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pun pundit posted:It's also pretty iconically IE to have the rogue open combat by instagibbing a mage or other back liner out of stealth. The drawback in both cases is that you now have the attention of the enemy on your rogue and you have to maneuver your less squishy characters to intercept, focus down their ranged attackers, that kind of thing. Well, you can still do it, it's just that they can't be the character that attacks first, they must be second. That's what makes the Combat only modal thing silly.
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# ? Feb 4, 2015 20:08 |
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# ? Apr 27, 2024 14:59 |
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Kanfy posted:There are quite a few programs that allow you to take screenshots, but yeah, I imagine my screenie folder for this game is going to pretty sizeable as well. Just press "print screen"
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# ? Feb 4, 2015 20:25 |
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Is there any way to get a print volume Ala bg2 now or is that just a backer item?
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# ? Feb 4, 2015 20:44 |
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Sensuki posted:For Paladin modals,you could try is just have the Modal VFX only play in combat or something. kujeger posted:This really seems like the better way to do it, and could just apply to every single modal effect. And again, Zealous March is extremely dumb/bad when it's active outside of combat.
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# ? Feb 4, 2015 21:02 |
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hangedman1984 posted:Just press "print screen" Unless it's specifically bound to taking a screenshot, that only saves the image temporarily to your clipboard which is a pretty clunky way to handle taking screenshots to say the least.
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# ? Feb 4, 2015 21:05 |
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This might be an obvious question, but from a planning / coding standpoint how much of the disposition system was innovated in Alpha Protocol, if any? It seems like intricate tracking of dialogue in such a way is something that's pretty rare, though in AP's case there were so few characters and such small amounts of dialogue that it was more granular and specific. I don't imagine we'll get Character A calling bullshit on us for something we specifically said to Character B. Also I have to say it felt a little weird in the beta to dispatch the cultists to no fanfare from anyone. The town is so small that killing one of its four merchants should cause some ripples, a comment from someone about how the guy was always a bit shifty, etc. But there are reasonable limits to what you can expect, I suppose hangedman1984 posted:Just press "print screen" So yeah, Steam or a third party screencapping program is your best bet
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# ? Feb 4, 2015 21:10 |
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Basic Chunnel posted:This might be an obvious question, but from a planning / coding standpoint how much of the disposition system was innovated in Alpha Protocol, if any?
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# ? Feb 4, 2015 21:20 |
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rope kid posted:The game understands effects through how they are applied, i.e. visual effects turn on with application, so it's non-trivial to say "Oh, you have this game effect but you don't display visual effects until/unless combat starts," and all of the logic covering edge cases. Modals generally seem fine the way they're currently implemented to me but combat-initiating attacks out of stealth being less effective than if you allow your other dudes to bumble in and alert the bad guys first (so you can then enable your rogue's modal for that big out of stealth hit) seems a little weird and encouraging of roundabout gameyness. If a rogue's modal being active for a stealth attack is unfair because they aren't exposed to the downsides of the modal, then shouldn't stealth always deactivate it? To me it's a pretty minor thing so if changing that behavior is a huge pain that's liable to cause other systems to suddenly muck up I wouldn't bother myself, but I can imagine minmaxers feeling obligated to always initiate combat in a very specific way to get the most out of their rogue and that could add to a feeling of combat tediousness. Of course, they're going to subject themselves to insane amounts of tedium anyway, but might as well be kind if you can.
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# ? Feb 4, 2015 21:39 |
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rope kid posted:The game understands effects through how they are applied, i.e. visual effects turn on with application, so it's non-trivial to say "Oh, you have this game effect but you don't display visual effects until/unless combat starts," and all of the logic covering edge cases. Ahhh. Technical considerations like that makes a lot of sense, yeah. And with regards to Zealous March, I should probably amend my statement to "and could just apply to every single modal effect that makes sense to have active outside combat".. which is pretty close to what's actually going on right now. So, uh, hurra! (This all reminds me of the Bard's songs in IWD2, where some were always active and some were just combat-active, which let Warchant of Sith be not as hilariously powerful as it was in IWD1 -- although this did not stop me from occasionally paralyzing the last enemy and waiting until my party was completely healed). Also: finally a Linux build to play with! It is
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# ? Feb 4, 2015 22:38 |
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Wait rope kid you are already planning out PoE 2? Do you think it'll be scaled up / same engine / scaled down / kickstarted? This is really interesting to me - I suspect you guys will make a pretty good relative return on this given that kickstarter puts you already somewhat ahead a usual game on costs. http://www.polygon.com/2015/2/4/7981193/as-pillars-of-eternity-nears-launch-dev-team-begins-work-on-sequel
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# ? Feb 4, 2015 23:16 |
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You have this goon's digital deluxe if you go kickstarter again (you guys should totally go kickstarter again even if it is only for partial funding)
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# ? Feb 4, 2015 23:28 |
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SurrealityCheck posted:Wait rope kid you are already planning out PoE 2?
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# ? Feb 4, 2015 23:30 |
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kujeger posted:Ahhh. Technical considerations like that makes a lot of sense, yeah.
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# ? Feb 4, 2015 23:39 |
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I've had that discussion before with my programmers. "Can you make [Thing that sounds really complex]?" "Oh sure, yeah. I'll have it done today or tomorrow." "Oh, well, could you add on [Thing that sounds really simple]?" "Oh, geeze, uh, maybe? Gimmie a week and I'll see what I can come up with."
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# ? Feb 4, 2015 23:56 |
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If there are Quick Time Events I hope they're not like South Park. Those were completely unfair. [/dumb]
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# ? Feb 5, 2015 00:05 |
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Inspector Gesicht posted:If there are Quick Time Events I hope they're not like South Park. Those were completely unfair. [/dumb] I don't think an isometric RPG will have QTEs. Also "mash A to take a poo poo" was probably a clue that it was satirical.
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# ? Feb 5, 2015 00:16 |
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rope kid posted:Not at all. We're all focused on finishing the main game and in the early stages of the expansion. For sure, I mean internally from a "what we do next" standpoint? It sounds like pillars has been a rad project overall and I am definitely hungry for more (in advance... >_ >)
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# ? Feb 5, 2015 00:27 |
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I hope the expansion is standalone. "In order to buy this game that I want, I have to buy two games?" is archaic at this point I think.
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# ? Feb 5, 2015 02:49 |
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Cicero posted:I hope the expansion is standalone. "In order to buy this game that I want, I have to buy two games?" is archaic at this point I think. Does it matter? Who would see Pillars of Eternity, pass on it, but then see an expansion to Pillars of Eternity and think "yep, that looks like the game for me!"
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# ? Feb 5, 2015 02:51 |
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People who have mixed it up with Shadowrun Returns?
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# ? Feb 5, 2015 02:53 |
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The Crotch posted:People who have mixed it up with Shadowrun Returns? That reminds me, I should look into Dragonfall one of these days. I got partway through Returns before dropping it but if Dragonfall is as superior as people say it is, I'll probably really enjoy it.
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# ? Feb 5, 2015 02:55 |
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Walrus Pete posted:That reminds me, I should look into Dragonfall one of these days. I got partway through Returns before dropping it but if Dragonfall is as superior as people say it is, I'll probably really enjoy it. Dragonfall is brilliant.
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# ? Feb 5, 2015 03:03 |
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Dragonfall was probably the best KS game released last year by some margin. It's really very good
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# ? Feb 5, 2015 03:04 |
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Dragonfall still has some of the flaws of the base game but it's still super god drat fun. I bailed on Dead Man's Switch part-way through but Dragonfall was a good ride to the end.
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# ? Feb 5, 2015 03:14 |
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Cicero posted:I hope the expansion is standalone. "In order to buy this game that I want, I have to buy two games?" is archaic at this point I think. I hope it's not since I love continuity in games like this. I really hope expansions are also like IE games where they just assume you have a pretty good grasp of the game and start near the level cap of the base game.
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# ? Feb 5, 2015 03:26 |
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Well I'm okay with Zealous Focus (and Reckless Assault) not being combat only so you can get the bonus on first strike and I don't really care about the VFX of Zealous Focus constantly going on/off. If I didn't want to see it out of combat I could just disable the modal myself and turn it on before combat. I also don't mind if the VFX for them is disabled. Either way for me, one of those is preferable to them being Combat Only. Sensuki fucked around with this message at 04:46 on Feb 5, 2015 |
# ? Feb 5, 2015 03:59 |
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The Crotch posted:Dragonfall still has some of the flaws of the base game but it's still super god drat fun. I bailed on Dead Man's Switch part-way through but Dragonfall was a good ride to the end. Dragonfall is brilliant and the only real serious annoyances are identified in the (currently running, get me some more stretch goals) kickstarter to make Shadowrun Hong Kong a better game.
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# ? Feb 5, 2015 04:11 |
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The Crotch posted:Dragonfall still has some of the flaws of the base game but it's still super god drat fun. I bailed on Dead Man's Switch part-way through but Dragonfall was a good ride to the end. Are the two campaigns related? Would I be missing anything if I skipped the original and simply got the Director's Cut? Also, how long is the Dragonfall campaign? Most expansions tend to be noticeably shorter than the base game's campaign. I'm looking for something that has 50-60 hours of gameplay.
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# ? Feb 5, 2015 04:47 |
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I've got Dragonfall logged on Steam as around 22 hours of gameplay, which is slightly less than Dead Man's Switch as I remember it, but it's a less linear and better designed game. Dragonfall and DMS are not related by plot or characters. I think there was mention of then next expansion having some tie to Seattle but who even knows at this point, I'm expecting it to be more or less standalone.
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# ? Feb 5, 2015 04:50 |
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Sensuki posted:Well I'm okay with Zealous Focus (and Reckless Assault) not being combat only so you can get the bonus on first strike and I don't really care about the VFX of Zealous Focus constantly going on/off. If I didn't want to see it out of combat I could just disable the modal myself and turn it on before combat. I'm really happy they are in-combat only. Now maybe I'll never get that bug where my paladin can't move out of combat because he keeps playing the vfx/sounds/animation for the modal enabling.
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# ? Feb 5, 2015 05:07 |
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Basic Chunnel posted:I've got Dragonfall logged on Steam as around 22 hours of gameplay, which is slightly less than Dead Man's Switch as I remember it, but it's a less linear and better designed game. OK, I just realized it's fifteen bucks, so 22 hours isn't bad at all.
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# ? Feb 5, 2015 05:35 |
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The only thing about jumping straight into Dragonfall is that I don't believe there's a tutorial, though the first mission is pretty easy
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# ? Feb 5, 2015 05:42 |
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drgnvale posted:I'm really happy they are in-combat only. Now maybe I'll never get that bug where my paladin can't move out of combat because he keeps playing the vfx/sounds/animation for the modal enabling. That bug was fixed and I believe it was related to the ability being changed to Combat only :P
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# ? Feb 5, 2015 05:45 |
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enraged_camel posted:OK, I just realized it's fifteen bucks, so 22 hours isn't bad at all. I got 39 on my Dragonfall save.
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# ? Feb 5, 2015 07:40 |
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The problem with having to activate modals every combat is that when combat begins, you don't get to go, "Ooh! A fight! Time to plan a strategy." You're obligated to stop thinking about the challenge in front of you and instead go down the START COMBAT CHECKLIST. And if you don't and you lose, there's less of a feeling that you lost because of your tactics and more of a feeling you were gotcha-ed because you forgot to enable your passives. If it's something that's beneficial for every combat ever, has no resource cost (besides one attack), and lasts indefinitely within combat then having to turn it on manually every single combat bites.
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# ? Feb 5, 2015 08:10 |
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MartianAgitator posted:The problem with having to activate modals every combat is that when combat begins, you don't get to go, "Ooh! A fight! Time to plan a strategy." You're obligated to stop thinking about the challenge in front of you and instead go down the START COMBAT CHECKLIST. And if you don't and you lose, there's less of a feeling that you lost because of your tactics and more of a feeling you were gotcha-ed because you forgot to enable your passives. Combat-Only Modals, such as Paladin Auras, are toggle on/off, in or out of combat. You just don't get the bonus from the ability until combat starts. Edit: Personally I don't find it all that big of a deal. It really feels like one of those "this isn't how the IE games did it" kind of complaints. Wicked Them Beats fucked around with this message at 09:44 on Feb 5, 2015 |
# ? Feb 5, 2015 09:41 |
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Litany Unheard posted:Combat-Only Modals, such as Paladin Auras, are toggle on/off, in or out of combat. You just don't get the bonus from the ability until combat starts. Thing is, in this case, it really isn't. It essentially stops you from being able to bear you most powerful possible attack from stealth or a surprise attack again to start combat. As Sensuki said earlier, you have to let yourself get seen/attack a neutral first, so the bonus activates before you can do it. It makes no sense. Initiating combat isn't something that happens rarely. That said, I think we're fighting a losing battle here regardless.
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# ? Feb 5, 2015 10:20 |
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Be great to hear feedback about how relevant interrupt seems these days. I saw on that dev video a while back that when characters fail and fumble there's supposed to be an audio response, does that play for humanoid enemies when you interrupt them? If so it might make interrupt seem more... tangible without checking the combat log. I've always been interested in making an interrupt barbarian if it's viable. Interrupt processing on carnage means that if it's good at all, it should be very good for them. And it could be a nice way for a fast attacking DPS type character to have a bit of defense, in effect, since it should essentially act as a reduction in enemy attack rate. And how about concentration? Is interrupt on the part of opponents powerful enough that dumping resolve feels inconvenient? If enemies are able to interrupt the PC well, I can see needing concentration when wielding a slower weapon, but maybe it won't be so important if I'm a fast attacker anyway.
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# ? Feb 5, 2015 11:22 |
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Interrupt is currently bugged and is granting a flat integer bonus rather than a percentage of the base interrupt value of an attack. It's pretty funny because you just get the fastest dual wielding build possible with a high Perception and just chain disable an enemy (or multiple enemies, if a Barbarian with Carnage) so they can't get a hit off. Combine that with some CC and you can mitigate much of the damage from many encounters. I did a max int/max per Barbarian last night just for lulz. Two Weapon Style, Rizetti's Thorn (Spear) and an Enchanted Sword, no armor and I had 4000 damage more than my next character after doing two quests and clearing the Stormwall Gorge exterior. Max Intellect on Barbarians is actually super good. I didn't find dual wielding light weapons to be very effective against the enemies in the beta because most of the damage is soaked up by DT and you can't crit very often due to the reduced accuracy across the board and changes to attack resolution, so I went with two 1H standard weapons instead. With a non-bugged Interrupt, the build would probably be a lot less effective because enemies would actually be able to hit you back. Since interrupt relies on your attack resolution (misses negate them, grazes reduce the roll by 50%, crits increase it by 50%), I don't think interrupt on its own would be very strong or viable except on a small number of builds. I might try modding Perception to grant +1 Accuracy and some interrupt as well, as it was blatantly obvious in past builds that +2 per point is too high. edit: Here's my stat sheet, for reference Sensuki fucked around with this message at 11:56 on Feb 5, 2015 |
# ? Feb 5, 2015 11:54 |
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# ? Apr 27, 2024 14:59 |
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Thanks for that Sensuki, seems you tested exactly what I was thinking about. With the bugs at least, it sounds like more than I even hoped for, heh. I thought I heard something about interrupt being shown on the character sheet - apart from working it out from the combat log or something, how do you know what your interrupt rating is? Or am I blind and I'm missing it somewhere? Concentration too. Be nice to know the actual numbers after the percentages are applied.
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# ? Feb 5, 2015 12:05 |