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Upmarket Mango posted:Rope Kid, has anybody on the dev team has actually completed the game Triple Crown Solo mode?
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# ¿ Mar 17, 2015 18:56 |
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# ¿ Apr 26, 2024 00:57 |
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Megazver posted:You didn't figure that out from every pre-built character build offered in every RPG ever?
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# ¿ Mar 17, 2015 19:00 |
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Insurrectionist posted:Would something like BG's Wand of Monster Summoning, i.e. items of unforeseen levels of power, count? I mean you probably don't have a literal Wand of Monster Summoning (or if you do it's got the later-IE summon limit) but you know, there's probably going to be that one consumable of ridiculous usefulness. Or multiple ones.
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# ¿ Mar 17, 2015 19:01 |
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Sensuki posted:Tell one of the QA guys to try this There's already a bug in for this. In combat (with hostiles, that is), it's usually only useful for missile weapons because the combat state will start enforcing the weapon switching recovery time. I think the intended fix is that if you've passed the hit event on the attack animation, switching weapons will always incur a recovery penalty.
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# ¿ Mar 17, 2015 19:29 |
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DatonKallandor posted:Who made (and wrote) the all-woman party? That one was cool.
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# ¿ Mar 17, 2015 19:57 |
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Furism posted:I really hope there are no huge game breaking bugs so we can end the stupid "Obsidian releases buggy games lol!" jokes.
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# ¿ Mar 17, 2015 21:13 |
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That's why this is one of my favorite F:NV videos. https://www.youtube.com/watch?v=nr8SAAKhGVw
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# ¿ Mar 17, 2015 21:27 |
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If you enable auto-combat slow (on by default on Easy), it shouldn't be too difficult or taxing.
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# ¿ Mar 17, 2015 21:41 |
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Jackard posted:Does this game still have a Big Head mode? https://instagram.com/p/0RYTvlpx13/ Disco Infiva posted:Could there be "auto slow on combat start" option patched in later? That's what the feature does. The option is checked on by default for Easy, but any difficulty level can use it.
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# ¿ Mar 17, 2015 21:58 |
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Vitamin P posted:It's a small thing but I really dig that this map makes sense geographically. Basic Chunnel posted:One thing I'm still unclear on is what system(s) the game uses to simulate the relationship between the PC and her companions, if any. Is there a discrete influence system? Do the companions react to dispositions or reputations?
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# ¿ Mar 17, 2015 22:41 |
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If you want to build a character around CCing, it's less useful. E: Or non-healing support.
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# ¿ Mar 18, 2015 01:02 |
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Sensuki posted:Do you guys have a bug for most neutral npcs going into recovery at the start of combat if you attack them from the non-combat state? (it's like they all make an invisible weapon switch or something)
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# ¿ Mar 18, 2015 01:44 |
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Sensuki posted:What about if you accidentally click switch weapons twice? It will give you 4 second recovery ? (should just reset the timer to 2 IMO)
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# ¿ Mar 18, 2015 01:51 |
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1H used to be, by far, the most favored style. The only thing we changed, IIRC, was its Accuracy bonus. If 1H became faster, there'd be less to distinguish it from two-weapon.
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# ¿ Mar 18, 2015 02:29 |
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I can look at 1H again but,Sensuki posted:Then there are the styles. Two-Handed Style gives a damage mult of x1.1 (or +10% damage), and One-Handed Style gives 20% Graze-to-Hit conversion. Grazes will, most of the time, have a 35% chance to occur, so that 20% has a 7% chance of occuring (0.2 * 0.35). Converting a graze to a hit only gives a +50% increase to damage and doesn't remove miss chance, so it is flat out worse than a point in accuracy all the time. Some of the QA guys specifically do "conversion" builds, but I don't really want that to be the entire basis of a viable weapon style.
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# ¿ Mar 18, 2015 03:13 |
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grrarg posted:That is something I never understood, not having played the beta. Using a 2h versus a single 1h looks like a no-brainer when the 2h does more damage and is not slower. It seems like the comparison is even less favorable when you add in the loss of offhand stats and the weapon style differences.
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# ¿ Mar 18, 2015 03:17 |
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Hand Row posted:So in the end the difference between 1 handed style and 2 is that 1 should have much more consistent damage as you will have less grazes?
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# ¿ Mar 18, 2015 03:20 |
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It's just based on attack frequency. Over 18 seconds, with no armor penalty, two standard weapons making 1 second attacks with 1 second recoveries will make 5 attacks each. 0 Sec - Weapon A 2 Sec - Weapon B 4 Sec - Weapon A 6 Sec - Weapon B 8 Sec - Weapon A 10 Sec - Weapon B 12 Sec - Weapon A 14 Sec - Weapon B 16 Sec - Weapon A 18 Sec - Weapon B Using just one weapon, you should see this: 0 Sec - Weapon A 2.5 Sec - Weapon A 5 Sec - Weapon A 7.5 Sec - Weapon A 10 Sec - Weapon A 12.5 Sec - Weapon A 15 Sec - Weapon A 17.5 Sec - Weapon A In the same amount(ish) of time, Weapon A makes 5 attacks when dual-wielded, 8 attacks when single-wielded. So if you have a property like "Stunning" on a weapon, it's going to have more chances to go off simply because that weapon is making more frequent attacks.
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# ¿ Mar 18, 2015 03:30 |
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Sensuki posted:The whole reason the split health mechanic exists in the first place was because there was not supposed to be any health healing.
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# ¿ Mar 18, 2015 08:24 |
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Sensuki posted:For the record I quite like 4E's Healing Surge system, and I think something more similar to that may have worked better than what we have here, and definitely been much more consistent and more 'fair' for all classes.
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# ¿ Mar 18, 2015 15:36 |
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Neutrals that are in factions can catch you stealing, but that deer probably doesn't have any valuable goods it's watching over.Hieronymous Alloy posted:That deer is up to something. Why is it staring at you? Why? https://www.youtube.com/watch?v=J_xJUQxE9tY
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# ¿ Mar 18, 2015 15:45 |
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Scorchy posted:I always kill that deer for this reason.
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# ¿ Mar 18, 2015 15:49 |
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Ferrinus posted:I haven't played/looked closely at the beta, so what existing mechanics keep spell attacks on par with weapon attacks? Do you just stop using low-level spells entirely after a certain point? Are there +3 wands or whatever that'll at least keep a wizard's lovely wand blasts competitive?
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# ¿ Mar 18, 2015 17:15 |
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Sensuki posted:You can still do that I guess, but it's sort of limited to reducing a defense of an enemy and then attacking that defense. Personally I (and many others) find the combat more of an exercise of encounter and build strategy, rather than a tactical exercise where you have to react to enemy actions. Unfortunately there's no cool dynamic stuff where you run in with a Vocalize and silence everyone, dominate your own charmed party members back (or failing that, a hold person) or any counterspelling. Anything remotely related to that has been rolled into "suppressing hostile effects" and "Arcane Dampener" - one size fits all counter spells.
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# ¿ Mar 18, 2015 17:23 |
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Sensuki posted:Well I'm sure rope kid will probably have something to say about the issue. I'm not sure he agrees with me but then again I don't think we played the Infinity Engine games the same way.
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# ¿ Mar 18, 2015 17:37 |
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Sensuki posted:Yeah but you have to cast those BEFORE you get hit with those spells, right?
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# ¿ Mar 18, 2015 17:38 |
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I played in a 3.5 game last year where one of the players in the group made a high Charisma talky fighter. It was, mechanically, a terrible character. Bad at fighting, bad at talking. I made a same-level noble / marshal (3 / 4) for the same campaign. She had +26 (situationally, +29) to Diplomacy rolls, was an extremely effective support character and pretty good in melee. Cool / funny for me, not cool for the other player. In the Ars Magica game I play in, we broke the certamen system about nine months into the campaign. My character has lost two out of about thirty duels and the subsystem wasn't really enjoyable for anyone (including/especially the GM), so I redesigned certamen, buffed the weakest schools, and debuffed my character's. It's fun to build and play an effective character, but as a designer, it's also important to understand what consequences exist for systems that funnel toward those sorts of extreme situations.
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# ¿ Mar 18, 2015 17:56 |
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Sensuki posted:Yeah well they pitched it as an Infinity Engine style game, so I was hoping for combat that felt more like the Infinity Engine games.
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# ¿ Mar 18, 2015 17:59 |
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cheesetriangles posted:I don't think it is unreasonable to expect the player to put effort into a game they are playing. I'm sure you will disagree.
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# ¿ Mar 18, 2015 18:35 |
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Sensuki posted:Looking forward to these optional fights, although it's a shame that the crit path will probably be p. easy in comparison. IME the most difficult optional fights are the bounties on Hard. They often contain a large number of kith (human/elf/dwarf/etc.) enemies of various classes and if you pursue them as soon as they are available, they can be extremely challenging. The crit path is comparatively easy but I don't think that's a bad thing. I'm not sure if we'll rebalance with the expansion like we did with HoW.
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# ¿ Mar 18, 2015 18:52 |
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Sensuki posted:In the game, it *looks like* 1H and 2H have a 60 frame recovery. In a frame-by-frame video, I'm capturing 54 frames of recovery but there are probably dropped frames. I believe in the code, the formula for recovery penalty still includes the animation length as well. Your old chart indicated that 2H has a 30 frame animation, 30 frame recovery and 30 frame recovery penalty from the 2H recovery penalty. Over 20 seconds, assuming no armor, 10 Dex. 0 Sec = Attack A 2.2 Sec = Attack B 4.4 Sec = Attack A 6.6 Sec = Attack B 8.8 Sec = Attack A 11 Sec = Attack B 13.2 Sec = Attack A 15.4 Sec = Attack B 17.6 Sec = Attack A 19.8 Sec = Attack B Weapon A attacks 5 times. 0 Sec = Attack A 2.8 Sec = Attack A 5.6 Sec = Attack A 8.4 Sec = Attack A 11.2 Sec = Attack A 14 Sec = Attack A 16.8 Sec = Attack A 19.6 Sec = Attack A Weapon A attacks 8 times.
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# ¿ Mar 18, 2015 19:42 |
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MartianAgitator posted:No, this is weak writing.
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# ¿ Mar 19, 2015 16:59 |
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The gaming timeline of history: Ancient Tymes Medieval Steampunk WWII Modern Post-Apocalyptic Space??
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# ¿ Mar 19, 2015 17:37 |
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Roguelike posted:That's not fair, many of the entries are far more misleading than that. Knock Down, literally the first fighter ability in the game, straight up says it attacks Fortitude, when it's just a normal attack that inflicts prone on hit without ever requiring a fortitude roll. Magitek posted:So is it viable to have a stealthy backstabbing rogue with a giant Pike? I would desperately like for this to be a thing.
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# ¿ Mar 19, 2015 17:58 |
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derra posted:I know you can create characters; is there a limit on how many you can have chilling at your stronghold total? Do they recruit at level 1 or a more advanced level, and if advanced do they come with talents and abilities pre-set?
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# ¿ Mar 19, 2015 19:21 |
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I think maybe it was this one: https://www.youtube.com/watch?v=5pGjITOezVk
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# ¿ Mar 19, 2015 21:19 |
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UrbicaMortis posted:Paladins mostly aren't about gods. I mean, they can still believe in them but they aren't holy orders. You could do it as a priest.
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# ¿ Mar 19, 2015 21:28 |
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If you build your characters toward being more passive and use the companions with more passive abilities (e.g. Kana), it should be easier to manage.
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# ¿ Mar 19, 2015 22:09 |
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Riven posted:I just made a chanter for the first time in the beta, and INT doesn't affect the duration or linger of the chants it seems? Thought having a 20 int chanter would let me have multiple effects going on at once but it doesn't seem so...
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# ¿ Mar 19, 2015 22:37 |
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# ¿ Apr 26, 2024 00:57 |
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zedprime posted:What time period would gently caress You, Suck My Dick take place in if it was made? People would have to know about Lionheart to make jokes about it.
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# ¿ Mar 20, 2015 00:12 |