Leferd Posted February 23, 2017 Posted February 23, 2017 Ships and cargo was far too valuable. Close with broadsides then board to take the vessel. Same concept as musket/mixed arms warfare. Exchange a few volleys then charge. "Things are funny...are comedic, because they mix the real with the absurd." - Buzz Aldrin."P-O-T-A-T-O-E" - Dan Quayle
Valmy Posted February 23, 2017 Posted February 23, 2017 Ships and cargo was far too valuable. Close with broadsides then board to take the vessel. Ah gotcha. So maybe it is no big deal. I was just groaning at seeing yet another form of combat just be the same as always.
rjshae Posted February 23, 2017 Posted February 23, 2017 Cannons could fire chain-shot to take out the mast or rigging, bringing the opponent's ship to a halt so you could board. 1 "It has just been discovered that research causes cancer in rats."
Leferd Posted February 23, 2017 Posted February 23, 2017 And grape shot. To specifically kill and maim men, while relatively minimizing damage to the ship itself. "Things are funny...are comedic, because they mix the real with the absurd." - Buzz Aldrin."P-O-T-A-T-O-E" - Dan Quayle
JerekKruger Posted February 23, 2017 Posted February 23, 2017 All I really want is the opportunity to dance with the busty daughters of various colonial governors and, if I perform the dancing minigame well, to be rewarded with some useless piece of information. 4
Leferd Posted February 23, 2017 Posted February 23, 2017 All I really want is the opportunity to dance with the busty daughters of various colonial governors and, if I perform the dancing minigame well, to be rewarded with some useless piece of information. You got the overhead sailing interface. You got the boarding-action with swordfighting. Will we also see a dancing mini-game to win the affection of the Governor's daughter? They never answered my question on yesterday's twitch stream. 1 "Things are funny...are comedic, because they mix the real with the absurd." - Buzz Aldrin."P-O-T-A-T-O-E" - Dan Quayle
JerekKruger Posted February 23, 2017 Posted February 23, 2017 They never answered my question on yesterday's twitch stream. Maybe they're saving it for one of the stretch goals before 5 Million? I mean it's a no brainer to include. 1
Leferd Posted February 23, 2017 Posted February 23, 2017 Indeed. This must happen. 1 "Things are funny...are comedic, because they mix the real with the absurd." - Buzz Aldrin."P-O-T-A-T-O-E" - Dan Quayle
dukeisaac Posted February 23, 2017 Posted February 23, 2017 They were hanging out at the upper floor of Brighthollow. You could talk to them there too. Are you serious? I played through the game like 5 times and never noticed this. Seriously, all true. EDIT: Same goes to the custom adventurers, they hang out in the barracks. Well goddamn... Never figured that out
Koth Posted February 23, 2017 Posted February 23, 2017 My only fear is the loading times going from above to below deck. I hope they either get rid of them all together or drastically minimise it. Or failing that, allow us to access the resting option from above deck. Having flashbacks to PoE1 having to navigate the loading screens of caed nua, brighthollow lower floor, brighthollow upper floor all so that I could rest - yes I know they patched this later to enable resting from anywhere in caed nua which was great. I hope that this remains true for the ship, but more than that I'd love it to be a seemless transition from above to below decks, it's a little thing I know, but I'd feel much more inclined to check in on my crew below decks if there's no loading times.
injurai Posted February 23, 2017 Posted February 23, 2017 Didn't they say something about removing loads from exterior <-> interior transitions? 1
JerekKruger Posted February 23, 2017 Posted February 23, 2017 Didn't they say something about removing loads from exterior <-> interior transitions? I believe so. Something about handling sub-maps differently I think.
Koth Posted February 23, 2017 Posted February 23, 2017 Didn't they say something about removing loads from exterior <-> interior transitions? I believe so. Something about handling sub-maps differently I think. Yeah I also remember hearing about this, although I thought it was more to do with open world stuff, I wasn't sure if it included your "stronghold" presumably yes. I really hope so.
injurai Posted February 23, 2017 Posted February 23, 2017 I thought it was basically for any "zone" the buildings within it wouldn't break out into a load to transition. Which basically means the whole thing is loaded, then they just change what gets drawn on screen.
Koth Posted February 24, 2017 Posted February 24, 2017 yes, I hope this technique gets used pretty extensively. I.e. Load an entire dungeon at once, and transitioning between levels is instant. Might have been a nightmare for endless paths with 15 levels in PoE1, but a simple 1-5 level dungeon shouldn't be an issue. Would be awesome if they could load the entire city (nekatakakakskksakkaa or whatever its called ) as well.
injurai Posted February 24, 2017 Posted February 24, 2017 You only have to pre-load every scene in which you have an active potential transition. You could even stream the data based on your locality to a particular transition. Example being in a big city, you don't need to keep buildings on the other side of the map in memory. So you probably don't even need to load an entire dungeon. But given that we no longer have the Endless Paths, it's probably not that big of a concern to load a whole dungeon anyways.
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