Rumsteak Posted November 15, 2014 Posted November 15, 2014 Last weekend I've made a quick and dirty Developer tracker for my own use. It looks like it's working okayish, so I'm releasing it to you guys: http://poedevtracker.net I was using this one before, but was not satisfied with it. Mine automatically tracks past, current and future developers, so for example I won't miss posts from BMac any more. There's also better quote display and you can configure your timezone. May be useful to some of you. 24
Starwars Posted November 15, 2014 Posted November 15, 2014 Bookmarked, excellent work. Kudos to the other guys who made the first one, but this one is a great upgrade. Thanks! 1 Listen to my home-made recordings (some original songs, some not): http://www.youtube.c...low=grid&view=0
Leferd Posted November 15, 2014 Posted November 15, 2014 Nice! 2 "Things are funny...are comedic, because they mix the real with the absurd." - Buzz Aldrin."P-O-T-A-T-O-E" - Dan Quayle
Leferd Posted November 15, 2014 Posted November 15, 2014 Ty Badler is Josh? That's Brandon Adler. Josh is J.E. Sawyer. "Things are funny...are comedic, because they mix the real with the absurd." - Buzz Aldrin."P-O-T-A-T-O-E" - Dan Quayle
Sheikh Posted November 15, 2014 Posted November 15, 2014 Ty Badler is Josh? That's Brandon Adler. Josh is J.E. Sawyer. So they all just have the same avatar? Mkay.
Rumsteak Posted November 16, 2014 Author Posted November 16, 2014 (edited) You're welcome guys! @Sheikh: They all have a different avatar. BAdler happened to do a lot of posts lately, but right now if you scroll to the bottom or go to page 2, you will see some posts from other people including J.E. Sawyer. Also, if you want an exhaustive list of developer names and roles (even those who did not post in the forums), don't forget that there is a Developers section in the Pillars of Eternity wiki. Edited November 16, 2014 by Rumsteak
Sensuki Posted November 16, 2014 Posted November 16, 2014 Josh posted this earlier today btw - but not here we had a good play week that just ended yesterday. the game is fun and we were able to make some good balance adjustments and memory fixes. load times between areas have been plaguing us for a while, but adam checked in some huge optimizations that really reduced the memory footprint and load times. one really bad area went from 3.6 gigs in memory to 1.6. a lot of creature speeds, overall combat speed, and a bunch of other little things were also adjusted over the course of the week. i think people will like the pace of combat more in the next backer beta build that goes out. we're also looking at the starting abilities for character classes to make sure that they all feel good to use from levels 1-3. some classes, like fighters and wizards, feel limited until about 4th level. 7
Rumsteak Posted November 16, 2014 Author Posted November 16, 2014 (edited) Noice. Thanks for being our human tracker on other websites Sensuki. Josh posted this earlier today btw - but not here [...] we were able to make some good balance adjustments [...]a lot of creature speeds, overall combat speed, and a bunch of other little things were also adjusted over the course of the week. i think people will like the pace of combat more in the next backer beta build that goes out. [...] Interesting, we all have high expectations on this. Wondering if these adjustments will be major or minor (like, just changing an internal value from 1.2 to 1.1). Edited November 16, 2014 by Rumsteak
Sensuki Posted November 16, 2014 Posted November 16, 2014 Something like that I assume, personally I don't think that's the problem with the game speed. I think that's overlooking the true issues. Very easy to mod back though.
IndiraLightfoot Posted November 16, 2014 Posted November 16, 2014 Rumsteak: Love it! Thx for making it. 1 *** "The words of someone who feels ever more the ent among saplings when playing CRPGs" ***
Sensuki Posted November 16, 2014 Posted November 16, 2014 i also just slowed down the overall pace of combat this week (it's not in the backer beta yet). all recovery times have been globally increased by 20%. also, all creatures now have 40% longer recovery than they did previously. some of the super fast critters like beetles and spiders had their movement rates reduced. people really liked the adjustment during our play week. Yep 1.2 Good way to make using armor at all except on the Fighter REALLY REALLY bad
Rumsteak Posted November 16, 2014 Author Posted November 16, 2014 Good way to make using armor at all except on the Fighter REALLY REALLY bad Man, I already didn't like naked casters, breaks my immershun! Hopefully they will address the naked problem somehow before the final release.
Doppelschwert Posted November 16, 2014 Posted November 16, 2014 (edited) i also just slowed down the overall pace of combat this week (it's not in the backer beta yet). all recovery times have been globally increased by 20%. also, all creatures now have 40% longer recovery than they did previously. some of the super fast critters like beetles and spiders had their movement rates reduced. people really liked the adjustment during our play week. Yep 1.2 Good way to make using armor at all except on the Fighter REALLY REALLY bad The global 1.2 shouldn't really matter for armor because it also effects your own characters. The 1.4 effects some non-humanoid enemies, which seems quite much depending on the acton. Almost everyone was complaining about the combat speed and now you complain that it got adjusted? Come on, cut the devs some slack. I think AI and damage should govern whether its useful to wear armor, not recovery time (I guess you are implying that because enemies are slower, you can kill them before they get too much attacks in such that armor is not necessary anymore - otherwise I don't get the point you are trying to make). Edited November 16, 2014 by Doppelschwert
Sensuki Posted November 16, 2014 Posted November 16, 2014 No I am implying that a longer global recovery multiplier multiplies how much slower armor slows down recovery time.
Doppelschwert Posted November 16, 2014 Posted November 16, 2014 (edited) I see. It's true that the trade-off changed in a way that armor is penalized, but do you think the trade-off in the current patch is fine? I don't think so and feel like they still have to balance this at some point, so they might as well slow down the game before they fine tune this before they fine tune it once before and once after. Again, I feel like this should depend more on the neccessity of armor, that is AI and damage of enemies. Edited November 16, 2014 by Doppelschwert
Flayeriv Posted November 17, 2014 Posted November 17, 2014 While 1.4 slow down is probably a bit much, I'm quite glad they've done this. It makes the simulationist in me smile.
Guest 4ward Posted November 17, 2014 Posted November 17, 2014 (edited) Thank you for this Rumsteak, i hope it gets pinned. Won't miss a post by any dev here anymore. btw, i think mages should wear robes not armour. Robes which reduce casting time, give them defense bonus and anything that would enhance their caster role. Edited November 17, 2014 by 4ward
Sensuki Posted November 17, 2014 Posted November 17, 2014 I see. It's true that the trade-off changed in a way that armor is penalized, but do you think the trade-off in the current patch is fine? I'm just saying it makes the system more extreme than before. I don't think that they think there is a problem with it. I don't think it's right but I haven't thought of a way to improve it.
Lephys Posted November 18, 2014 Posted November 18, 2014 btw, i think mages should wear robes not armour. Robes which reduce casting time, give them defense bonus and anything that would enhance their caster role. Don't have anything against robes, really, but I do hate the extent to which Wizards tend to get restricted to robes. There are other types of non-heavy armor (even cloth stuff) than just "robes." A lot of it often looks much more interesting, too. 1 Should we not start with some Ipelagos, or at least some Greater Ipelagos, before tackling a named Arch Ipelago? 6_u
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now