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Sensuki posted:Durations and AoEs are best together. Intellect is most beneficial for caster classes. Priests and Druids (perhaps Ciphers too?) moreso than anyone as they have lots of duration based spells, and lots of AoE (duration based) spells. If you separate Duration from AoE, this makes it much, much harder for these casters to get the most out of their build, as they will be wanting to ideally pump the attributes that give these things, but because the bonuses are now split over these two attributes they have to sacrifice a lot more of their attribute points just to get the bonuses.
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# ¿ Sep 14, 2014 03:30 |
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# ¿ Apr 27, 2024 06:09 |
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Diomedes posted:With regards to stickiness on front-liners, would it be an improvement if the engagement attack actually stopped the opponent in their tracks and forced them back into engagement the fighter/whoever?
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# ¿ Sep 14, 2014 03:32 |
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A Catastrophe posted:Some weapons do better interrupts already, but 'heavier' weapons don't by default because they're balanced against the speed of lighter weapons. Slower weapons do more interrupt, but IIRC only to offset they're slow rof.
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# ¿ Sep 14, 2014 03:39 |
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Fighters currently have Crippling Guard at higher level, which automatically inflicts the Hobbled condition when they land a Disengagement Attack.
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# ¿ Sep 14, 2014 04:53 |
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Resting should completely get rid of Fatigue, but otherwise it's just the lapse of time that generates it (combat generates it much faster).
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# ¿ Sep 14, 2014 05:05 |
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Sensuki posted:Now what could be done to make other attributes more competitive is to give all classes some durations and AoEs, as the less active classes don't have much reason to invest in Intellect because of this, whereas the ones that do - don't. Also playing around with Base Deflections.
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# ¿ Sep 14, 2014 08:37 |
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Sensuki posted:That's a good point. I don't think Monks have an AoE
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# ¿ Sep 14, 2014 18:12 |
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Yeah Torment's Reach has a confusing description and had a weird implementation. It's a cone AoE now. I can't remember what level Rooting Pain is. Somewhere in the mid-levels. It goes off automatically when the monk takes a Wound and causes a very short duration foe-only Stun to hit everyone around.
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# ¿ Sep 14, 2014 18:27 |
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DatonKallandor posted:I think he's saying that he wants all classes to viable on some form no matter which attributes you chose as long as you play to the strength of the character your attributes give you.
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# ¿ Sep 15, 2014 00:34 |
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Furism posted:Ogres seem smart enough to speak like anyone else, but they're still barbaric enough to eat people venturing too close to their lair. Probably because the people who come close intent to kill them. Also, they don't mind if the said lairs are shared with nasty spiders. Trolls, on the other hand, are really stupid.
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# ¿ Sep 15, 2014 16:28 |
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BG units would make pseudo-attacks or stand around until their time in the round came. It wasn't so much that recovery wasn't paused as much as the round timer continued moving for all characters regardless of what they were doing. That's why people would micro-kite their archers away for X seconds, pause for a few frames to fire, and repeat the process.
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# ¿ Sep 15, 2014 16:54 |
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Sensuki posted:The disengagement mechanic is pretty lovely
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# ¿ Sep 15, 2014 17:09 |
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Hieronymous Alloy posted:Question: Can you physically move through an opponent in this game? I read the engagement mechanic article, yeah, but if there's a troll fighter standing in a one-troll-wide doorway, can you run past and through him if you're willing to take the hits, or not?
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# ¿ Sep 15, 2014 20:12 |
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verybad posted:I hope once the worst bugs in the beta are ironed out, Obsidian takes a serious look at the the recovery mechanic. Maybe it'll turn out fine, but it just sounds like such an unfun mechanic to me. Kiting is basic RTS gameplay, and if it's too problematic, there are more interesting ways to deal with it. It can be accounted for in class, monster, encounter & area design. The current approach seems heavy handed.
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# ¿ Sep 16, 2014 15:50 |
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verybad posted:(Kiting as a core mechanic also promotes giving melee types blink/burst of speed movement abilities to compensate, and those are always the most fun abilities to use.)
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# ¿ Sep 16, 2014 17:35 |
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Hieronymous Alloy posted:It will never happen, and when I think about that, I am sad.
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# ¿ Sep 16, 2014 23:38 |
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Sensuki posted:rope kid what is the minimum damage supposed to be?
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# ¿ Sep 17, 2014 17:23 |
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Incoming, before armor is applied.
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# ¿ Sep 17, 2014 17:44 |
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Cthulhuite posted:rope kid, how difficult would it be to add back the screen shake on a gib, maybe as a toggle? There some something so satisfying about hitting someone so hard they exploded and the entire world rocks back and forth.
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# ¿ Sep 18, 2014 07:30 |
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It's really easy, actually.
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# ¿ Sep 24, 2014 20:08 |
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To elaborate, our XP is all derived out of a relatively small table. We establish tiers of quests (by character level) and allocate a total amount of XP to be spread among all quests marked for that level. In turn, each quest is marked with a given level and as major, standard, or minor. The major/standard/minor classifications determine relative proportion of XP share that the quest gets when all quests are taken into account. So if 28 quests are marked as level 4 and level 4 quests only have 1000xp allocated for them, the per-quest reward is really tiny. We mostly just adjust the allocated XP in each tier and what quests are classified as, level-wise. To accommodate additional sources of XP, we start by determining those fixed-pool allocations and subtract them from the total quest XP. The exploration-related XP is a) not large and b) easy to quantify. The bestiary-related XP is also relatively easy to quantify because we associate total XP per bestiary entry, of which there are a fixed amount. We still have to tune after that basic estimation, but it's not a hard or time-consuming process overall. We currently track within 1 level of our expected targets for XP acquired over the course of the game, so I'm not too worried about it.
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# ¿ Sep 24, 2014 20:34 |
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Scorchy posted:- Something's significantly changed with the background map art or the way it's displaying on my machine, they look miles crisper and less fuzzy now. Here are links to some uncompressed before and after screenshots.
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# ¿ Sep 26, 2014 05:46 |
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PurplieNurplie posted:Did DoT damage get a pass? I remember people getting weirded out at stuff like Deep Wounds or that one wizard spell that's an aoe DoT, or Soul Ignite, that Cypher thing. I think Soul Ignite got nerfed previously or something?
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# ¿ Sep 26, 2014 06:36 |
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Scorchy posted:- There's like a new grey bar across the portrait which I think is when you get to low health, it clamps down on your max stamina/endurance.
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# ¿ Sep 26, 2014 17:05 |
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BTW, the PC Gamer article states, in an image caption, that Defiance Bay is bigger than the city of Baldur's Gate. This is not correct.
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# ¿ Sep 26, 2014 21:50 |
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We're still working on a lot of the interface feel/responsiveness/clarity issues. I think the BB has improved on it a lot already but there's still more to do. And yes, the reason why we went with the PC always speaking (short of interjections) is because in this story, the PC is the driving/organizing force. The companions have interests that overlap with the PC, but it's not their ship to steer. The reputations that you develop are also based off of the things that your PC is saying/doing, so I think it comes off as odd if just anyone can stand in for your character in those circumstances. *** It's interesting to see how different languages construct the concept of "having" fun or enjoying doing something. In German the thing that "is" fun becomes the subject "making fun" or "making a lot of fun" (z.B. "_____ macht viel Spaß"). If you enjoy doing something, you use the adverb "gern"/"gerne" (gladly), which has the similar etymology to yearn. "Gaudi" also appears in German as a type of festival or as fun itself (though I think that latter use is more southern/regional in Bairisch/Austrian German).
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# ¿ Oct 2, 2014 14:08 |
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Sensuki posted:Cheers for the avatar Furism btw.
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# ¿ Oct 2, 2014 15:31 |
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I don't think I ever said that. I never worked on any of the PC Baldur's Gate games (just a little bit on BG: Dark Alliance) and The Black Hound wouldn't have continued any of the Bhaalspawn storylines (it did feature some characters from Icewind Dale II, though). Sorry.
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# ¿ Oct 7, 2014 02:18 |
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I don't know the timeline for their release but I can say that almost all of them are final or very close to it.
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# ¿ Oct 7, 2014 04:46 |
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DatonKallandor posted:What did you do for Dark Alliance? Because that's still one of the best hack and slash games ever.
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# ¿ Oct 7, 2014 18:56 |
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Very well. Our dialogue tool allows us to see every place we're making checks of various types and it's easy to filter them in different ways. So if, for example, one type of Disposition is overwhelmingly represented and another is hardly represented at all, we can see that and then look at all of the individual instances to see what's going on.
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# ¿ Oct 9, 2014 21:13 |
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Literally everything we check for via script can be queried. Race, subrace, sex, class, culture, background, deity, paladin order, dispositions, reputations, attributes, skills, etc.
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# ¿ Oct 9, 2014 22:05 |
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Drifter posted:Also, I suspect I know why they did it (because they simply hadn't devoted the requisite work hours) * The company we contracted.
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# ¿ Oct 15, 2014 03:30 |
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SoggyBobcat posted:What was the impetus for such a major change? In watching how people play PoE, skill advancement was bordering on mindless. Every player I watched simply mashed one skill for their chosen character, effectively making it a non-choice. In practical terms, there were still problems with redundancy because, as in many RPGs, skills often act as keys to locks (literal and figurative). Only one person needs to be able to open the lock, meaning anyone with redundant skills simply has wasted points. Linking skill advancement to Talents is an attempt to make the choice more meaningful and making redundancy less relevant since the primary investment for the players is the Talent, not the skill. The normal skill progression system is disabled so we can see how it works using only Talents.
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# ¿ Oct 25, 2014 22:14 |
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Hopper posted:I don't see the problem in this? If a player chooses to do this, let him. Why take away flexibility in choice because some people (no offense) "do not play the way you would"?
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# ¿ Oct 26, 2014 12:31 |
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Scorchy posted:
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# ¿ Oct 26, 2014 15:44 |
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In case people haven't experimented much with personal buff spells, most of them are now short cast with short recoveries. Some spells/powers now have instant recovery (e.g. Frenzy and most weapon-creating spells). Also has anyone made a Bleak Walker with The Black Path and Remember Rakhan Field yet?
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# ¿ Oct 26, 2014 15:49 |
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SNAKES N CAKES posted:No irony. Obsidian expected players to spread out their skill investments. Most beta testers just tried to "game the system" by investing in a single skill, which effectively broke the game.
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# ¿ Oct 28, 2014 17:58 |
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IIRC all of the bonus vs. creature type Talents give Lore bonuses.
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# ¿ Oct 28, 2014 20:22 |
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# ¿ Apr 27, 2024 06:09 |
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Attributes are used more than Skills overall. While Lore does come up a bunch, often it's more "Huh, TIL" than something that gives you an upper edge in conversations.
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# ¿ Nov 1, 2014 09:17 |