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IIRC, the item ChaosTheory mentioned was marked as notable item earlier in game then changes to non-notable item later - in chapter 4, it is no longer a required item to progress the story, its just gives you a bit more insight on story (but yeah, would have been nice if it stayed as notable item). There is another item not marked as notable item which is part of secret in chapter 4 - I keep selling this by accident, I did suggest this item to be changed to notable item via in-game bug/suggestion reporting tool :) |
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Preserving important items in the personal chest is one thing, but one must not forget to take it back in the inventory when it's required - as I did before the battle of Drezen last time. *sighs* :D
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I've replied. My main gripe is the overall size of it, and I mentioned as much. Just like in Kingmaker, I feel the overall pacing is a bit on the slow side, which leads to a lower replay value than the game deserves, as the mythic paths, quest choices and character builds are all excellent.
I've replayed it twice, and I created chapter 5 saves allowing me to try out the shorter paths available at the end, but this is it for me. I'd love to try it all, but I can't do another 150 hours just to check out another path. I did get to check out Angel, Lich, Swarm, Legend and Dragon though, so that's pretty good. Would have loved to see the rest though, but that's not happening. At least not yet. |
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Btw. to this day (act 5) I still have no idea how experience points for the crusade stats are gained. By completing projects /decrees? Where can I see how much I get on completion. I guess I could look it up in the encyclopedia… but to access the encyclopedia I need to leave crusade management and go back party mode… :roll: Quote:
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When I first saw the sword (alpha or beta), I realized one had to right-click / info to see there was a history attached to it, and I suggested to them it should be indicated on the tooltip that it was a named item, I don't know if they changed it. But it was in a special location, not a loot or in a weapon rack, so in itself it's already a sign that one should examine the item more closely. The related story or quest is optional, so I think it's up to the player to make a decision and sell a named weapon at the risk of missing something. And maybe to make a re-buy possible (I don't know how, maybe by asking a smithy if he heard of the weapon) - some merchants are not available later, and it's not always possible to remember where what was sold. It's a long and difficult game, so I understand they didn't want to alienate players. But there should be a specific setting "let me roleplay without all those aids" which doesn't tell which quests are at such location on the map, or whether an item is quest-related or not. Provided there's enough clue to be careful, like placing the weapon in a hidden location, naming an item, or describing it as peculiar. At worst, it would be an opportunity to replace those aids by more in-character mechanisms. Otherwise it will just be the routine and frantic looting/selling/crafting cycle as we see in Bethesda's and Obsidian's games. |
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I'll let someone else answer about the experience points (EDIT: which is already done :) ), since I'm still only at the end of act 2 and the crusader management has changed a lot so I need to re-discover those features. Are there even entries in the encyclopedia for the crusader system now? In beta there was still nothing and we only had the brief tutorial notes (and I know that in Kingmaker they never documented the mechanisms of the Kingdom Management). I haven't checked since the release. |
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I've developed a habit of always selling stuff to 1 merchant only - so if I ever need to buy back stuff, I know where to go to. I also never sell any item that seem to be heavily story related and keep them in my inventory all the time. In saying that though, I wish some items do have special icon so I don't accidentally sell - the item I mentioned in chapter 4 that I keep selling by mistake has an icon that look like a coal LOL. |
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You're lucky they have an infinite amount of money. In Encased (and I think Solasta too) they have a definite amount and can only buy so much, so sometimes you have to look for anyone with enough money left to sell your items. ;) They didn't specialize the merchants though, that would be even more realistic (and harder). What game did that, Witcher 3? About the special icon, I like D:OS system where you can tag the junk. It's quick and very convenient, and it's still up to you to make the good decision. |
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Yes, there's section on crusade management and how to increase each stat - it's under crusade tutorial > crusade development. Seems like I wasn't entirely correct on how each stat points are gathered but I think I was on the ballpark ;) Quote:
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I understand the concept, but the inconvenience is that I cannot see when the team will be available again. I first have to find the decree the team is working on. (I just checked and realized that for the currently running projects/decrees you don't even see which team is working on it! Where can I see that?) Also why can't I queue decrees with a nice overview when each one is finished? Just give me a calendar-like table where for each team there is a row and the columns are time units (e.g. days). Then you could just drag and drop cards and have a schedule. Decrees that can't be issued (due to lack of ressources) are greyed out and you get some warning. That's just some spontaneous idea. I'm sure professionals could work out something a lot better. Also why can't I dismiss cards I don't ever want to issue a decree for? And yes, somehow everything works out as it currently is. It's just that usability is abyssal. Quote:
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Click on the each card to see which team is working on it. Since each team can do 1 project at a time, there should be no more than 4 cards on bottom left to check. |
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Can you draw a circle or something where I can see it on this image? |
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Make sure you provide feedback via in game reporting system if you wish. Honestly tho, I don't share your frustration - I don't see the need fo things like calendar or queue up the project. Each to their own I guess. |
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You don't even have to click the card. You can see it in the overview in the card's "thumbnail", where you can see both the stat/team icon and the number of days left. Perhaps I'm not that dumb after all. :D Quote:
It's just that usability for crusade management is bad. The feature could be a lot better with relatively small effort here. I guess they just ran out of time. The problem I see: They tried (again) to include another layer in their RPG. However again this layer isn't done well. I guess the players overall don't like it that much. That could lead to the false decision to dump additional layers alltogether. Instead they just should be done better. |
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They def did ran out of time - as I said before, crusade management and combat kept getting overhauled during beta. Its a shame. |
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Problem is, the game isn't designed around PC doing so much buffing. If it was the case, the default difficulty level would be much higher and honestly, the game would be far more boring. Sure, you can, if your PnP DM let you, he certainly balance the game around it. That's some serious power gaming and it's no surprise that with DnD 5th Edition, they went with the "concentration" thing, even if it's a little too extreme imo. |
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In higher difficulties you either need a lot of buffing or optmized builds, or even builds. There's only so much you can do with combat tactics alone. But I don't think that's the point. The point is that (I think) there are players who do a lot of buffing for whatever reason. And it would be nice if there was a feature to make buffing less tedious. |
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