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True Beta
Litany replied to GrayAngel's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I don't see what's wrong with the vertical slice we were provided. It shows off the gameplay and quest systems, allows for general bug- and play-testing, and it let Obsidian pick a portion of the game that didn't have too much main plotline, which is really important because I'm sure a lot of the people testing the beta would be reluctant to do so if they thought it would spoil the final product. Not to mention that if we had to wait for the whole game to be in a playable state we probably wouldn't have seen the beta available as early as we did. -
I'm actually fine with the idea of Combat Only skills (which puts me in the minority around here, I suppose), but I agree that this skill seems to lack utility if you can't trigger it out of combat. And since it has a short duration and is a per-rest ability the potential for abusing it seems low. I also like the idea of it becoming a short-range teleport attack. Would definitely synergize well with escape.
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I would argue that the primary problem is a philosophical one. The initial design goal for the gameplay systems was that you could make any character, any class, with any stat/ability spread you desired and take that character through the game from beginning to end. They wouldn't be optimal, and they wouldn't be best suited to every challenge, but you could play and complete the game on normal difficulty with your oddball build, even if you might struggle a little more at some points because of it. Adding in a respec option almost seems like an admission of failure regarding that goal. Respecs are often a way to back out of trap choices and this game has a design philosophy that argues there shouldn't be any trap choices. As far as mechanics go, I expect getting stats working as advertised is top priority and don't think we'll see bugs like the dex or interrupt bugs come launch. Cleaning stuff like that up was the whole point of delaying the launch to March in the first place.
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Don't get your hopes up. It's highly probable. I don't care for VIP resets, but 'other' developers have been protecting gamers from themselves far too much these days. It's highly patronising and also symbolic of the shallow RPGs we have been attuned to lately. For example, ditching deep, strategic combat in place of the ability to have sex with a transexual because 'feminism' isn't how to create a good RPG. Must have missed all those deep, tactical RPGs that swapped out strategic combat for transgender sex as a talking point on the back of the box. What the ****? On topic, respec doesn't work in a game like this. Too easy to move your character into different roles as the situation requires (say, swapping all of your skill points into mechanics to pick a tough lock then switching back). Better you have to stick to your decisions. And I never like respeccing NPC companions; they should be unique individuals who join my group, and their stat/level-up choices is part of what makes them unique (even if Morrigan did waste her points in shapeshifting). Somewhat hyperbolic, but have you played Dragon Age, Mass Effect etc? They target a sexually oppressed audience, the kind that donates hundreds of pounds to Twitch girls for the chance of boob, instead of producing a compelling game that immerses you in the depth of its story and combat. The weird romance stuff in modern RPGs ( and which Obsidian is avoiding in this title, thankfully!) seems like a natural extension for Bioware. A large chunk of their fanbase exists because people really glommed on to the character interactions in Baldur's Gate 2 as being the defining element of that game (and BG2 is easily the most mainstream of the IE titles). And raunchy dwarf on elf man-loving or Talimancers aren't that odd compared to a crippled winged-elf popping a baby into your inventory. Kind of off-topic for this thread, either way. A limited re-spec might work, but respecs always feel a little too MMO to me. Regardless, if there's a demand for it I'm sure someone will work up a Shadow Keeper equivalent. I don't expect Obsidian to put it in, anyways.
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Don't get your hopes up. It's highly probable. I don't care for VIP resets, but 'other' developers have been protecting gamers from themselves far too much these days. It's highly patronising and also symbolic of the shallow RPGs we have been attuned to lately. For example, ditching deep, strategic combat in place of the ability to have sex with a transexual because 'feminism' isn't how to create a good RPG. Must have missed all those deep, tactical RPGs that swapped out strategic combat for transgender sex as a talking point on the back of the box. What the ****? On topic, respec doesn't work in a game like this. Too easy to move your character into different roles as the situation requires (say, swapping all of your skill points into mechanics to pick a tough lock then switching back). Better you have to stick to your decisions. And I never like respeccing NPC companions; they should be unique individuals who join my group, and their stat/level-up choices is part of what makes them unique (even if Morrigan did waste her points in shapeshifting).
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[435] Save/Load Issues w/ Difficulty Levels
Litany replied to Litany's question in Backer Beta Bugs and Support
Expert mode can be disabled, but you can't re-enable it if you turn it off. Edit: Is how it's supposed to work. But with this bug, my non-expert mode character gets stuck with expert mode and no way to disable it at all, apparently. Edit: See above; because I had an expert mode character, I had to manually re-enable all of the helper options (AOE markers, health pop-ups, etc) through the menu for my non-expert mode characters. -
[435] Save/Load Issues w/ Difficulty Levels
Litany posted a question in Backer Beta Bugs and Support
Windows version. [Description of the issue] If I load a saved game directly from a save file that is on Path of the Damned difficulty, whatever game save I load is now locked to Path of the Damned difficulty. [DETAILED list of steps to reproduce the issue AND what to look for] 1) Load a game that is set to Path of the Damned difficulty. 2) Open the menu and load a different character save that is set to another difficulty. 3) Whatever save you load will show its difficulty as being set to Path of the Damned. 4.) Saving the game and loading or quitting to the main menu and loading from there fixes the issue. [Expected behaviour] The game should load the appropriate difficulty level for the save file. [Other remarks / Comments] Expert mode persists in the same way, but the expert mode option is greyed out and can't be disabled in the loaded save. I haven't checked if it's ACTUALLY set to Path of the Damned or if the menu just displays it as such. Expert mode was definitely enabled though. Edit: On further testing Expert Mode has infected all of my saves with no way to disable it. I don't see any targeting information or health pop-ups over enemies on ANY of my characters. This is something like six separate characters. Edit: Ok, I see what happened. The game just disabled all of the helper options because it thought I was on Expert Mode, so I had to manually re-enable them through the main menu. Still annoying. -
Got a missing string in a convo with Rumbald about his pig/ogre woes. *Missing p2_cv_rumbald 120* Screenshot attached.
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Windows build. [Description of the issue] Not sure if this is intentional, but: When I switch directly from Fast Mode to Slow Mode, then deactivate Slow Mode, the game defaults back to Fast Mode instead of normal speed. [DETAILED list of steps to reproduce the issue AND what to look for] 1.) Toggle on Fast Mode via UI or Hotkey. 2.) Toggle on Slow Mode via UI or Hotkey. 3.) Disable Slow Mode by clicking the Slow Mode UI button or hitting the Slow Mode Hotkey. 4.) Game now defaults to Fast Mode instead of normal speed. [Expected behaviour] I would expect the game to always default to normal speed when one of the special speeds is toggled off/deactivated. [Other remarks / Comments] This only seems to occur one way. The game never "defaults" to Slow Mode.
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[Description of the issue] A stolen potion wouldn't stack with potions of the same type. [DETAILED list of steps to reproduce the issue AND what to look for] 1.) Stole a Potion of Major Endurance from Hendyna's House. 2.) Attempted to stack it with my other endurance potions, but it wouldn't join the stack. 3.) After saving and loading, the issue resolved itself and the items were stackable. [Expected behaviour] Consumables of the same type should stack after being acquired. [Other remarks / Comments] I haven't tested this with other stolen goods.
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[Description of the issue] The Weapon Ineffective Auto-Pause option appears to be triggering when enemies' weapons are ineffective against my party. [DETAILED list of steps to reproduce the issue AND what to look for] I selected the auto-pause option and got into a fight. [Expected behaviour] The game should pause when my party uses an ineffective weapon, not my opponent (they can be dumb if they want). Here's a screenshot of the battle log. Note that the game auto-paused three times, claiming BB Fighter had an ineffective weapon, even though he never attacked in that period.
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[Description of the issue] When I have a modal ability active and quickly switch to another party member with an active modal, the green outline remains on screen for several seconds in the wrong location. [DETAILED list of steps to reproduce the issue AND what to look for] I made a paladin, activated their aura modal, and activated the BB Fighter's modal. I then switched from one character to the other. [Expected behaviour] The UI would ideally not leave ghost images. [Notes] I have not tested this with other classes yet. I have attached a screenshot of the issue.
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[435] Party Formation Buttons In Wrong Position
Litany posted a question in Backer Beta Bugs and Support
In the current build, when I click the party formation button, they appear off to the left side, potentially overlapping with character commands. See attached screenshot. -
[Description] After loading an autosave in Hendyna's house, the background appears to be vibrating. And the trapped chest is no longer able to be interacted with. [DETAILED] Issue should be immediately obvious upon loading attached save. [Files] Save file: autosave.zip [special] DxDiag: DxDiag.txt
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[Description] After saving and then loading the game, a Paladin created in the adventurer's hall will not stop casting its combat aura modal and will not accept further commands. [Details] I created a level 3 paladin in the Adventurer Hall at the inn, leveled them to 3, activated their aura, saved and loaded. Issue will recur immediately upon loading attached save files. [Other Remarks] I have two separate save files showing the same behavior. Paladin Load Bug.zip