Showing 1-20 of 18,368 entries
2 hours ago
In topic So you can't hide bodies?
Originally posted by chris:
Originally posted by Dorok:
Once you stun all spies there's no more risk as only spies explore all the area when some guards disappeared. So in fact you build in your head a very fun gameplay, but it was your imagination, not really the game gameplay.

It's right that such gameplay like in Invisible Inc can be very fun, but it's because levels are very small, with big levels of PD it's harder to make it fun.

EDIT: What I mean is it's more for peace of mind for some players, for them it will improve a level of realism. But in my opinion it won't improve the gameplay.

I agree but I think there are other things they could do. Maybe add an extra guard who patrols every few turns like Invisibile Inc. There definately needs to be something that puts a bit more pressure on the player during the infiltration phase.
Looks like a good idea, no more spies, one or two guards start investigate, looks like one more good player option to add.
Originally posted by Black Raven:
Deadpan side step left they in the window.

Guy near wall side step right away from wall then they got line of Sight.

So yes Legit even tho it looks odd at the camera angle
Agree, but Deadpan side step left is enough to open an angle. Those side step aren't a movement more a peek.
Originally posted by Kawira:
I have never seen more than 1 miss of 80%+ in a row and there are few guys here to claim that they've had 3x in a row few times lol :D. Do you even know how low chance there is for that scenario? Either you should play lottery or stop lying to yourself and others.

1 miss isn't a big deal unless you play poorly but it's not game's fault if you gamble whole mission on one roll. What it brings tho is balance. Darkest Dungeon is balanced, Xcom was always balanced but PD isn't balanced when it comes to fights. If I can't survive even 2 turns to evac because whole map kills my guys behind covers then it's poor design
XCOM not high difficulty is cheating the RNG, too many miss will garanty a shot. I don't remember the formula, but if you didn't seen series of bad RNG it's only because the game cheated the RNG, not because you are blessed by some mysterious luck.

Miss 3 80% is no way a rare case.
2 hours ago
In topic So you can't hide bodies?
Once you stun all spies there's no more risk as only spies explore all the area when some guards disappeared. So in fact you build in your head a very fun gameplay, but it was your imagination, not really the game gameplay.

It's right that such gameplay like in Invisible Inc can be very fun, but it's because levels are very small, with big levels of PD it's harder to make it fun.

EDIT: What I mean is it's more for peace of mind for some players, for them it will improve a level of realism. But in my opinion it won't improve the gameplay.
Yeah I rarely understand sarcasm on forums. It is missing the more or less discrete smile in the eyes or on the mouth, or just the smiley tone of the voice. But when the sarcasm is hugely ridiculous like a building, I still hope it get identified, but not always.
2 hours ago
In topic So you can't hide bodies?
I only agree with a player option. The reason is maps are big and hides body will rarely make sense but by moving them rather far to a very isolated room.

I already explained why move bodies is an illusion, after 3 turns, spies start explore all the areas and all rooms, which include any corner in any room.

So it won't work to try hide body in a room, with only few exceptions, like room at the floor and a window.

So a player option and keep the quick hide body at Normal when this option isn't checked.
Originally posted by holy-death:
I think THIS[www.pl.image-share.com] is what happens (visualisation and description are both in the image itself).
I don't see the angle for the shot, but if enemy do a side step shift too, to the left. And this shift looks to me very bizarre.

I continue think it's not this shift that is used in this case.

EDIT: I remind someone mentionning Y shift and it degenerated in jokes around jumping shoot. But eventually this case would be a case of Y shift, more "logic" than the left shift of enemy.
Yeah I'm a clown, alas so often I'm taken seriously, sigh. :-)

Hey don't mix it, I can be deadly serious too. I just hope people make the sort well.
Or his problem is not see he is making a big deal from something that isn't this big deal. it's like an XCOM reflex, a soldier hit, death is close, except that in PD if you position well and use a good cover you get scratched, not close to death.
2 hours ago
In topic So you can't hide bodies?
Perhaps a player option no matter the difficulty, if checked, no matter the difficulty, the corpse can't be hidden but can be carried. It's certainly quite doable as you already carry constantly bodies even if it's usually your teamates.

That could be fun to bring some civilians at the base to wash their brains and make them dormant spies.
Originally posted by Kaijudo:
Originally posted by Terrapin:
Thanks for the changes dev's, quite honestly I would not have bought the game without them. Also, one of the people complaining the loudest in this thread about the changes doesn't even own the game and if he does he pirated it so his opinion means♥♥♥♥♥♥anyway.
You do know the game is on GOG and PS4 right? Do your research before you call someone a pirate.
Pirates anyway, they pirate the Steam forums.

Get out pirates go to your own forums, you aren't welcome here, facepalm.
Originally posted by chris:
Originally posted by holy-death:
1[www.image-share.com], 2[www.image-share.com]
, 3[www.image-share.com].

Look at the orange outlines. Especially on the first picture (but you can see it on the second picture as well). I might be wrong, but it does seem to indicate how much of a target your character can see, thus making it eligible to shoot at.

These screenshots were taken just a moment ago, so they are from the same version of the game - 1.03.

Remember though the target will still make a non visualised side step in
Cover, meaning the LOS could be to an adjacent tile.
I agree, for shooter the camera applies the shift, but for target there's nothing so the orange highlight can be misguiding.

Or I didn't understood the new rules.
Still they show that the aiming doesn't figure the shift, like before. But I have hard time to figure what you mean, I try harder. Lol

EDIT: Ok yes the shift isn't shown, but the orange hints what you can hit, fine observation.

EDIT2: OR it's just when some 3D hide the target but it's still not the real aiming with the shift, yes it's not totally obvious. The idea would be, should character isn't shifted but the camera is shifted. Except that as far I understood, both could be shifted if both are in full cover.
3 hours ago
In topic Are they dumbing it down?
I won't say it's always better, but it's a huge frustration I always had in XCOM and here much more playable.

Because of pods system of XCOM search better angles for shooting is very risked. This reduce a lot the positioning play and the angles management. As XCOM is rather deep both are still rather deep aspects but still very restricted.

With PD you get quickly punished from having soldiers too close, and even at reverse expend a lot you team and search angles and cross fire or even overwatch ambush based on cross positions, is a gameplay approach paying a lot more and often worth the risk.

On that aspect PD combats are very refreshing and feel much more open for positioning.

EDIT: Ok the AI is a bit naive and it's often exploit it a bit, but combats have their hard points, and it's part of the rules to exploit the AI.

EDIT2: This is also a huge difference with XCOM, a lot more mobility, but also for enemies, it's for you but for enemy too. But overall the gameplay is a lot more mobile.
JA2 system uses really a free action points system used for anything including movements.

PD uses action points, movement point, you can't transform any point in the other point type, and some special actions use movement points, and some actions use both action points and movement points.

The "problem" of JA2 is its system lack a lot of fluidity. Fans don't care, but for any dev it will be very difficult to release anything like that nowadays. Alas, releases after releases, new JA games are released and destroyed by JA2 fans. And worse, this community tend try destroy any turn based shooter, and this is contributing to kill more and more this sub genre.

Some TB RPG use free action points system, but none are shooter, and none I remember had dev designers with very high skills in tactical design.
I don't think the game shows the shift at all, at least it wasn't showing it.
3 hours ago
In topic What does Actor perk do exactly?
Originally posted by RexEviL:
Originally posted by Dorok:
I picked an item without any problem and a spy was looking at me, after that I vomit, didn't use any more the disguised spy, and bought a new keyboard.

But ok I'll test again and report, will take care vomit in a pot this time.
Intersting I see alert notice when I try to do that. I think enemy agent didn't exactly see you.
Gee I didn't realized, in that mode (Disguise) enemy fov covering is a transparent white, not really obvious.

Ok I need try again.

EDIT: I play only Normal, you probably play Hard, perhaps the cause of the difference, but ok after have vomit on my keyboard, I stopped test Disguise disgusted.
Originally posted by chris:
Originally posted by Dorok:
Side step to right makes no sense, it just make face a wall.

That is what I thought at first, but player is 1 level higher than enemy. Look at the picture again and it will make sense.
Ok, there's two full cover and the thread was arguing from one cover and I didn't saw it.

The other shift for the other cover open more the angles and don't even require a double shift of spy and enemy unlike the shift argued already.

The error is to believe there's no shift past an obstacle, it's not the point, it's look past the wall so a shift past the wall.

EDIT: And in fact I doubt it's the shift argued by the thread that is valid because it requires a bizarre shift of the enemy that leave the full cover.
Originally posted by 0000 K PER CENT:
Whoever designed a game without hit percentages is mad. This makes this game absolutely cruel and hardcore in vanilla on easy, whereas LW2 is a hardcore mod that is not the base game for real crazy people.
HERE why you never played the game or are a total incompetent, I played Long War 2 quite a lot, and PD at Normal difficulty, not even Easy. And it's ridiculous, combats are no way cruel and harder than those of Long War 2.

Lol, so stop lie and pretend you played PD. You get revealed.

What you are doing is stupid, judge a gameplay from your imagination.
Originally posted by chris:
I think the combat is a lot better now. There was no point in learning the rules before, anything could happen.

I agree though. Developing stealth should be the focus now.
Let explain my problem with the map I played post patch.

1. A patrolling moving to watch a alarms trigger, and then not move anymore at all so I had to stun because I forget bring a lure.

2. Full cover at border not working, usually it always work but with very open angles, but here the angle was very closed like 100. i suspect it's just the first time I quote the bug relative to enemy turning.
Showing 1-20 of 18,368 entries