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Posted (edited)

During the stronghold part, in which u could manually resolve a random combat, i noticed a kinda "ghouls invading the main hall" or something, it would be nice to have random fights on keep interiors!

Edited by Mazisky
Posted

I like how combat was decently paced. Dungeon looked amazing and the VO was just right.

What i noticed tho, is that alot of the companions had 2h weapons equiped. 

Hope they'll buff 1h weapons till release.

Posted (edited)

There's that feeling again. That super powerful sales pitch that isn't a sales pitch at all, but a cruel and palpable taunt directed at our souls.

 

I bet they're done with the game. They're just sitting on it for 3 more weeks to troll us. Bastards.

 

  On 3/7/2015 at 10:52 PM, Quillon said:

Game looks better than the last stream

Every iteration has been significantly improved from the last. From just a cursory view I spotted quite a few improvements from BB 435. The combat log is much easier on the eyes. Shapeshifting looks terrific. There are character portraits we haven't seen before. etc.

 

You know, this is my first "insider" experience with the polish process of a video game, so maybe this is something that always happens, but they seem to be working really fast with the fine tuning and the bug fixes. It's amazing to watch.

Edited by Stun
  • Like 4
Posted

Combat is actually resolved a lot quicker than that if you actually use your active abilities and set up an opening of the encounter. Josh was playing fairly lax in comparison - not assigning characters initial opening actions and not using his per-encounters.

 

I think the demo was fine for the stream, but combat is actually a lot quicker than that if you apply a smidgen of effort/attention.

  • Like 2
Posted
  On 3/7/2015 at 11:25 PM, Sensuki said:

Combat is actually resolved a lot quicker than that if you actually use your active abilities and set up an opening of the encounter. Josh was playing fairly lax in comparison - not assigning characters initial opening actions and not using his per-encounters.

 

I think the demo was fine for the stream, but combat is actually a lot quicker than that if you apply a smidgen of effort/attention.

Every time they present Pillars at cons they get people worried about how much pausing goes on in combat. I wouldn't be surprised if Josh was minimising his use of per encounters in order to spend less time with the game paused.

  • Like 4
Posted (edited)
  On 3/7/2015 at 11:29 PM, MasterPrudent said:

Every time they present Pillars at cons they get people worried about how much pausing goes on in combat. I wouldn't be surprised if Josh was minimising his use of per encounters in order to spend less time with the game paused.

That was my thinking as well. Definitely a good idea to mask it  8)

Edited by Sensuki
  • Like 1
Posted
  On 3/7/2015 at 11:25 PM, Sensuki said:

Combat is actually resolved a lot quicker than that if you actually use your active abilities and set up an opening of the encounter. Josh was playing fairly lax in comparison - not assigning characters initial opening actions and not using his per-encounters.

 

I think the demo was fine for the stream, but combat is actually a lot quicker than that if you apply a smidgen of effort/attention.

 

I guess they want combat to be over this fast or have they said anything about slowing it down a bit more?

Posted

Thank you Mr Stun, much appreciated.

Quite an experience to live in misery isn't it? That's what it is to be married with children.

I've seen things you people can't even imagine. Pearly Kings glittering on the Elephant and Castle, Morris Men dancing 'til the last light of midsummer. I watched Druid fires burning in the ruins of Stonehenge, and Yorkshiremen gurning for prizes. All these things will be lost in time, like alopecia on a skinhead. Time for tiffin.

 

Tea for the teapot!

Posted (edited)

It's mostly just an issue of the percentage of endurance that per-hit damage represents. They've made it difficult for themselves to balance due to using integer DR and percentile damage bonuses, along with how Constitution works (only attribute that scales with level and differently for different classes). Enemies also have rudimentary AI and don't use potions or anything like that.

Edited by Sensuki
Posted

It is nice to see Hiravias' previous life's love of landscapes and starry nights fulfilled again by him becoming a druid, but it seems some other nastier habits are hard to give up.  :p

Posted
  On 3/7/2015 at 11:39 PM, GreyFox said:

 

  On 3/7/2015 at 11:25 PM, Sensuki said:

Combat is actually resolved a lot quicker than that if you actually use your active abilities and set up an opening of the encounter. Josh was playing fairly lax in comparison - not assigning characters initial opening actions and not using his per-encounters.

 

I think the demo was fine for the stream, but combat is actually a lot quicker than that if you apply a smidgen of effort/attention.

 

I guess they want combat to be over this fast or have they said anything about slowing it down a bit more?

 

 

The Q&A after the gameplay answers this. 

All Stop. On Screen.

Posted
  On 3/7/2015 at 11:42 PM, Sensuki said:

It's mostly just an issue of the percentage of endurance that per-hit damage represents. They've made it difficult for themselves to balance due to using integer DR and percentile damage bonuses, along with how Constitution works (only attribute that scales with level and differently for different classes). Enemies also have rudimentary AI and don't use potions or anything like that.

 

So they need to switch to non percentages then...did they ever say why they did that?

Posted (edited)

Slow mode is not the answer though.

 

  On 3/7/2015 at 11:46 PM, GreyFox said:

So they need to switch to non percentages then...did they ever say why they did that?

I am not sure. There are many factors at play. It's going to be a thing to assess after the full game comes out. There's no reason adjustments can't be made post-release - look at Divinity and Wasteland 2. WL2 is revamping their entire character system.

Edited by Sensuki
Posted
  On 3/7/2015 at 11:45 PM, ManifestedISO said:

 

  On 3/7/2015 at 11:39 PM, GreyFox said:

 

  On 3/7/2015 at 11:25 PM, Sensuki said:

Combat is actually resolved a lot quicker than that if you actually use your active abilities and set up an opening of the encounter. Josh was playing fairly lax in comparison - not assigning characters initial opening actions and not using his per-encounters.

 

I think the demo was fine for the stream, but combat is actually a lot quicker than that if you apply a smidgen of effort/attention.

 

I guess they want combat to be over this fast or have they said anything about slowing it down a bit more?

 

 

The Q&A after the gameplay answers this. 

 

 

Slow mode isn't the answer and is a wasted feature for live gameplay...maybe they needed it for testing purposes or something but...yea no...that's not a real thing to me.

Posted

Slow mode is good for people who find the pace of assigning actions too quick or don't like to pause. Slow mode does not change the fact that units die very quickly.

  • Like 1
Posted

Combat is generally fast, yeah, but i have to say that the last fight lasted quite long, probably with a non overpowered party (like that one for stream purpose) could last even longer

Posted
  On 3/7/2015 at 11:20 PM, Stun said:

There's that feeling again. That super powerful sales pitch that isn't a sales pitch at all, but a cruel and palpable taunt directed at our souls.

 

I bet they're done with the game. They're just sitting on it for 3 more weeks to troll us. Bastards.

 

I have it from a credible source that the Eternity team is actually mostly lazing around these days, watching movies and ordering pizza.

Except when one of them has get up to troll the forums with some story how there's a bug with the BB and there will be no update this week, all the while giggling like crazy.

  • Like 1
Posted
  On 3/7/2015 at 11:54 PM, GreyFox said:

 

  On 3/7/2015 at 11:45 PM, ManifestedISO said:

 

  On 3/7/2015 at 11:39 PM, GreyFox said:

 

  On 3/7/2015 at 11:25 PM, Sensuki said:

Combat is actually resolved a lot quicker than that if you actually use your active abilities and set up an opening of the encounter. Josh was playing fairly lax in comparison - not assigning characters initial opening actions and not using his per-encounters.

 

I think the demo was fine for the stream, but combat is actually a lot quicker than that if you apply a smidgen of effort/attention.

 

I guess they want combat to be over this fast or have they said anything about slowing it down a bit more?

 

 

The Q&A after the gameplay answers this. 

 

 

Slow mode isn't the answer and is a wasted feature for live gameplay...maybe they needed it for testing purposes or something but...yea no...that's not a real thing to me.

I think Scout mode is the answer. Having combat animations occur in the scout mode phase instead of the "Run Anim". If the characters are running and they spot enemies, they would enter scout mode and walk like they do in scout mode. This would make Wild Rush more significant and other mobility skills. Essentially, lower the movespeed of the characters and tune it with the attack speed of all characters/actors.

 

So, presumably, these would be the components that'd have to be worked on if interesting/inspiring:

- Create a Scout Mode Combat Animation variation.

- Combat occuring in Scout Mode Combat Animation (This decrease the pace, and more immersion).

- Balance move- & attackspeed of actors (and different variations of them) with the new pacing.

 

Following (Spoilers) is brought to you by Dreams & Visions, and is a Brains & Storms approved message:

 

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