-
Posts
171 -
Joined
-
Last visited
Everything posted by tdphys
-
Here's a few short suggestions that I think would make Pillars (which I've really enjoyed , thanks) that much more enjoyable: 1. Itemization... Weapons/Armor shouldn't be upgradeable to fine/superior, it should be an unmodifiable state of the weapon/armour. Plus, the number of enchantment levels of the weapon should be tied to its quality. Uniques at a certain quality should get 1 or 2 more enchantment levels. Looting lost a lot of excitement for me, since I was set with my weapons from the get go. I think this will make crafting better, since once you get that next level of weaponry, you'll be all excited to get components to enchant it up real nice. Also, please stack weapons/armor in shops and stash. 2. Stronghold. I like the stronghold. It needs to be more influential on the game. The resting bonuses in the stronghold should be cumulative, so that your pad can be upgraded to be a better spot then some random inns. This would give more incentive to combat marauders, etc... Maybe finishing Od Nua should give an additional bonus, etc. Also, please let us rest from the stronghold ui, rather then passing a bunch of loading screens to get to the bed. This could be done just like the party icon, where you cant activate it unless at the od nua map/s.
-
I don't think that you're going to get movement on resting limitations, since it's been a foundation of the game for years. No save scumming for rest spammers I think the current limitations could be lifted a bit if they included random dungeon encounters on rest, but guaranteed an rest encounter if the last save point is less then a minute ... though that's a bit gamey...
-
I don't mind going back for a nap, but If we could just get a rest button in the stronghold ui, that we can hit when we're in Cad Nua, but deactivated elsewhere, kind of like the party button... That would be much appreciated... and make me feel better about putting time and money into renovating the place... without a ton of loading screens between me and my investments.. Maybe right under the security token?
-
Sorry to come late to my thread, but It got buried for a while and it was a long time till I noticed someone necroed it... Some quick answers, actually editing out the swearing is for my personal enjoyment, and the hazard that my kids might happen upon the text while I'm playing. (I'm quite certain that my kids aren't dropping f-bombs at school by the way) It's true that there is some swearing in the voice acting, I'd fix it if I have time and means, but It's not a big problem to me,since I read through the voiced over text and move on before the voice acting is usually done, anyways. You can also turn the voice acting down if necessary, but can't turn off text swearing, obviously. Thing is, editing the swearing out of the text is trivial, so I did it. ( And I did it on Linux, since It's obviously far superior to windows, and I wanted to prove that superiority to yall, perhaps you can Grep in windows, enlighten me /sarc) I'd agree that a lot of the content is indeed "mature" in the sense that the topics can be disturbing and has sexual content. I'd like to point out that so does BG2 (teen rating) and lots of other things. Will I let my kids play this game? Probably when they're late teens. A show that does a good job of *modifying* their swearing is Battlestar Galactica ( frac what? ). To me, this made the show more enjoyable... it also had a lot of sexuality and death etc.. I'm not familiar with the history of our swears... obviously d*** and H*** are quite ancient, so I guess I shouldn't be surprised about some of the others. Right now I've just replaced the swearing with an appropriate number of ####. I'll see about posting the mod on nexus or whatever.
-
Pillars of Eternity received an M rating from the ESRB. Most notable difference from BGEE which had a T rating, was the inclusion of the F-bomb. We had a discussion about a swear toggle for those who want to save the children , and varied meaningless philosophical discussions about child -rearing etc... Personally, I'd like to play without the swearing, but I'm happy to do the gruntwork and mod it out without requesting Obsidian to rewrite the thing. Now that Pillars is here, on linux I've been able to locate the english strings here: Pillars of Eternity/game/PillarsOfEternity_Data/data/localized/en Simple grepping: (modified for forum etiquette) grep -Hr "[Ff]u**" * | wc -l yields 22 lines of conversation with f*** 38 lines of conversation with s*** 83 lines of conversation with d*** 114 lines of conversation with h*** 1 lines of conversation with c*** I really, really appreciate the open design of Pillars to modding. I'll be able to change these trivially. Now I need your help, What ideas do the lore-masters here have for an appropriate Eora based cursing replacement? Admittedly, I have less problems with d*** and h*** since they have legitimate religious connotations, and will probably leave them for my playthrough. However, if you ever wanted to design a new cursing system to support a deep and rich world, why not exercise that on all of our behalfs Some of my off the top of my head lame (and kind of silly) idea replacements are - f*** - Lerg ( Lerging, lerger) s*** - muhk ( muhkhead ) d*** - fogg (fogged, fogging ) h*** - hest -- I'm sure there's a more appropriate reincarnate religion version for this. c*** - poof I'm happy to do a search and replace and then upload when the mod site gets going, for those who want to play without the cursing.
-
SLOWED RECOVERY WHILE MOVING - NO THANKS
tdphys replied to Sensuki's topic in Backer Beta Discussion
So I've realized from lephys's arguments, that we have a much, much stronger statement. We need to reduce kiting. Kiting is essentially a ranged versus melee problem. As we can see, Sensuki can easily kite with a ranged character. What we need is to eliminate the reaction slow for melee characters, so they are more able to hit those scum, fleeing, kiting errr... does the AI kite? Dang. -
SLOWED RECOVERY WHILE MOVING - NO THANKS
tdphys replied to Sensuki's topic in Backer Beta Discussion
So the argument follows: 1. We have specific movement based reduction of recovery time for ranged attacks to hinder ranged kiting. 2. There still exists (probably legacy code ) general movement based reduction of recovery for all attacks, which penalizes melee movement. This is bad because... movement is already penalized by engagement, less movement in battle means less reactive tactics. Solution: Remove general movement based reduction of recovery ( buff the ranged one if you must ). I'm hoping there is a disconnect between coded reality and designer viewpoint (IE Josh) kind of like when the damage modifiers were being multiplied instead of added. Maybe somebody can get Josh's ear on tumblr or SA ? -
SLOWED RECOVERY WHILE MOVING - NO THANKS
tdphys replied to Sensuki's topic in Backer Beta Discussion
I disagree. The mechanic was introduced specifically to deal with kiting. It fails at that, which Sensuki showcases. But you are entirely correct that the engagement system makes melee kiting punitive, and as several others have pointed out, adding this to the already constipated combat movement to the game really doesn't add (or detract, as it is) anything that Engagement hasn't already affected. But the mechanic was created specifically to deal with kiting. And it doesn't. All other discussions as to it's merits or lack thereof are purely academic, since the mechanic fails at it's most basic intended function. The movement recovery penalty has very little to do with kiting (if that was the intention, it really would be nonsensical). As per prior examples it's really a balancing mechanism between different melee archetypes,since it incentives highly mobile character to wear light arms and armor, while encouraging short bursts of movement for heavy arms and armor character, since fast recovery characters are far less penalized than slow recovery characters in this new system. Seems like overkill to me. Do you know what the input is to modify movement based recovery damping ? Is it stats? Is it talents/feats ? Fixed to class? And especially, Can you get a positive modifier on it, so that it can "encourage" battle movement rather then discourage it. If it's all negative, then thats a bad bit of PR for a game that's already restricting movement via engagement rules. -
SLOWED RECOVERY WHILE MOVING - NO THANKS
tdphys replied to Sensuki's topic in Backer Beta Discussion
It's not because ranged kiting is the type of real-world scenario (as in what is most likely to occur in game) that is probably going to happen. Why on earth would you kite in a system with melee engagement, or even recovery time. I've tested with no engagement, and kiting with melee is just dumb, because when you turn around to attack, the melee enemy you're kiting will just hit you back. I don't need to provide examples of melee kiting melee because it just does not occur. The movement penalty penalizes legitimate non-kiting melee movements. Yes, I agree with you completely... almost regardless of mechanics melee kiting is absurd, and thus non-ranged movement penalty is absurd. OBS must agree somewhat, because the code has ranged based movement penalty. Unfortunately, it still has general movement based penalty to recovery. The only dev argument on the board has been that "movement based recovery penalty stops kiting". The answer is "there is no melee kiting at all, please remove general movement recovery damping and leave in the ranged recovery damping if you must ASAP " Instead, we have " I can still kite at ranged " ... which is counterproductive, because we already know their opinion about that, and they'll move heaven and hell to try and stop it. Fight the winnable battle first. Melee movement based recovery damping is bad, of no use, limiting, sucks. Get it out. I'll even write the code: change float movingRecoveryMult = AttackData.Instance.MovingRecoveryMult; changes to float movingRecoveryMult = 1.0; easy fix. Stick with your message -
SLOWED RECOVERY WHILE MOVING - NO THANKS
tdphys replied to Sensuki's topic in Backer Beta Discussion
Sensuki... Your first post is about action recovery damping with melee movement. most (All?) of your counterexamples are kiting with ranged attacks. This is counterproductive. There's no need for melee movement recovery damping because the engagement system makes melee kiting punitive. QED I like the slow debuff after running for a while idea. If you really wanted to be harsh you could start applying *stamina* reduction after long bouts of running in combat. -
SLOWED RECOVERY WHILE MOVING - NO THANKS
tdphys replied to Sensuki's topic in Backer Beta Discussion
All I could think was, man that's a quart of blood lost for 1 piercing damage.... over and over and over... can the extra blood be turned off? I assume that with the 4 guys you were going to kite by letting each one take a turn shooting while the others recover, but the fog of war made that all moot? Playing devils advocate : to be convincing I think you need to show 1 guy kiting without the fog of war bug. Or at least showing that the melee guy gets no engagement attacks even without the fog of war bug. It looked to me like he might catch up eventually. -
I think this is a bit off. Precision can be achieved with large weapons. Pike is a good example, you could poke someone's eye out with a Pike. They just need to do some tuning for each individual weapon IMO, if they want to make them all interesting and fairly well balanced at the same time. I'd like to see special active attacks and unique capabilities/bonuses for some weapons. I wouldn't aim too much for realism though, considering we're using weapons that IRL were designed to fight people and not crazy fantasy monstrous things. Personally, I would never want to be in a situation where I'm attacking an ogre or a dragon with a dagger. I'm okay with Pikes being a heavy high precision/crit weapon with low attack speed The whole problem is that base damage is *the* primary way a weapon is defined, and makes tuning one dimensional, outside of perhaps feats/talents that are specifically targeted at the weapon. There is accuracy bonus for light weapons, but this currently pales in damage amplification to the base damage size, due to the way modifiers are calculated. I'm not a realism nut, I prefer to have a varied tactical design space for my characters over realism (big fan of 6 meaningful stats). I don't prefer a one-dimensional optimal strategy. I throw the "thematic" tag out there hoping that it catches with those who do care though
-
Due to the way modifiers and DR work, heavy weapons are mathematically far-and-away better than light. This is because modifiers multiply base damage ( after they've all been added together); ie you get more out of the same modifier when using a weapon with higher base damage. Now, I had previously attempted to suggest balancing this using better crit modifiers for light weapons, but since everything is additive, and there's often a lot of damage modifiers, that suggestion was unwieldy. So instead, I'd like to suggest that instead of just representing critical hits as a modifier, instead simply calculate it as a per-weapon change in base damage range. For example (not in game values): great-sword - Base Damage 8-15; Crit (+5) gives range 13-20 when critting. dagger - Base Damage 4-10; Crit (+10) gives range 14-20 when critting. Weapons could be balanced between heavy: high base damage, but low crit buff, vs light: low-base damage, but high crit buff. Thematically, heavy, inaccurate weapons do serious damage overall, but it's hard to poke someones eye out with a mace, whereas a dagger or rapier, low damage overall, until you hit something vital. All the other modifiers could be applied as regularly. Not only that, I think this representation is *easily* understood. Accordingly, I'd also like to second Sensuki's call for a return to +1 accuracy on perception. If critical hits were an avenue to exploit light weapon damage, it would expand the design space and role playing capabilities of character creation to allow a stat to buff that kind of game play.
-
When your characters are all overlapping, what happens when you go into stealth? What if you move in combat? What I really want to know, is how do the characters leave being clipped, when that state has supposedly become non-acceptable? Does it require another movement command which takes into account the new non-clip requirements? You'd think they could just issue movement commands to tell any clipped party members to assume formation at the start of combat to avoid the instag-gib engagement attacks.
-
That would be a hard counter too unfortunately, because it requires the party to have access to that range of suitable spells in order to avoid being "defeated" by the Death spell. I've been trying to think of ways to implement BG2-like "hard countery" abilities that aren't actually hard counters, by virtue of being counterable through standard means that are always available to all characters (though those means may be sub-optimal). See for instance: http://www.rpgcodex.net/forums/index.php?threads/mage-duels-without-hard-counters.97027/ Maybe I should start a thread on that topic over here as well. I still think the best answer to universal hard counters is to combine the crafting/consumable mechanics in POE to create counters. Maybe the bestiary or in-game knowledge gathering can lead you to find the right ingredients/recipe for a counter. In this case, the non-magic classes actually have added in game incentive for crafting, and a more complex (rewarding?) way to overcome hard counters, then the magical ones, which can just counter-spell. The tricky part about hard counters is alerting the player to it before you encounter it, so it's not a gut punch, you die here unless meta-gamed moment...
-
Meh... that's what my hair looks like... when I do remember to apply the brush