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Deadfire feature request. Maybe for POE1 too?


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I like to have following simple feature for Deadfire and maybe devs kind enough to make it for POE1 too? It's a very simple request.

 

1) Auto-pause every x seconds: 4,5,6,8 seconds during combat.

2) Disable pausing before the x seconds lapsed.

3) Toggle to allow the auto-pause mode like the slow/fast mode.

 

I find myself woody-pecking the space-bar alot and the auto-pause feature will be very handy for my playstyle. The disabling option is some kind of penalty to disallow cancellation of wrong/bad decision during battle. I personally suggest minimum of 4secs auto-pausing? Without playtesting, maybe 5-6 seconds auto-pausing is a good idea?

 

For idea no. 2) disable pausing before x seconds lapsed can work on it's own if option 1) is not enabled. Means no auto-paused but once you unpaused, you cannot paused again after x seconds lapsed.

 

What do you think about my idea? Thanks!

Edited by Archaven
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I think the more variety to empower the players preferred setup the better.

 

I think they need action queuing more than anything though. Kotor style. The new AI/Gambit system will hopefully go lengths to cleaning up party management.

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I didn't even know shift could do that... but yeah a UI that reflects queuing would be nice. Or just have queuing be default.

 

Now that they have more space (5 member party), I'd think they could squeeze something in. Though I'm not sure where and how they would do that...

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Do you mean this? Doesn't have a toggle mode or disable pausing while its active, but it's there.

 

Shift can already queue up actions but it's a bit clunky, would be nice to have a KOTOR-type UI that shows actions queued.

 

503Z97o.jpg

 

wow thanks i didnt notice we have that. i just replaying back poe for the 2nd time. first vanilla was.. i can't recall.. is without any expansion. and that time was tank and spam and everyone need survival/atheletics. if not your character will get fatique and need rest. i'm replaying 2nd time on POTD. it's kinda tough but i'm loving it.

Edited by Archaven
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I didn't even know shift could do that... but yeah a UI that reflects queuing would be nice. Or just have queuing be default.

 

Now that they have more space (5 member party), I'd think they could squeeze something in. Though I'm not sure where and how they would do that...

 

i think action queueing would be punishing if let's say no cancellation of assigned commands. but yeah.. action queueing pls so that priest can queue up all the buffs he needs to perform.

 

or how about a skill that let him combine 2-3 buffs into 1 casting? of course that would be higher level skill. should be obtainable during mid game (not end game). that would greatly benefit party buffers so that he can be used for something else. i find that in a lot of games.. good stuff comes late in the game and it's pointless where you hardly have the chance to use it. so i hope develpers will be aware of such things.

Edited by Archaven
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The combining buff thing just sounds like a macro, unless you mean they actually all cast at once. I could imagine a high level spell taking twice as long to cast. But... it fires off 3 buffs. So it's worth the trade off if you can protect your priest from receiving any interrupts.

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The combining buff thing just sounds like a macro, unless you mean they actually all cast at once. I could imagine a high level spell taking twice as long to cast. But... it fires off 3 buffs. So it's worth the trade off if you can protect your priest from receiving any interrupts.

 

It's macro. Shouldn't be taking twice as long to cast as it defeats the purpose. It's more like action queue then. 

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+1 for action queuing UI and waypoint queuing UI.

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"Time is not your enemy. Forever is."

— Fall-From-Grace, Planescape: Torment

"It's the questions we can't answer that teach us the most. They teach us how to think. If you give a man an answer, all he gains is a little fact. But give him a question, and he'll look for his own answers."

— Kvothe, The Wise Man's Fears

My Deadfire mods: Brilliant Mod | Faster Deadfire | Deadfire Unnerfed | Helwalker Rekke | Permanent Per-Rest Bonuses | PoE Items for Deadfire | No Recyled Icons | Soul Charged Nautilus

 

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Theres a bit of odd disengaging, turning, then re-engaging with two of them there, but I think that's just because the combat AI is set to none, making them act a little funky since they aren't getting an engagement from the target.

Edited by smjjames
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I think the more variety to empower the players preferred setup the better.

 

I think they need action queuing more than anything though. Kotor style. The new AI/Gambit system will hopefully go lengths to cleaning up party management.

 

How would you queue your actions ?

 

Let's take the hypothetical example of POE1 :

- Expose Weakness (wiz), followed by Fireball (wiz again) ?

 

Surely if your Expose Weakness misses all targets, you won't be too happy with your fireball ?

 

Queueing up actions assumes that they'll each be successful in turn, which is by no means a guarantee.

 

 

 

Would still like a better queueing system here, but I just can't see it as the magic change you're envisioning ;)

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The combining buff thing just sounds like a macro, unless you mean they actually all cast at once. I could imagine a high level spell taking twice as long to cast. But... it fires off 3 buffs. So it's worth the trade off if you can protect your priest from receiving any interrupts.

 

To go even further, this MMORPG called Ryzom (which ultimately failed because of competition) actually let players design their own spells.

 

While in Tyranny you get some limited spell creation, in Ryzom you could ajust every single parameter of a spell :

- area of effect

- distance

- duration

- strength

- effects

- cost (mana ? health ? both ? cast time ?)

 

 

Want a fireball imbued with paralysis ?

Here you go, it's either 3x as long to cast though, or you pay double the mana, or it has a much shorter range...

 

Want a heal which also hastes you ?

OK, double mana.

 

Want an AOE nuke which deals fire AND corrosive damage ?

Here you go, consumes some of your HP though.

 

Want to mana vampirize this pack of mobs ?

But of course, here spend some HP and cast it at a reduced range to offset its cost.

 

 

 

 

 

I for one have been waiting for years, for a new RPG to actually let me create my own spells however I want.

 

While Tyranny was OK-ish in that regard, it's still far from enough.

 

 

Dual casting wherein you can combine 2 spells to get their effects in a single cast, is porn for players.

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I think the more variety to empower the players preferred setup the better.

 

I think they need action queuing more than anything though. Kotor style. The new AI/Gambit system will hopefully go lengths to cleaning up party management.

 

How would you queue your actions ?

 

Let's take the hypothetical example of POE1 :

- Expose Weakness (wiz), followed by Fireball (wiz again) ?

 

Surely if your Expose Weakness misses all targets, you won't be too happy with your fireball ?

 

Queueing up actions assumes that they'll each be successful in turn, which is by no means a guarantee.

 

 

 

Would still like a better queueing system here, but I just can't see it as the magic change you're envisioning ;)

 

Cast buff A, cast buff B, move to spot X, start attacking enemy Y, for example.

Truth is not all actions can be effectively queued but it helps a lot.

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I think the more variety to empower the players preferred setup the better.

 

I think they need action queuing more than anything though. Kotor style. The new AI/Gambit system will hopefully go lengths to cleaning up party management.

 

How would you queue your actions ?

 

Let's take the hypothetical example of POE1 :

- Expose Weakness (wiz), followed by Fireball (wiz again) ?

 

Surely if your Expose Weakness misses all targets, you won't be too happy with your fireball ?

 

Queueing up actions assumes that they'll each be successful in turn, which is by no means a guarantee.

 

 

 

Would still like a better queueing system here, but I just can't see it as the magic change you're envisioning ;)

 

 

I can really easily see numerous ways to make it work.

 

1. Pause on failed action. Let's the player re-queue actions.

2. Not just queues of actions, but queues of chains. Maybe shift-click adds a spell to be in-chain with the last action.

3. Have an AI system that deals with failed actions. Perhaps auto-queuing a fall-back measures are moving into a new line of attack, or just reattempting the chain.

4. All of the above. So you can fine tune some aspects in AI, but have plenty of control to rework things in real-time and during pause.

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