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rope kid posted:Yes. As long as they're on the same map, you can do that. Hell yes. Awesome.
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# ? Jan 17, 2014 20:07 |
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# ? Apr 20, 2024 01:46 |
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VanSandman posted:One thing I'd really like to see is multiple ability hotbars when you've got multiple characters selected. Maybe they could collapse on top of each other to keep the screen uncluttered, but it'd be nice to be able to rapidly switch between characters without pausing sometimes. I have wanted a favorites bar or custom party bar for a long time. Like I could put various party members skills all on the same bar ie cleric heal next to my wizards fireball.
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# ? Jan 17, 2014 20:17 |
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Hand Row posted:I have wanted a favorites bar or custom party bar for a long time. Like I could put various party members skills all on the same bar ie cleric heal next to my wizards fireball. I'd love this. Any ability of any of your characters on an expandable and collapsible hotbar or collection of hotbars. Having to click each character, then an ability, then then enemy to be attacked... for every action you do is a bit tedious. Combat would be so much smoother if instead you could have customizable, completely open hotbar configurations. There are so many opportunities here to make the UI a joy instead of a pain. One screen-wide bar you can put anything you want on. "1" activates bard's group CC, "2" activated Mage's AoE debuff, "3" activates Fighter's taunt which you then select the enemy to be targeted. "4" activates rogue's backstab, etc. Or you could give everybody in the party their own independent hotbar. Clicking ability->enemy1->ability->enemy2 would queue up attacks on multiple enemies, or you could queue repeated attacks on one enemy, etc. If you're good and know the game inside and out, you could automate entire fights from one big chunk of hotbars in one pause screen, then watch the whole fight unfold when you unpause. GreatGreen fucked around with this message at 20:31 on Jan 17, 2014 |
# ? Jan 17, 2014 20:28 |
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Hand Row posted:I have wanted a favorites bar or custom party bar for a long time. Like I could put various party members skills all on the same bar ie cleric heal next to my wizards fireball. This is how it worked in mass effect 3, and it made cross-character ability combos very very easy. Diff designs though, etc.
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# ? Jan 17, 2014 20:34 |
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coffeetable posted:End of 2014 it's looking like, and the playable beta will likely turn up at the same kind of time. It's a video game. Hope for late 2014, expect early/mid 2015.
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# ? Jan 17, 2014 21:18 |
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So just computer intensive PoE will be? By the looks of the gorgeous videos and pics I imagine it won't run in my old lovely laptop I pray there are lots of "TURN OFF EVERYTHING PRETTY" options in the configurations.
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# ? Jan 20, 2014 07:40 |
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frajaq posted:So just computer intensive PoE will be? By the looks of the gorgeous videos and pics I imagine it won't run in my old lovely laptop The pretty graphics are mostly pre-rendered 2D, so if you switch off some effects it will probably run and still look gorgeous. The original IE games hold up well to this day and use the same basic process.
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# ? Jan 20, 2014 08:42 |
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frajaq posted:So just computer intensive PoE will be? By the looks of the gorgeous videos and pics I imagine it won't run in my old lovely laptop You'll probably have to wait a while longer for full specs, but rope kid said it'd run on "totally run of the mill PCs" in some old video update.
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# ? Jan 20, 2014 08:47 |
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I just got a year-old laptop with an integrated video chipset and it can run Skyrim on low-mid settings like a champ. If Wasteland 2 is anything to go by, the public beta will probably have a weirdly high minimum spec requirement as resources are used inefficiently / are unoptimized (it loads jerkily at lowest settings on mine, currently). Once the quirks get sorted out it should have requirements more in line with its budget. You won't need a Crysis- or Witcher-capable rig.
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# ? Jan 20, 2014 10:19 |
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frajaq posted:So just computer intensive PoE will be? By the looks of the gorgeous videos and pics I imagine it won't run in my old lovely laptop Yeah me too, though I managed to run Mass Effect 2 and New Vegas on my laptop so hopefully it should be good?
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# ? Jan 20, 2014 10:36 |
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We're trying to make sure this will run on a wide variety of machines. It's too early to give definitive specs, but you shouldn't need a high-end machine in any way.
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# ? Jan 20, 2014 19:37 |
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rope kid posted:We're trying to make sure this will run on a wide variety of machines. It's too early to give definitive specs, but you shouldn't need a high-end machine in any way. Project Your Graphics Card Burns In Hell For Eternity: An HD++++ Experience With Dynamic Wind Streams.
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# ? Jan 20, 2014 19:38 |
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If PoE doesn't feature glorious TressFX I'm taking back my Kickstarter donation. It's 2014, people.
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# ? Jan 20, 2014 23:06 |
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We getting an update this week?
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# ? Jan 21, 2014 02:43 |
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Recent updates have been on a biweekly schedule, so probably not.
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# ? Jan 21, 2014 03:31 |
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Gyshall posted:We getting an update this week? There was one last week so probably not. There's always the the Dev Tracker if you want new info: http://pedevtracker.azurewebsites.net/ Friendly fire can't be turned off: quote:We don't have any plans to make FF a toggle. Our approach with difficulty is to add or remove enemies to change the tactical considerations of encounters and to hide or reveal information based on user preferences. FF is just a part of how some spells work and I don't think it's a good idea to make that something the player can toggle. It changes the values of those spells too much, IMO. Deflection vs. DT: quote:First, I want to distinguish between Deflection and Damage Threshold. Deflection is what enemies attack, it's like AC in D&D. Deflection is derived from the character's class, level, and other bonuses from gear, spells, etc. Damage Threshold is what's used to reduce damage once you get hit and it comes mostly from the armor you wear, though heavier armor slows the character's actions (attacks, spells, etc.) down.
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# ? Jan 21, 2014 03:33 |
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I really hope with all this talk of fast and slow attack speed a character having a large two handed slow weapon actually has some visual weight behind his movements. Like, I hope the animations are noticeably different. I know that's a lot of work and all, but man, having damage attacks only differ by 'wait X*2 seconds for animation to play again' and 'wait X*.5 seconds for animation to play again' is really sad to me. The Banner Saga had some really nice weighty animations.
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# ? Jan 21, 2014 03:40 |
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Scorchy posted:There was one last week so probably not. There's always the the Dev Tracker if you want new info: http://pedevtracker.azurewebsites.net/ The dev tracker is in my RSS feed Always awesome to see new updates there. Had no idea it was biweekly, so I'll hold my proverbial horses.
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# ? Jan 21, 2014 03:56 |
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Glad to hear that about FF. No FF I think is one major reason why certain types of video game combat are simplistic and shallow (*cough* MMORPGs). Don't have to actually think tactically about hurling ginormous fireball spell constantly when it can never hurt your allies or yourself.
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# ? Jan 21, 2014 05:08 |
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Definitely, magic tends to be incredibly boring without it. All hail friendly fire. Jackard fucked around with this message at 07:25 on Jan 21, 2014 |
# ? Jan 21, 2014 07:23 |
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Why limit friendly fire to just magic?
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# ? Jan 21, 2014 07:30 |
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I like that strategy in Baldur's Gate where you stack your main melee fighter with fire resistance and just have all your casters drop Fireballs on his location.
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# ? Jan 21, 2014 23:26 |
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http://imgur.com/gallery/BlDYE I know you guys like maps and stuff. Someone uploaded a couple of old high-ish res maps that I thought maybe you'd like to see. There's nothing crazy, but oh well. I kinda like these two.
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# ? Jan 22, 2014 08:58 |
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The dudes with the magnificent flocks of hair are on the map because:http://www.antiquemaps.co.uk/book/chapter10.asp posted:THE STORY OF THE WINDROSE
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# ? Jan 22, 2014 10:47 |
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Will the gameplay follow the typical pattern of: save before every battle and reload until you win without anyone dieing? My typical Baldur's Gate/Icewind Dale/TOEE/Dragon Age experience followed that pattern since death had such strong penalties and occurred so frequently. In each one of those games I eventually stopped playing because of it. I've been playing Temple of Elemental Evil lately, and I stopped following that pattern and just accepting my losses, but now I spend too much time travelling back and forth after each battle. I was wondering if this game will handle things any differently. CountingWizard fucked around with this message at 15:46 on Jan 22, 2014 |
# ? Jan 22, 2014 15:44 |
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The game uses two resources instead of the usual hitpoints: Stamina and Health. Stamina are the closest to hitpoints, given that when they go to 0 the character is knocked down and out for the battle, but Health is the long-term stat: if it reaches 0 you die. You take damage at a 4:1 Stamina-Health ratio, meaning that you can usually be knocked down 4 times before dying. Also, resting at a camp replenishes your health. There's also a babby mode that you can toggle that makes it so that your characters just get a "Maimed" status instead of dying in combat, which still severely limits their ability in combat until, I think, you rest at a camp. If your whole party goes KO during a battle it will still be game over, but overall KOs don't carry the same weight they did in the IE forebears of PoE.
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# ? Jan 22, 2014 15:59 |
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edit: Beaten with a proper explanation.
VanSandman fucked around with this message at 16:02 on Jan 22, 2014 |
# ? Jan 22, 2014 15:59 |
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I thought magnetic compass was invented when Jesus Christ was around, not 1300AD, but whatever.
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# ? Jan 22, 2014 16:19 |
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CountingWizard posted:Will the gameplay follow the typical pattern of: save before every battle and reload until you win without anyone dieing? My typical Baldur's Gate/Icewind Dale/TOEE/Dragon Age experience followed that pattern since death had such strong penalties and occurred so frequently. In each one of those games I eventually stopped playing because of it. Just a suggestion, but you may want to reduce the difficulty of the games you play until you have a better grasp of what each game requires. Difficulty seems to mostly effect enemy hitpoints and damage output of enemy attacks, so it's not like you would lose out on any story stuff.
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# ? Jan 22, 2014 16:39 |
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Ihmemies posted:I thought magnetic compass was invented when Jesus Christ was around, not 1300AD, but whatever. Well yes, but it was not used as a navigational tool in sea voyages until around by that date even by the Chinese, who were the first to do so, I think. But to bring it back to topic, we need crudely drawn portraits of majestic heavy metal dudes in the world map margins in PoE too. Rolling Scissors fucked around with this message at 16:42 on Jan 22, 2014 |
# ? Jan 22, 2014 16:40 |
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So wait Rope Kid - the way the system is currently set up, you can't make an archetypal "fencer" who parries everything with his flashy moves? No ability to have a main gauche, or anything?
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# ? Jan 22, 2014 16:45 |
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Some weapons have an inherent Deflection bonus, but those bonuses are low compared to what you get from a shield.
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# ? Jan 22, 2014 16:47 |
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Do any weapons deviate from the normal 4:1 ratio of stamina damage to health damage?
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# ? Jan 22, 2014 16:54 |
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Okay, so up to Skyrim TES games could not do dual wielding weapons, engine limitations. But people still wanted to do so, so instead they made "defending" weapons. Shields that just happened to look like swords or staves. Reason I'm bringing that up is that I'd like to suggest defensive weapons for PoE, they act like shields for defense, they just look like an animate like wielding two weapons.
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# ? Jan 22, 2014 16:58 |
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Otto Skorzeny posted:Do any weapons deviate from the normal 4:1 ratio of stamina damage to health damage? Pretty sure weapons only damage stamina, and health just goes down as a result of stamina loss.
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# ? Jan 22, 2014 17:04 |
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Otto Skorzeny posted:Do any weapons deviate from the normal 4:1 ratio of stamina damage to health damage? From what we've heard, stamina/health is a player-only thing. If your question is "Do any enemies deviate from the normal ratio?", then I wouldn't expect it. That change, even if properly telegraphed, would have a negligible impact on your tactical choices and your strategic choice is still "try not to die" except with an arbitrarily higher or lower punishment. All it'd be doing is subverting the system for the sake of it. You could spend time crafting a scenario where that enemy is in an optional encounter you know about ahead of time, placed partway through a chain of encounters that demand to be done in one shot. Then there's a choice to either go after the riskier encounter but potentially break through before taking significant damage or go after the safer encounter that's been designed to have no easy solutions. That'd be a whole lot of effort to get right, and I'm not sure about the value of the payoff.
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# ? Jan 22, 2014 17:10 |
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Male Man posted:From what we've heard, stamina/health is a player-only thing. This is where I misunderstood things. I had assumed that NPCs and PCs/party members had the same character sheets, so to speak, such that it would be possible to knock enemies out (eg. when doing a pacifist run/conduct) rather than kill them in some circumstances. Do you have a link to the update where they talked about this?
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# ? Jan 22, 2014 17:18 |
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rope kid posted:Some weapons have an inherent Deflection bonus, but those bonuses are low compared to what you get from a shield. OK. So if you wanted to do that, it would either be aggressive but squishy, or specialise in whatever way is available to make your defense good at the cost of offense. I suppose that makes sense.
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# ? Jan 22, 2014 17:23 |
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I'm kind of sad about that because the d'Artagnan style duelist is my favourite archetype to play in fantasy games, and they almost universally suck. I was also under the impression that enemies also had stamina/health. I know they share tons of other things with PCs, like NPC barbarians having Carnage.
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# ? Jan 22, 2014 17:57 |
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# ? Apr 20, 2024 01:46 |
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Otto Skorzeny posted:This is where I misunderstood things. I had assumed that NPCs and PCs/party members had the same character sheets, so to speak, such that it would be possible to knock enemies out (eg. when doing a pacifist run/conduct) rather than kill them in some circumstances. Do you have a link to the update where they talked about this? Maybe I'm wrong. I just don't recall any mention of enemy stamina, and the system as-stated wouldn't make sense for an entity which is only designed to be active for a single encounter.
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# ? Jan 22, 2014 18:20 |