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LuckyStrike
Posts: 1753
Location: Somewhere in the Portuguese Colonial Empire
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Posted: Sat, 18th Apr 2009 19:23 Post subject: |
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JBeckman wrote: | quest pack (German version out already) will however require a new game once it's translated and released. |
Any ETA given for this? Might as well wait for it if it's gonna be out in a reasonable amount of time.
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LuckyStrike
Posts: 1753
Location: Somewhere in the Portuguese Colonial Empire
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Posted: Wed, 22nd Apr 2009 13:00 Post subject: |
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Damn this game owns.... IT OWNS.
Oh and the community patch adjusted those perma potions btw., old attr. increases in brackets:
Permanent potion Attribute increase Gold
Hunting skill 3 (2) 800
Strength 3 (2) 800
Life energy 8 (4) 800 (600)
Mana 8 (4) 800 (600)
Endurance 8 (4) 800 (500)
Still not sure whether I should get the skill or not, I need to start saving the points now if I'm going to get some of the spells later on. For the early levels I concentrated on hunting and misc. skills for some quick buck, but now that I found the bastard sword recipe (talk about op, 10x iron ore and 1 x steel thingy and the sword's worth over 5k, rofl?), I guess I could've skipped those.
About the melee skills - Did you guys go with sword and board, 2handers or dual-wield? I noticed the DW skill trainers are all in the desert or wherever, so I reckon that's an option only for later. I figured I'll go with 1h and shield until that, but is dualwielding worth it really?
The way I see it, since it sacrifices defense (1h&shield) and range (2h), dualwield should do some pretty nifty damage but in RPG's it's almost a rule rather than excuse that dualwield - in the end - just isn't all that great.
So does anyone know the detailed mechanics for how the damage is calculated, ie. full damage from mainhand and 50% from off-hand or?
Edit:
I really don't see the point with the pickpocketing skills since you can just beat people up and grab their stuff. Not sure I see the devs' reasoning behind this, but oh well, makes grabbing the stuff I want all that easier. 
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Posted: Wed, 22nd Apr 2009 18:45 Post subject: |
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inz wrote: |
So does anyone know the detailed mechanics for how the damage is calculated, ie. full damage from mainhand and 50% from off-hand or? |
From what i remember reading and from what i've played, dual wield damage is the same as 1H+shield, you strike with the right hand weapon then again with the left hand weapon with no speed increase. Dual wielding only gives you new fighting moves.
However, there's a catch. If you use 1H+shield, the moment you get the third upgrade for 1H you'll start to KD mobs, wich is extremely annoying. What i usually do is get only the second upgrade for 1H and then wait until i can get the third one and the dual wielding skill together so i can fight with no KDs. For master 2 weapon fighter you need 75% rep with Hasishin to get it from Ishtar.
Ofc this is a simple answer hence i cant find that link anymore <_<
ASUS TUF B550M-PLUS | RYZEN 5600x | RTX 3060TI | 16GB DDR4
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JBeckman
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Posts: 34983
Location: Sweden
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LuckyStrike
Posts: 1753
Location: Somewhere in the Portuguese Colonial Empire
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Posted: Wed, 22nd Apr 2009 20:07 Post subject: |
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Posted: Wed, 22nd Apr 2009 20:17 Post subject: |
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If you want better graphics btw., try these values in ge3.ini:
Entity.ROI=12000.0
Render.PrefetchGridCellSize=20000
Render.DOFStart=20000.0
Render.DOFEnd=30000.0
DistanceHigh.fFarClippingPlane_High=20000.0
VegetationViewRange.fViewDistance_VeryHigh=12000.0
Using those values pretty much eliminates the blur and the annoying low-poly terrain that you normally can see quite close to you (they're still visible in the horizon, but not nearly as much of an eyesore). You could edit the values for even higher high-poly terrain visibility (worked fine even at max range 30000 for me), but there's some side effects I noticed so 20000 seemed like a good balance point.
Speaking about graphics, there doesn't seem to be anyway to enable AA with ATI cards? Weird that they never fixed that, since I remember AA being broken back at original release, and someone was discussing the same issue in one of the latest CP patch threads.
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Posted: Sat, 25th Apr 2009 14:36 Post subject: |
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inz wrote: | Speaking about graphics, there doesn't seem to be anyway to enable AA with ATI cards? |
Nope, doesn't work, no matter what you try. I've tried numerous things including ATi Tray Tools and renaming the .exe and stuff. No dice.
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JBeckman
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Posts: 34983
Location: Sweden
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Posted: Tue, 29th Sep 2009 18:36 Post subject: |
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1.73 set for release tomorrow (30th September)
might actually get around to trying this out why waiting for a real english release of risen.
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Posted: Tue, 29th Sep 2009 19:22 Post subject: |
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Damn. There are still CP's being developed?
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Posted: Tue, 29th Sep 2009 19:25 Post subject: |
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Yep, this is the last one though
ASUS TUF B550M-PLUS | RYZEN 5600x | RTX 3060TI | 16GB DDR4
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Posted: Tue, 29th Sep 2009 19:53 Post subject: |
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1.73 changelog :
Spoiler: |
# HDR Rendering.
# Improved bloom effect.
# Bug corrected where audio system always cached out sound even if property said "no".
# Some Info/Quest commands added.
# Saturas now also hands out his key when the hero first talks to him after exploring Al Shedim.
# Texture/Shadow/Light flickering (usually occurs on ATI HD4xxx serie cards) eliminated.
# Leaf subsurface scattering (only with activated Rim Lighting and Shader 3.0)
# Heat haze (at minimum Shader 2.0; always on; exception: few fire places because of recompiling the world).
# Mana recipe icon corrected.
# Faraway trees project terrain shadows corrected. |
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Posted: Wed, 30th Sep 2009 07:02 Post subject: |
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it's out
ASUS TUF B550M-PLUS | RYZEN 5600x | RTX 3060TI | 16GB DDR4
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JBeckman
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Posts: 34983
Location: Sweden
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Posted: Wed, 30th Sep 2009 08:37 Post subject: |
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worth to play this game? i speak english and german perfectly so am i adviced to get german instead of english ?
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Posted: Tue, 6th Oct 2009 15:57 Post subject: |
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Btw here's a mod adding <ingame map locations> for the main quest items/artifacts and some important npcs (like Xardas); link
ASUS TUF B550M-PLUS | RYZEN 5600x | RTX 3060TI | 16GB DDR4
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JBeckman
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Posts: 34983
Location: Sweden
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Posted: Tue, 6th Oct 2009 16:04 Post subject: |
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lhzr
Posts: 3902
Location: RO
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Posted: Tue, 6th Oct 2009 16:05 Post subject: |
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Last edited by lhzr on Thu, 24th Dec 2015 13:50; edited 1 time in total
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JBeckman
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Location: Sweden
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lhzr
Posts: 3902
Location: RO
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Posted: Tue, 6th Oct 2009 16:15 Post subject: |
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Last edited by lhzr on Thu, 24th Dec 2015 13:50; edited 1 time in total
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Posted: Tue, 6th Oct 2009 16:18 Post subject: |
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I don't remember having such problems in Gothic 2, the quests in that game were also a bit vague though. It did have a smaller world, that might be the difference.
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Posted: Tue, 6th Oct 2009 16:19 Post subject: |
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lhzr wrote: | is it the same in gothic 2? i keep hearing how it's better than the 3rd, but what about these mapping problems? |
Its the same in G2 but finding your way around is never a problem if you listen to what NPCs have to say.
Steam - The Poopflinger
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JBeckman
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Location: Sweden
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