Semper
Cipher
- Joined
- Jan 12, 2012
- Messages
- 747
perhaps your anti virus blocks access to that site.I havetag img in your and other posts but no actual pic - why?
perhaps your anti virus blocks access to that site.I havetag img in your and other posts but no actual pic - why?
Also, Boreale is correct, Reactive Shot was fucked in the last patch and is now completely fucking bonkers. It's not orbital insertion as per the codex astartes, but it's damn well close.
you will believe a black wolf can fly
Dat sense of humorPatch notes said:
- Fixed melee attackers sometimes being able to still attack enemies on a higher ledge
This is extremely frustrating, yeah, especially since it can happen when someone is already in a conversation, jerking you out of a conversation and then when you restart it, the options have changed because it's no longer the first time you talk to them.Another decline I didn't mention is that the game loves dialogue ambushing you. In my case I was leading with my secondary character who had no points in persuasion but all the points in lucky charm for maximum loot. *Poof* and he's at the mercy of some talky npc and can't talk his way out to save his life. Gotta reload to talk with my main guy who actually has points into persuasion.
They fixed it, it was mentioned in the notes. Before the patch it did not scale off the weapon damage, now it does, apparently (don't have an archer in my party, so i don't really know)
Because he likes the residual cocaine in Swen's shit and think that it is the best thing eva.Volrath why are you butthurting me?
Yeah party rpgs should emulate how Storm of Zehir did conversation skill checks, most capable member and what not.It would be nice if you could change who is talking in the middle of the conversation if everyone in the party is within range. There are a number of times when the game auto starts a conversation and... its not the face of the party.
I'm still kinda shocked that not more games use the Storm of Zehir approach, it was excellent. A mix between Storm of Zehir and DOS1 would be nothing short of amazing. In terms of dialogue interaction, DOS2 is a step backwards, objectively so.Yeah party rpgs should emulate how Storm of Zehir did conversation skill checks, most capable member and what not.It would be nice if you could change who is talking in the middle of the conversation if everyone in the party is within range. There are a number of times when the game auto starts a conversation and... its not the face of the party.
I'm still kinda shocked that not more games use the Storm of Zehir approach, it was excellent. A mix between Storm of Zehir and DOS1 would be nothing short of amazing. In terms of dialogue interaction, DOS2 is a step backwards, objectively so.Yeah party rpgs should emulate how Storm of Zehir did conversation skill checks, most capable member and what not.It would be nice if you could change who is talking in the middle of the conversation if everyone in the party is within range. There are a number of times when the game auto starts a conversation and... its not the face of the party.
Or just the Wasteland 2 thing of having the party members' prompts under the text box to choose who takes on the discussion instance whenever you want. It was nice there albeit hadn't much effect besides the Kissass/Smartass/Hardass checks, imagine how nice to have it would be here.
Well it makes it possible to see all angles of everything, I guess? I can't even subjectively support this beyond "I like it", and while you could probably achieve the same thing with less rotation, I always hated semi-fixed rotation/panning for some reason, no doubt completely irrational. Always makes me go "Just a little bit more for fucks sake!".Why does the camera need to rotate 360deg? I don't see how this enhances my experience in any way. Sure, it makes it easier for the area designers, but what does the player gain?
Full camera control in a game is good. It's better to have too much control than to have gimped and limited camera control which pisses you off that your view is blocked off.Why does the camera need to rotate 360deg? I don't see how this enhances my experience in any way. Sure, it makes it easier for the area designers, but what does the player gain?
I loved that in Storm of Zehir, you could choose the character speaking at any one time, during the course of a conversation, meaning that you effectively simulated the situation in which different characters are all speaking to a single (or multiple) individuals at once, a bit like interjection by CNPC:s, although you had full control (CNPC:s, what few there were, only got character-appropriate lines, if I recall correctly).
I loved that in D:OS1, the actions and choices of different players could result in a conflict of interest wherein both parts resolved their differences either by arguing or by opposing Persuasion/Intimidate/etc., and then the plot or sub-plot or dialogue moved onwards based on the result of that. It is much superior to wherein D:OS2, choices for one person exists in a vacuum, even if you're right there. We noticed this especially after speaking to a certain tortured prisoner in Fort Joy, from which we got a password to use when speaking to a couple of other disloyal guards. Despite the fact that I listened in on the entire conversation, I could not provide the password when speaking to the disloyal guards - however, after loading, the player that had the conversation with the tortured prisoner (note: only one person could speak to him, because he ran away as soon as it was over) could provide the password.
But the only reason I even knew of this was because I had had the conversation before: had we played in a vacuum, there was no way to know that these were the people we were even supposed to give the password. We could've gone the entire game wondering who we were supposed to give that password.
It's extremely annoying how the game is presented as co-op, but everything is essentially oppositional, even in terms of content; you talk to someone, you will be the only one to have that conversation, or, someone else talks first, and then you talk to an NPC, and you get the exact same conversation. If one character is carrying a plot/dialogue-relevant piece (a letter, etc.) only that player can mention it in a conversation.
It's like you're in a party, but not really. D:OS1 did this a lot better - the assumption was, simply, that you would be playing with friends, and that you'd be playing as a party. Meanwhile, the Arena in D:OS2 forces a PvP confrontation unless you choose to forfeit, in multiplayer, but it does no such thing in singleplayer, for the sole reason that there happens to be more than two players in a mechanical sense, while completely ignoring the narrative - after all, narratively, what is the difference between Ifan as a CNPC and Ifan as played by my co-op partner? Fucking nothing. Yet we're forced into fighting eachother.
We're constantly forced into choosing who takes point, who wins, who picks up the reward(s), and so on. D:OS1 felt like we were playing together, even outside of combat; D:OS2 feels like we're playing beside eachother, only truly cooperating with eachother in encounters.
Sure, we wait for eachother and we listen in on eachother's conversations, we read important books up loud to eachother, and we send eachother items when needed (because fuck having a shared inventory, apparently), but it's not the same.
It's like the game doesn't know what it wants to be good at. Is it meant to be a single player/co-op multiplayer game, or is it meant to be an oppositional, competitive and mutually hostile multiplayer game? D:OS1 did the former better, and who the fuck actually wants to play the latter in a turn-based CRPG?
But creating a party of character and making decisions for everyone individually is the point of single player role playing video games.Fuck total control in narrative; creating a party of characters without personality, making decisions for everyone individually---even arguing among each other while both characters are you(hey DOS1), fuck it.
Rebind the camera to Q/E. That way, you can control the camera by WASD/QE constantly, it's pretty nice, instead of feeling like you have to assume direct control of the camera and re-adjust with MMB all the time. To me, it greatly enhances the flow.Maybe I'm too OCD, but I feel like a cameraman all the time I'm playing. Every time the party switches direction, I feel an urge to adjust the camera again.
Since you only create a single character in D:OS2 singleplayer, using D:OS1:s approach would've been irrelevant for singleplayer, so that's a completely moot point.I can see DOS1's approach was better for co-op but not by a long shot for single player and in DOS2, SP-side is improved while taking away from Co-op it seems tho which is not enough for me to be happy with its SP.