Zwiebelchen
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More nonlethal options
Zwiebelchen replied to perilisk's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Yeah some of the quests are not properly fleshed out in that regard. Sometimes the NPCs are missing reactions on the quest state completely, for example many of the NPCs in the sanitarium. The whole place went to hell and still the dialogue for the NPCs outside the critical area didn't change? And yeah, the armor quest was severely lacking in that regard aswell. But we know the underlying issue here: lack of time and production resources. I'm perfectly sure that this will be remedied in expansion and sequel content. -
Sure - but since it's fantasy, I guess it would at least be possible to also imagine relationships that actually mean anything. And somehow, I don't think the problem is that people don't want to have something like that as background, or part of a story. That it's more how the characters are uninteresting almost by design - going back to how the dialogue is constructed over a linear path. How it seems the most effort goes into not letting your choices respond to the actual events playing out. I mean, if Bioware wrote out a response wrapper for a good story... say, Macbeth, it would be something like this: "-These deeds must not be thought After these ways; so, it will make us mad. 1. What? 2. I made a difficult choice. 3. They deserved it. 4. Give me food. -What do you mean? 1. I made a difficult choice. 2. They deserved it. 3. Give me food. -Who was it that thus cried? Why, worthy thane, You do unbend your noble strength, to think So brainsickly of things. Go get some water, And wash this filthy witness from your hand. Why did you bring these daggers from the place? They must lie there: go carry them; and smear The sleepy grooms with blood. 1. Yes, I made a difficult choice, but I did it anyway. 2. What? 3. You want me to lie about it? 4. Give me food. -Infirm of purpose! Give me the daggers: the sleeping and the dead Are but as pictures: 'tis the eye of childhood That fears a painted devil. If he do bleed, I'll gild the faces of the grooms withal; For it must seem their guilt. 1. What? 2. I'm sleepy. 3. Give me food. -My hands are of your colour; but I shame To wear a heart so white. Knocking within I hear a knocking At the south entry: retire we to our chamber; A little water clears us of this deed: How easy is it, then! Your constancy Hath left you unattended. Knocking within Hark! more knocking. Get on your nightgown, lest occasion call us, And show us to be watchers. Be not lost So poorly in your thoughts. 1. What? 2. I made a really difficult choice. 3. [say nothing]. 4. Finally, some food! @luzarius: I won't quote you now, because I don't want to give your bull**** any more attention than it already got, but why, FFS, can't you repeat your mantra in the Bioware forums where it belongs? You know, DA:I was not made by Obsidian. We got it. You like pretty females. Can you now - please, finally - stop posting about Cassandra in every single ****ing thread possible?
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More nonlethal options
Zwiebelchen replied to perilisk's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
It would be cool to have a modal that, when hitting an enemy under 20% endurance, doesn't kill enemies, but instead makes them drop unconscious. It should add a penalty based on weapon choice: Swords, Axes - minus 15 deflection (you are severely putting yourself at risk by trying to hit your foe with the backside or handle of your blade) Daggers - minus 25 deflection, minus 20 accuracy (daggers are just not a good weapon to incapacitate someone; hitting someone with the handle of your weapon is pretty much your only choice) Clubs, Flails - Halved damage, minus 10 accuracy (you must take special care not to crush someone's skull by putting less strength in your hits) Quarterstaves, Helberds, Pikes - minus 5 deflection and accuracy (Pole weapons are perfect for decapacitating enemies) Fists - no penalty (obviously, fists should be the least lethal of all attacks) Ranged weapons - minus 20 accuracy, 20% slower attacks (you try to aim for the limbs of your opponent) Unconscious enemies will simply turn neutral after the fight, knocked prone. If you leave the place without dealing with them, they will simply disappear after a while. You can also "talk" to unconscious enemies to send them to prison or make them run away. -
Does marking actually work?
Zwiebelchen replied to Idleray's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
I was wondering the same. Several weapons with marking; but none of them seems to actually do a thing. -
But it's not the same because pre-buffing is literally the same exact routine. In combat you may not always wish to buff as your first action, and even when you do, you may not always think the same spell is the one you should cast first. PoE is 6000% better in this regard. If we rephrase it as: "Casting all your level1, level2 spells in each non-trivial encounter", it's not really that much better. Why not? It's fun! Like, really, why does nobody care about that anymore? Reaching level 9 as a spellcaster is a huge step upwards in class enjoyment. It's in no way overpowered (as the number of spells you can cast in a single battle is not higher) and hard battles won't get easier because of that - but it makes trash encounters so much more enjoyable. I love being able to spam minolettas minor missiles in trash battles.
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Nor do they generate big budgets. The largest video game Kickstarters (PoE, Torment: Numenera, Might No. 9., etc). have all made on the order of $4M which is much less than the budget of a modern AAA game. The one example of a crowdfunded game with an AAA budget that I can think of is Star Citizen, but its model is relatively unique and not easily replicated by other games. To put those $4 Million into perspective: SW:TOR took 200 Million dollars to make. GTA V took 137 Million dollars. And this is developement cost, not total cost (as a rule of thumb: marketing cost is usually as high as developement cost). As seen here: http://en.wikipedia.org/wiki/List_of_most_expensive_video_games_to_develop Interesting fact: World of Warcraft (it's hard to find detailed numbers on that), only accumulated roughly 50 Million dollars total cost to this day. Considering this game is literally a money printing machine since 2004, one can only imagine the insane profits it generated for Blizzard.
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They are partially at fault here. Simply because Imoen has literally zero dialogue outside of Irenicus' dungeon and spellhold. She was literally an empty character and plot device in BG2 SoA. No banters, no quest interjections, no alignment objections. The mod literally spawned from that flaw. Depending on when you go to spellhold (remember: there's still the RP crowd that probably rushes for spellhold as soon as they collected the 15k GP), Imoen can be one of the very first characters you recruit in SoA. And this is where BG2 failed. Outside of the critical path post spellhold, she never talks. So actually, the Imoen mod is not really to blame for the missing characterization of Imoen in SoA. All her canon banter and personality comes from ToB content, after all. In that regard, the mod actually adds some quality content. It's not like you are forced to date her in the mod; as it also adds banter and additional quest dialogue. And to be honest: this is the strong point of the mod. The romance was mediocre. Funny trivia: the Imoen mod was originally thought to be for female PCs only - so much to the whole incest banging thing. Most of the dialogue is actually written for a female perspective. The creator just turned it into a "free for all" mod due to popular demand. The mod actually destinguishes between a male and female PC. It's harder to 'win her over' as a man than it is as a woman.
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I know that this was sarcasm but BG2:EE actually *had* a vampire companion. And it wasn't as bad as I expected it to be (from a writing point of view... she was hilariously overpowered from a gameplay perspective). Man I really need to finish my ToB playthrough to get to her epilogue... And who doesn't like some hot afro-vamp girl-on-girl action complete with bloodsucking. ...That was unintentional...
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Qualities override and replace eachother. Other Enchants do not; you are limited to one. Fun fact: Some enchants count as Qualities that you can't enchant yourself. A notable example is The Disappointer, which can be picked up in the very first area in the game, which has the "Terrible" Quality, which makes it near-useless. This Quality can be replaced with "Fine", "Accurate 1" or similar, netting you a good-ish base gun early in the game. Wow, I didn't know you can override the "terrible" of the Disappointer with a quality enchantment! That means there actually is a non-cheesy way to get a usable gun early in the game...
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Title says it all; I know that there is Unity Assets Explorer: http://zenhax.com/viewtopic.php?f=9&t=36 Which allows extracting files out of the unity archives. The problem now is: how can I get them back into the archives once modified? I plan on editing some armor and weapon models, but couldn't find a way to: 1) combine the mesh, material, transformation, etc. files into a single animated model to be opened with 3ds max or blender (fbx?). 2) transform those files back into game-readable files. Any solutions? I can use Asset Explorer to modify and import/export textures into the game, but I can not do the same for models right now.
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I really don't know what you guys are doing that all your fights are over before high level invocations come into play. Most of the dangerous battles in PotD easily took me two full invocation cycles. And for the easier battles, I couldn't care less, tbh. Chanters are low maintenance and as such the perfect scroll-users. They are also great offtanks. I don't think this class is broken at all; it's just a very situational class that has the power to completely turn around lost battles. I wouldn't play ironman without a chanter as a security net, tbh. Also, when fighting trash mobs with a chanter in your party, you can always pull the second pack before killing off the last foe of the first pack. This way, your summons will carry over to the next battle and wreck havoc. I used that strategy a lot in Od Nua. By the time your sommons will initiate the next battle, you almost recovered your phrases to summon another fresh batch of creatures.
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So, dual wielding slow 1H weapons should yield the largest TR DPS in theory. However, with progressing character level, dual wield fists practically reach a point at which their damage is comparable to slow 1H weapons anyway. Considering the above and the fact that you can't spam torment's reach endlessly, I think it's overall better to stick with dual-fists.
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There is a level 4 priest spell that greatly buffs your might and accuracy while reducing the same stats for enemies in a large AoE. In total, it offsets your accuracy from your enemies' accurancy by 40. This is a total game-changer. I wouldn't play PotD without a priest, tbh. Priests are basicly "frustration-be-gone" units that have all those awesome tools to prevent you from reloading the game constantly: Taking a critically wounded ally out of combat, Prayers against status effects, Accuracy and DR buffs, AoE knockdowns, endurance heals... Druids don't hold a candle against this in terms of utility.
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If you don't want to run extensive numbercrunching calculations, there's a rule of thumb: 1 point of DR reduction is always equal or better than 1 point of damage* *This is true only for enemies that have higher DR than you have DR reduction. However, almost no enemy has a DR lower than 6 and I haven't found any weapons in the game with more than 6 DR penetration yet. There is one more exception, though: if the damage displayed in the character sheet plus your DR penetration is lower than the total DR of the enemy, DR penetration practically does nothing for you, as you will deal minimum damage only. However, even with the fastest weapons this almost only applies to enemies with a DR of 18 or higher, so rarely happens. Most enemies in the game have a DR in the range of 6-16. For this range, the above rule of thumb is always true.
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Just saying; there is plenty of leaking data in the save game files. The most prominent offender (rime and frost trap) has been fixed in 1.04, but judging from the ongoing bloat of the mobileobjects file, there's still a lot more to be found here for the devs. I'd say if Obsidian can fix all the savegame leaks, loading times will decrease dramatically for most players. Just make the test if you don't believe me and start a fresh new game: load times will be significantly faster than a game in act III.
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I think there should be another game mode between hard and path of the damned, that implements the stat increase of PotD, but at the creature selection of hard. Currently, the gap between 'hard' and 'path of the damned' is absurd. Surely it'd be much better to have the creature selection of PotD with the stats of Hard? Since PotD is the only difficulty that changes stats, and it kinda screws up a lot of the balance of the game? I've never felt like the increase of stats in PotD screwed up balance. In fact, I felt this actually balanced the game out better (deflection stacking won't make tanks invulnerable anymore and debuffs actually matter). What really bugged me about PotD was the ridicolous masses of enemies in every encounter. It's just insane to battle 10 Xaurips, 3 Xaurip priests, a named boss and 4 wyrms at the same time. Especially when ALL the priests constantly heal each other. PoE was not designed around large-scale battles, due to the narrow pathways and intense spell effects. Hard mode imho hits the sweet spot about numbers, while PotD hits the sweet spot of combat stats. I'd rather combine the two strengths of the settings into one difficulty, instead of combining the two things that sucked about both difficulties.