussion the falsehood and fallacies, to avert the evil by the processes of education, the remedy to be applied is more speech, not enforced silence."Justice Louis Brandeis, Concurring, Whitney v. California, 274 U.S. 357 (1927)

"Im indifferent to almost any murder as long as it doesn't affect me or mine."--Gfted1 (September 30, 2019)

Posted
  On 9/27/2014 at 11:32 AM, Rumsteak said:

Everyone agrees with having culture before attributes.

 

And I'm sure developers know all too well that doing so would break this nice symmetry with attributes at the center:

 

Tyorb8o.png

 

Now they may need to do a deep reshaping of the whole thing.

Weird that they didn't seem to think about this problem before.

Simple, put class after attributes. If preserving the symmetry is that important. Culture affects starting gear as well, but that's really not all that important and I'd personally be fine with selecting culture before class and taking starting gear I don't want (since I'll be changing it out ASAP anyway). Makes more thematic sense as well IMO. Figure out where you come from before you figure out what you do.

 

Of course, most of this is subjective so don't take me to be saying my opinions on this are the only ones. I do think it's pretty well agreed on that one way or the other, culture needs to be before attributes somehow.

Posted
  On 9/27/2014 at 12:03 PM, Hormalakh said:

Alright folks. Finally finished my inventory UI update. Please let me know what you think.

 

http://hormalakh.blogspot.com/2014/09/looking-at-inventory-ui-bb301.html

 

 

  Reveal hidden contents

Also, just wanted to bump this. OE designers, PLEASE look at this. This is the kind of transparency and sleekness your inventory screen needs. :)

  • Like 6
Posted (edited)
  On 9/27/2014 at 4:41 PM, Matt516 said:

Simple, put class after attributes. If preserving the symmetry is that important. Culture affects starting gear as well, but that's really not all that important and I'd personally be fine with selecting culture before class and taking starting gear I don't want (since I'll be changing it out ASAP anyway). Makes more thematic sense as well IMO. Figure out where you come from before you figure out what you do.

Of course, most of this is subjective so don't take me to be saying my opinions on this are the only ones. I do think it's pretty well agreed on that one way or the other, culture needs to be before attributes somehow.

 

 

I don't think putting class after attribute selection makes sense as when this is released non-backer players won't know what classes like Cipher are or how they will want to build them. Although most people do go back and forth during character creation, I don't think its great game design to force people to do so. You could have it where once you've chosen culture the attribute rectangle thing drops down and then you go into the choosing attribute screen, but I think the best idea is to bite the asymmetrical bullet.

Edited by TheNationer
  • Like 3
Posted

haven't played the new build. in previous builds you could simple click attributes banner After choosing your culture. functional you could re-distribute your +1 ability point however you wished.

 

HA! Good Fun!

  • Like 2

"If there be time to expose through discussion the falsehood and fallacies, to avert the evil by the processes of education, the remedy to be applied is more speech, not enforced silence."Justice Louis Brandeis, Concurring, Whitney v. California, 274 U.S. 357 (1927)

"Im indifferent to almost any murder as long as it doesn't affect me or mine."--Gfted1 (September 30, 2019)

Posted (edited)
  On 9/27/2014 at 4:55 PM, Gromnir said:

haven't played the new build. in previous builds you could simple click attributes banner After choosing your culture. functional you could re-distribute your +1 ability point however you wished.

 

HA! Good Fun!

 

From what I can discern, its a minor thing on the flow of the character selection screen i.e. knowing where all your attributes are rather than finding out you had a +1 on Resolve already factored in from being from Aedyr and you've just changed that. Very minor.

Edited by TheNationer
Posted (edited)
  On 9/27/2014 at 4:58 PM, Monte Carlo said:

I'm knid of ambivalent about the layout / culture aspect but I like Matt's inventory idea.

 

Its Hormalakh's

Edited by TheNationer
  • Like 1
Posted

*shrug*

 

am gonna be choosing culture for role-play reasons, not for attribute or, and we can't believe folks ain't joking when they point this out, starting equipment. if the attribute point were fixed, we might needs take a few extra seconds figuring out how we would be building our character, but allowing us to redistribute the point by simply going back one step in character creation after choosing culture makes this all rather moot... at least for Gromnir.

 

HA! Good Fun!

"If there be time to expose through discussion the falsehood and fallacies, to avert the evil by the processes of education, the remedy to be applied is more speech, not enforced silence."Justice Louis Brandeis, Concurring, Whitney v. California, 274 U.S. 357 (1927)

"Im indifferent to almost any murder as long as it doesn't affect me or mine."--Gfted1 (September 30, 2019)

Posted
  On 9/27/2014 at 4:45 PM, Matt516 said:

 

  On 9/27/2014 at 12:03 PM, Hormalakh said:

Alright folks. Finally finished my inventory UI update. Please let me know what you think.

 

http://hormalakh.blogspot.com/2014/09/looking-at-inventory-ui-bb301.html

 

 

  Reveal hidden contents

Also, just wanted to bump this. OE designers, PLEASE look at this. This is the kind of transparency and sleekness your inventory screen needs. :)

 

What a great inventory screen!

  • Like 1

"Good thing I don't heal my characters or they'd be really hurt." Is not something I should ever be thinking.

 

I use blue text when I'm being sarcastic.

Posted (edited)
  On 9/27/2014 at 4:58 PM, TheNationer said:

 

  On 9/27/2014 at 4:55 PM, Gromnir said:

haven't played the new build. in previous builds you could simple click attributes banner After choosing your culture. functional you could re-distribute your +1 ability point however you wished.

 

HA! Good Fun!

 

From what I can discern, its a minor thing on the flow of the character selection screen i.e. knowing where all your attributes are rather than finding out you had a +1 on Resolve already factored in from being from Aedyr and you've just changed that. Very minor.

 

 

Maybe the current layout is fine as it is, as long as the culture bonus is actually added after selecting your culture.

Edited by Rumsteak
  • Like 3
Posted

Haven't played too much yet but the sound of footfalls actually seems to make a huge positive difference in tactile feels.

"Things are funny...are comedic, because they mix the real with the absurd." - Buzz Aldrin.

"P-O-T-A-T-O-E" - Dan Quayle

Posted (edited)

Yeah, the character design screen is influenced by how you design your character, and thus it doesn't fit everyone (unless its asymmetrical)   :w00t: Some people are entirely role playing and others entirely stats, with all the rest of us gr(e/a)ys inbetween. Overall, I like the way the character creation screen looks and - thanks to my love of symmetry - wouldn't be that bothered if it stayed forever ever.

 

P.s. the greens for the health bars are very Chernobyl green, do please switch to a deeper colo(u)r.

Edited by TheNationer
Posted (edited)
  On 9/27/2014 at 5:21 PM, Rumsteak said:

 

  On 9/27/2014 at 4:58 PM, TheNationer said:

 

  On 9/27/2014 at 4:55 PM, Gromnir said:

haven't played the new build. in previous builds you could simple click attributes banner After choosing your culture. functional you could re-distribute your +1 ability point however you wished.

 

HA! Good Fun!

 

From what I can discern, its a minor thing on the flow of the character selection screen i.e. knowing where all your attributes are rather than finding out you had a +1 on Resolve already factored in from being from Aedyr and you've just changed that. Very minor.

 

 

Maybe the current layout is fine as it is, as long as the culture bonus is actually added after selecting your culture.

 

 

Rumsteak, you said exactly what I was thinking. Then people would be like "O sweet bonus resolve!", rather than "Hey, didnt I use to have 12 resolve instead of 11...?"  Then, if you want to go back and change your stats, knowing that you are going to get an extra point of resolve, you can do that. Makes sense to me. But I also love the symmetry and would be sad to see it go... hahahah

Edited by Hellraiser789
  • Like 1
Posted

Hmmm. Just made an average (12) Might but high Dex / Con Orlan fighter and am a tiny, turbo-charged killing machine (sabre / stiletto dual wield).

 

So that's the light-fighter squared away. How do you build a decent tank?

sonsofgygax.JPG

Posted
  On 9/27/2014 at 4:41 PM, Matt516 said:

 

  On 9/27/2014 at 11:32 AM, Rumsteak said:

Everyone agrees with having culture before attributes.

 

And I'm sure developers know all too well that doing so would break this nice symmetry with attributes at the center:

 

Tyorb8o.png

 

Now they may need to do a deep reshaping of the whole thing.

Weird that they didn't seem to think about this problem before.

Simple, put class after attributes. If preserving the symmetry is that important. Culture affects starting gear as well, but that's really not all that important and I'd personally be fine with selecting culture before class and taking starting gear I don't want (since I'll be changing it out ASAP anyway). Makes more thematic sense as well IMO. Figure out where you come from before you figure out what you do.

 

Of course, most of this is subjective so don't take me to be saying my opinions on this are the only ones. I do think it's pretty well agreed on that one way or the other, culture needs to be before attributes somehow.

 

 

I was thinking that might be an option too, but then you would be picking your stats without knowing your class. Sure you could say "Im going to build a barbarian, so boost my STR, CON, & INT" but if you were brand new to the game and didnt know the class choices, that could be confusing, dont you think?

Posted
  On 9/27/2014 at 6:10 PM, Monte Carlo said:

Hmmm. Just made an average (12) Might but high Dex / Con Orlan fighter and am a tiny, turbo-charged killing machine (sabre / stiletto dual wield).

 

So that's the light-fighter squared away. How do you build a decent tank?

Make a Fighter with high CON / INT / and maybe Resolve (optional)

Posted

So what about a walk toggle? Can I walk in this game or not? In previous builds, it was possible by going into stealth mode. Now it seems that you can only either run or sneak.

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