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Posted (edited)

Bored on a Sunday evening, so time for another panel/stream feedback thread

First of all

Thankyou for listening to the community feedback about the last panel. It was *much* better this time. Most of the developers were involved in explaining things about the game and made comments during the gameplay, and seemed more invested in the presentation than sitting there while one person speaks and plays like last time.

Josh did a good job at demonstrating the game and is good at speaking while playing. He maybe played too passively to hide the amount of pausing required in the game, and didn't really show off the active abilities of the classes as much as he could have, but the demo was good for viewing.

Cliaban Rillag looks like an excellent environment and the amount of detail put into it looks sweet. I still think that a higher camera angle would be better suited because characters seem to get lost behind black walls in corridors, and it would be better for combat gameplay, but maybe in the expansion/sequel that could be looked at.

The new Female Aumaua and Male Dwarf pictures are great, MUCH better than the unfortunately not so good ones included in the backer beta (IMO some of those should be removed because they just do not match the art style or quality).

The different armors and items in the game look great, much better 3D models than I was expecting (I've already seen most of them after my item bug pass though) - it's nice to look at a fully equipped party and go man my guys look cool. Dimitri has been doing a great job touching everything up.

I like the change to the stance in the inventory, and I was glad to see a few of the bugs I reported with the inventory had been fixed.

The stronghold interface has been vastly improved and the much whiter parchment looks much better than the wood panels. There looks to be lots of CK2 style content there, although I hope that visitors and such are also visible in the game world as well, but going by the interface it doesn't look like they are. It would be nice if you could (eventually) interact with those elements of the game in person while at the stronghold and do it via the interface if not AT the stronghold.

The Warden's Lodge bounties seem like a good idea and I like that it appears that they use previously explored maps to add some reason in to re-traverse areas. Baldur's Gate 2 used this effectively with several of it's quests - such as the Paladin Stronghold quests sending you to the Umar Hills a few times and things like that. Hopefully those fights on hard are indeed, hard.

There also appeared to be an improvement made to interactables. 

Druid Shapeshifting appeared as if it was finally not terrible.

The game also appeared to run smoother, although that laptop probably has a much more recent CPU than mine. I get FPS lag, long frame times (causing animation glitches) and microstutter. I wonder if all three of those issues have been addressed ?

Now for the critiques ;)

Firstly the save/load screen needs a touch up because the wood panels on them aren't very good for text visibility. Falkon Swiftblade pointed that out in the other thread. I submitted a bug report about it, for posterity.

 

There needs to be a larger delay between combat music ending and wilderness/area music starting to play, the delay is too short currently IMO. There needs to be some breathing room between them.

The slime animation looks like they 'sink' into the floor in some instances.

Looks like the teleporting enemies bug is back (haven't seen it in v435) - a Pwgra teleported on stream.

The hit frame is way too early on Rolling Flame, the ball of flame appeared instantly but Aloth was still casting the spell on stream.

Incantation VO really needs some reverb/echo - like the temp incantation videos shown in an earlier Kickstarter Update and like the Infinity Engine games.

Repetition of the circle on the ground for Consecrated Ground needs to be removed IMO, because it adds to the visual clutter - only the per-unit FX is necessary once the spell has been cast IMO. Visual clarity/combat clutter is still a problem in this game even though it has been improved over time. Removing unnecessary FX will help with that.

I also have the same issue with the VFX for Returning Storm - the circular smoke particle effects need to be removed from the spell, several druid spells have this issue currently where, when they cast a spell it just adds a big puff of smoke on the screen and it makes it difficult to see things.

Trolls didn't look very threatening, looked like they were constantly being interrupted ...

 

I'm disappointed that the combat log has not been changed, because the transparent texture doesn't look very good with the Solid HUD background. If you increase the size of the log, it looks quite bad where it overlaps the UI. The combat log transparency is implemented on the texture side, rather than being programmed to be transparent - which is not good. It would be better if the game made the texture transparent itself so that the transparency could be disabled for those who are going to increase the size of the log (probably most of the people who use the Solid UI). 

There is also a larger issue IMO with the combat pace, that is present in the current build and looks to be in that one too whereby combat is still resolved too quickly due to the very high per-hit damage of the game (doesn't have much to do with action speed). Josh was not playing optimally in the stream, and if he did - all of the encounters would have been resolved MUCH quicker. I think this is a problem that will persist into release. I showed some of my mates the stream today and they both were concerned about the speed and the amount of pausing even without Josh using his per encounters or setting up large alpha strikes. Personally since I play DotA, I can deal with it just fine, but in general the gameplay still flows in a much more disjointed way than the Infinity Engine games did, and just saying "you can use slow mode" is not an answer to the problem, just a bandaid. I think this may be an issue on release for many people, and I think the problem might lie in the percentage of total endurance that per-hit damage represents, among other things. It will be a difficult issue to fix due to a number of factors (DR, % damage increases, how Constitution, Endurance and Health interact with each other), and I think it will be something to re-assess post-release.

I had a few other minor ones as well but they're probably not really worth mentioning at this stage. I really hope that there is another backer beta so that I can continue to contribute to reporting bugs leading up until release.

Progress is looking pretty good. With some improvements made to the Cyclopedia entries to better explain the mechanics to new players, better pathfinding, AI and performance, among other things - I think it should be a successful release.
 

Edited by Sensuki
  • Like 15
Posted

Adding my own first comment I posted a bit earlier in its own thread:

 

  On 3/8/2015 at 2:23 AM, Gairnulf said:

I watched the latest stream from the game's presentation on PAX. I think that was the best presentation so far in terms of what was shown and live commentary by the devs. I'll rewatch it later and probably post more impressions, but something that struck me was that in the item description windows, the item stats were shown before that description text.

 

I can see the functional reasons for the stats being above, but I think if you are going to have a decorated initial, like the description text does, it simply has to be the first letter in this window, otherwise the whole window content looks weird and asymmetrical.

 

The indentation and colored text add further noise to the typography.

 

I won't bring up the "it was the same in the IE games" argument, because it's not as important as the one about the initials. Please revise this, Obsidian!

  • Like 2

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Posted (edited)
  On 3/8/2015 at 9:25 AM, Sensuki said:

There is also a larger issue IMO with the combat pace, that is present in the current build and looks to be in that one too whereby combat is still resolved too quickly due to the very high per-hit damage of the game (doesn't have much to do with action speed).

As I suggested in the mod thread:

  On 2/18/2015 at 10:22 PM, Gairnulf said:

... Is it possible to mod in an "obligatory" pause of 1-2 sec right after any character's action has ended during combat? I think this would slow down the overall pace of combat and make it much easier for a new player to tell what's going on and whose will be the next action.

...

  On 3/8/2015 at 9:25 AM, Sensuki said:

I'm disappointed that the combat log has not been changed.

You can add my voice to that. Referencing my thread about the combat log:

What does the Combat Log lack?

 

  Reveal hidden contents

 

Edited by Gairnulf

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Posted

Trying to make the game feel like turn-based is not fun real-time with pause gameplay for me IMO. It's just a balance problem, it's not an action speed problem IMO.

  • Like 2
Posted

My biggest disappointment is the stronghold. I am just not interested in doing things with lists. I want to talk to people to do it all, otherwise this feature is worse than NWN2/BG2

  • Like 1
Posted (edited)

Yeah I agree about that bit. I think it is something they could improve post-release ... I find it very strange that stuff like that just uses an interface rather than being an actual NPC in the area with content :S

I think I understand what Anthony Davis meant when he said the Stronghold felt underwhelming now.

 

The good thing about the BG2 Strongholds were the quests and content. Some was better than others - Five Flagons, Fighter Stronghold and maybe the Planar Sphere were probably the best ones. I'll be disappointed if there isn't quest content other than the Warden's Lodge.

Edited by Sensuki
  • Like 1
Posted

Arrival in planar sphere was a teleport mage that talks with you not a random name that gives a +2 to a number. What is this ****....

Even NWn2 had people actually arrive and talk to you.

If this is the best they could come up with I would rather they used the time to make wizards better and give us ai scripts and nice drawings of equipment when examining.

 

I was expecting a better version of NwN2 stonghold.. how did OE think this **** would fly?

 

If this is really it for release the stronghold is a -1 to total score. If you cannot do it right better to not do it at all.

  • Like 1
Posted (edited)

Environments look really cool

Combat music is excellent

Models are nice

 

I'm worried about the stronghold tho, it feels so empy. I hope we'll have lot of characters walking around, both outside and in interiors

Edited by Mazisky
  • Like 2
Posted
  On 3/8/2015 at 9:25 AM, Sensuki said:

 

Looks like the teleporting enemies bug is back (haven't seen it in v435) - a Pwgra teleported on stream.

 

 

I have had enemies teleport in couple times. Usually so that their path is blocked and but when I pause and unpause the game they teleport next to their target. If I remember correctly it is always happened in those tunnels under town that are full of cultists.

Posted
  On 3/8/2015 at 9:25 AM, Sensuki said:

I like the change to the stance in the inventory, and I was glad to see a few of the bugs I reported with the inventory had been fixed.

Seconding this! The stooped stance was bugging me, looks like they're standing up straight(er) now. I mean these people are adventurers, not people who sit hunched over a keyboard all day. (Your daily reminder to fix your posture.)

Fnord.

Posted

It was also probably done to correct item clipping, like the Arbalest wing going through your armor/leg.

Posted

Hmmm I don't recall the game appearing to give the people playing it one million dollars cash money.  Clearly need to be fixed.  Looked good otherwise.  Really liked the new gear and items, some of the new weapon and armor models looked particularly nice.  Combat seemed too easy but I suspect the party being used was maybe a little OP?

  • Like 1
Posted

Characters seem to agree with player commands too much. "Yes Yes Yes Sure Sure Sure Yes Yes Yes Sure Sure Sure", that is quite annoying, there should be a setting to make them agree on 10% of assigned actions instead of 100%

Posted
  On 3/8/2015 at 11:59 AM, Karkarov said:

Hmmm I don't recall the game appearing to give the people playing it one million dollars cash money.  Clearly need to be fixed.  Looked good otherwise.  Really liked the new gear and items, some of the new weapon and armor models looked particularly nice.  Combat seemed too easy but I suspect the party being used was maybe a little OP?

 

All the character's in the party were in level 7 and they run around maps that you can access on first half of the game and they also played on normal. 

Posted
  On 3/8/2015 at 12:09 PM, Elerond said:
All the character's in the party were in level 7 and they run around maps that you can access on first half of the game and they also played on normal.

So like I said.... they were OP.

Posted

Yeah that was a demo party. Blatantly stacked hard with items and levels, and when Josh entered the area map to go to Valewood - he hadn't even been to the starting area of the game, so yeah.

Posted

Someone mentioned it in the other thread I think, but the party selection / action barks are way too frequent.

Hearing 'hmm?' three times in five seconds is fairly annoying, and that's only in a short demo ... imagine 60 hours of 'hmm?' 'aye?' over and over  :banghead:

 

Other than that, looks like it's shaping up nicely. I actually like how the stronghold is looking, unlike most others. Hopefully there is a bit more to it than just bounties and managing the list though.

 

Now we all need to spread the word of this game, so it sells and we can get more like these!

  • Like 1
Posted

One thing that they have not implemented in the game is sliders or checkboxes for audio that control the volume levels of different sounds, or the frequency of VO - eg always, seldom, never.

I agree that the default could be turned down, especially since the PC voice sets include such banal responses.

  • Like 2
Posted
  On 3/8/2015 at 1:03 PM, Sensuki said:

One thing that they have not implemented in the game is sliders or checkboxes for audio that control the volume levels of different sounds, or the frequency of VO - eg always, seldom, never.

 

I agree that the default could be turned down, especially since the PC voice sets include such banal responses.

Pretty sure that was brought up in that dev meeting video a few weeks ago and they said the sliders were a no go because the functionality simply didn't exist and they would have to code something to make it happen and did not have enough time.

Posted (edited)

i dont agree for having to interact with certain characters for the upgrades of the stronghold. i found it unecessarilly tedious in NWN2, so opening a menu and choosing the upgrade is better for me. however i do agree that when merchants or other npcs come around you should be able to interact with them directly instead of through a menu. when that merchant comes to visit, you should be able to just buy the special item from the menu if you want, but you should also be able to meet him and buy or sell more common items just like with any other merchant

Edited by teknoman2
  • Like 7

The words freedom and liberty, are diminishing the true meaning of the abstract concept they try to explain. The true nature of freedom is such, that the human mind is unable to comprehend it, so we make a cage and name it freedom in order to give a tangible meaning to what we dont understand, just as our ancestors made gods like Thor or Zeus to explain thunder.

 

-Teknoman2-

What? You thought it was a quote from some well known wise guy from the past?

 

Stupidity leads to willful ignorance - willful ignorance leads to hope - hope leads to sex - and that is how a new generation of fools is born!


We are hardcore role players... When we go to bed with a girl, we roll a D20 to see if we hit the target and a D6 to see how much penetration damage we did.

 

Modern democracy is: the sheep voting for which dog will be the shepherd's right hand.

Posted (edited)
  Quote
i dont agree for having to interact with certain characters for the upgrades of the stronghold.

 

No one said that. I was talking about the NPCs that stay there - the ones that grant the prestige and security bonuses or penalties. If those NPCs are not content, that's really lame.

Edited by Sensuki
  • Like 2
Posted (edited)

The presentation in youtube, so you don't have to deal with twitch:

Yeah, that's really unfortunate about the separated volume sliders. It appears that there are only three categories of sounds right now and to put more sliders in they have to break the sounds into more categories.

 

Regarding the stronghold, I hope these were just some "Tier I" upgrades because they all looked pretty cheap to build in terms of cp value. I was able to gather around 10000 cp just from the BB areas/dungeons and that was before going to Ile a Rhemen I think. I'd be sorry to see that most of the upgrades are a wheeze and can be built relatively quickly. Maybe not quickly, because you can only build one at a time, but that doesn't change anything, only means that before each next upgrade I'll be even richer than I was before and it will matter less and less...

 

The Stronghold visitors seemed fun, but again, I'm not sure the prices aren't too low and turning decisions into no-brainers.

 

For example Gafol the Drunkard (at 25:24) gives you -2 prestige, as much as some of the upgrades that cost in the hundreds of cp, but in only costs 75cp to pay him off and remove the malus. That's too easy.

Edited by Gairnulf
  • Like 5

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Posted
  On 3/8/2015 at 10:27 AM, archangel979 said:

My biggest disappointment is the stronghold. I am just not interested in doing things with lists. I want to talk to people to do it all, otherwise this feature is worse than NWN2/BG2

Indeed.

Her mind is Tiffany-twisted, She got the Mercedes Benz

She's got a lot of pretty, pretty boys, that she calls friends

How they dance in the courtyard, sweet summer sweat.

Some dance to remember, some dance to forget

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