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If we make a sequel, the default speed will likely be what slow currently is. With regard to visual effects, there's another factor we've been trying to work through which is how effects render in the environment, especially when they overlap. The way that the renderer handles the effects tends to result in them blowing out very quickly, so if there are multiple effects going on anywhere, the individual effects get lost. The lighting also works this way, so if a visual effect has a lighting component in it, the way it interacts with other lights will quickly blow out the environment (and other) art in the scene. It's not something we can really fix for PoE, but we could fix it for a sequel.
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# ¿ Jan 11, 2016 22:07 |
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# ¿ Apr 26, 2024 15:39 |
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Only
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# ¿ Jan 11, 2016 22:23 |
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GlyphGryph posted:Ropekid, I do have one question about the game and it's development - why did you guys decide to make escaping from fights impossible? Being able to run away is obviously a staple of the traditional CRPG, and a strict confinement to the battle area if you get in over your head was definitely the thing that threw me the most learning to play.
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# ¿ Jan 11, 2016 23:57 |
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I should note that one other thing we'd like to do on a sequel is allow for sub-areas to be loaded concurrently with a parent area. If we can pull that off, we should be able to allow you (and enemies) to transition during combat.
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# ¿ Jan 11, 2016 23:59 |
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drgnvale posted:Throw that gun in the trash, man
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# ¿ Jan 12, 2016 17:53 |
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Animal companions' weapons do best of Pierce/Slash. For Pierce immune creatures, rangers either need to use implements or go into melee.
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# ¿ Jan 12, 2016 19:36 |
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Hieronymous Alloy posted:And ciphers clearly need the new soulbound "Farmer Giles" blunderbuss that does Raw damage
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# ¿ Jan 12, 2016 21:44 |
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I can't remember who asked about it, but someone ITT linked me to a community reported bug about character models being upscaled in 1440p. I don't think that's happening. QA didn't see anything weird about it, Roby (one of our programmers) didn't see anything to suggest that, and I'm now playing at 1440p and it doesn't look like it's being upscaled. Samuel Clemens posted:Edit: Pallegina's stats are fine. Her only problems are the lack of Faith and Conviction (which will be fixed in the next patch), and choosing Flames of Devotion rather than Lay on Hands at level 1.
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# ¿ Jan 15, 2016 00:01 |
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It's just to allow Pallegina to have the same number of options as player-made paladins. Her other talent is Wrath of the Five Suns. It shoots out five Burn damage projectiles when she uses Sworn Enemy.
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# ¿ Jan 15, 2016 00:09 |
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The "all of the animancers we meet/hear about are doing lovely things" problem was something I noticed about halfway through development. I asked the designers to feature more examples of animancers doing good and useful things (e.g. Bellasege) but I still think most players' impressions wound up being negative. Renaissance/early modern Earth medicine was definitely a comparison for us.
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# ¿ Jan 15, 2016 20:11 |
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Hieronymous Alloy posted:I was moderately surprised "animancer" wasn't a class with a companion.
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# ¿ Jan 15, 2016 23:26 |
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I think so, but I'm only saying that because I have seen any bugs related to them in a long time.
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# ¿ Jan 15, 2016 23:59 |
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Harrow posted:How can I prevent my tax earnings from the Stronghold from always being taken by bandits? So far, I haven't gotten a single copper.
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# ¿ Jan 19, 2016 04:03 |
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I've never done game VO, no.
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# ¿ Jan 20, 2016 01:08 |
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The 3.0 beta is going up presentlyish. There are a ton of changes in this one, so we really appreciate feedback. Stronghold content is in 3.0 (including the beta) but it does not have the main stronghold quest, just the adventures and dilemmas.
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# ¿ Jan 21, 2016 22:38 |
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GlyphGryph posted:
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# ¿ Jan 21, 2016 22:39 |
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There will be a changelog coming in the backer update. The stronghold quest is a quest line that we're adding in 3.0.
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# ¿ Jan 21, 2016 22:58 |
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Yes, up to 16. e: the enchantment cap is also being raised from 12 to 14.
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# ¿ Jan 21, 2016 23:13 |
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The pig attack is to support a new spell in TWM Pt. II.
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# ¿ Jan 22, 2016 01:40 |
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drgnvale posted:New opening image is cool. I love some of the new UI elements; the little icons on each portrait indicating actions is welcome. Storytime seems to have fewer enemies than I remember seeing on normal in the opening segment, but I could be mistaken.
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# ¿ Jan 22, 2016 05:52 |
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It's not a dramatic difference. I was just trying to bring the two 1st level chanter summons in line with each other.
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# ¿ Jan 22, 2016 17:17 |
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I know we had seen a bug where if you clicked on a modal and then clicked on another ability (often a spell) the character wouldn't do anything until you canceled their action and then picked something else, but I doubt that's what's happening here.
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# ¿ Jan 22, 2016 18:54 |
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I think Woodend Plains' fights are tuned for slightly higher level parties, but they're also all off the main road. If you strictly follow the road to Defiance Bay, I don't think you encounter any enemies.
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# ¿ Jan 22, 2016 23:17 |
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Consumable Duration is one of the resting bonuses you can select. It becomes available at 5 score in Survival and gives a 20% bonus. At 10, that bonus is increased to 40%.
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# ¿ Jan 22, 2016 23:28 |
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The difference in the final fight is in the AI. On lower levels of difficulty, Thaos and the Heralds use much less insane abilities. E: Also no, that sounds like a bug. /\
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# ¿ Jan 23, 2016 02:00 |
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GlyphGryph posted:Are traps actually working properly, now that I think of it? The behaviour may be intentional, but it certainly seems buggy as is. Whenever anyone places a trap, any existing traps from anyone now seem to be destroyed.
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# ¿ Jan 23, 2016 03:12 |
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GlyphGryph posted:
On Trial of Iron, no, there shouldn't be.
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# ¿ Jan 23, 2016 04:11 |
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As the level cap continued increasing, the max Focus cap outpaced the increase in cipher power cost by an increasingly wide margin until it became both very easy to start combat with really strong powers and very easy to regain enough Focus to immediately use those strong powers -- sometimes multiple times in sequence. The goal of the "non-traditional" resource characters (ciphers, monks, and chanters) has always been that the majority of powers are not restricted to times per encounter or times per rest, but to a resource that requires time to pass/things to occur within combat. If little or no time is actually required for these classes to use their most powerful abilities in rapid succession, there's not really a trade-off.
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# ¿ Jan 23, 2016 08:16 |
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2house2fly posted:I really like the new stronghold adventures. I assume they can have multiple outcomes, because in one I sent the Devil Of Caroc to guard some druids and nothing happened but one of them dropped dead from nervousness, then in the description for the unique item it said the druid died in a mercenary attack. rope kid fucked around with this message at 10:00 on Jan 23, 2016 |
# ¿ Jan 23, 2016 09:41 |
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What does the skill system not do that you want it to do? What is the "elegance" you're looking for?
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# ¿ Jan 23, 2016 22:25 |
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People generally complain about the PoE attribute system because D&D's stats are pretty important. Skills have never been of tremendous importance in A/D&D outside of a narrow band.
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# ¿ Jan 23, 2016 23:33 |
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The best place to post bugs is in the OEI forum. I might catch things here, but we actually have QA folks that collect bug reports from the forums.
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# ¿ Jan 24, 2016 06:03 |
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Krowley posted:Is my paladin's accuracy bonus supposed to be rear end for some reason? rope kid fucked around with this message at 05:19 on Jan 25, 2016 |
# ¿ Jan 25, 2016 05:16 |
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Krowley posted:Yeah, I'm apparently only getting +5 paladin accuracy. It could be because I played through the first dungeon before finding out that I hadn't opted into the 3.0 beta yet
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# ¿ Jan 25, 2016 17:43 |
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You have to win three games.
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# ¿ Jan 25, 2016 23:55 |
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Samuel Clemens posted:One last thing: all dragons in this game have an aura that constantly terrifies your characters. Terrify is a massive -20 accuracy penalty, which makes the fight much harder. Prayer Against Fear or anything that boosts your Will defence help prevent this. If anyone is playing in the 3.0 patch and has feedback on the dragon fights, I'd be interested to hear it. The patch includes a 3 second delay before the dragons use their breath weapons.
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# ¿ Jan 26, 2016 17:56 |
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Samuel Clemens posted:Adra Dragon is immune to petrify as of 2.03. It's still useful for taking out her pals, just don't expect it to land on the big girl herself. Paralyse still works though. e: In 3.0 they're also no longer immune to Prone, but have a high resistance to it. They are immune to Unconscious, however (caused by Call to Slumber).
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# ¿ Jan 26, 2016 17:59 |
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Hard is not dramatically more difficult than Normal. There's a much bigger leap between Hard and PotD than Normal and Hard.
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# ¿ Jan 26, 2016 22:36 |
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Furism posted:Yes that's apparently the case. I'm trying to get the exact details as I don't see that mentioned in the patch notes.
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# ¿ Jan 27, 2016 17:45 |
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# ¿ Apr 26, 2024 15:39 |
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frajaq posted:I found it hilarious that if you betray one of the gods they get their revenge on innocent people in the region instead of, you know, the loving protag and his party https://www.youtube.com/watch?v=Fey6ZMddmhY&t=43s
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# ¿ Jan 27, 2016 20:27 |