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New dev tracker

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37 replies to this topic

#1
Rumsteak

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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.

 


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#2
Starwars

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Bookmarked, excellent work. Kudos to the other guys who made the first one, but this one is a great upgrade. Thanks!


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#3
Sensuki

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Nice work
 

thumbs_up.png


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#4
Leferd

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Nice!
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#5
Labadal

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Bookmarked.  :thumbsup:


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#6
Sheikh

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Ty

 

Badler is Josh?


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#7
Leferd

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Ty
 
Badler is Josh?


That's Brandon Adler. Josh is J.E. Sawyer.

#8
Sheikh

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Ty
 
Badler is Josh?


That's Brandon Adler. Josh is J.E. Sawyer.

 

 

So they all just have the same avatar? Mkay.



#9
Quantics

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Thank you Rumsteak !


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#10
Bryy

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That's impressive.

 

Thanks.

 

Giggity giggity.


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#11
Rumsteak

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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 by Rumsteak, 15 November 2014 - 11:12 PM.


#12
Sensuki

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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.


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#13
Rumsteak

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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 by Rumsteak, 15 November 2014 - 11:37 PM.


#14
Sensuki

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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.

#15
IndiraLightfoot

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Rumsteak: Love it! Thx for making it. :)


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#16
Sensuki

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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



#17
Night Stalker

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Good job on the DevTracker.


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#18
Rumsteak

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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.



#19
Doppelschwert

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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 by Doppelschwert, 16 November 2014 - 03:11 PM.


#20
Sensuki

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No I am implying that a longer global recovery multiplier multiplies how much slower armor slows down recovery time.







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