-
Posts
1067 -
Joined
-
Last visited
-
Days Won
1
Content Type
Profiles
Forums
Blogs
Everything posted by Gairnulf
-
The patch is on GOG but the hotfix isn't. For some reason it doesn't show an update notification, but if you go to Pillars of Eternity in your library, the patch is there. Although this isn't mentioned in the patch notes I have a feeling the maximum zoom in amount has been increased. I actually like it that way.
-
That's just your assumption unless you can source it to a developer saying so. http://forums.obsidian.net/topic/66073-new-pc-gamer-interview-with-josh/ There's a little vindictive **** of a gnome inside of me that giggles every time someone rolls their eyes and asks for a source, and then someone slaps them with one. Say hello to your little gnome
-
That's just your assumption unless you can source it to a developer saying so. http://forums.obsidian.net/topic/66073-new-pc-gamer-interview-with-josh/ Oh ok, I learned something new. BTW, I am really in love with the logic of: 1. You don't want stash - the feature is in, if you don't like it don't use it 2. How come you don't want a 'respec' option - it doesn't hurt your gameplay if you don't use it. So if you don't like it don't use it but why do you deny it to the players who want it you evil person? 3. Prebuffing - oh nononono, it would be a no-brainer and everybody would be doing it! It can't be allowed.* * - See the argument on engagement, "Moving around during battle, people don't need that anyway."
-
I suggest you play on expert mode. It limits the access to the stash. No it doesn't. I'll explain. (though I've repeated this many times, usually to people who haven't tried the option) Limited stash is an option with or without Expert mode but what it does is disallow taking objects out of the stash, not putting objects into the stash. This is the stupidest possible approach. First, it doesn't really limit the stash and it doesn't prevent vacuum-cleaner behavior. Second, from an immersion point of view I'm having a difficult time justifying it - much more difficult than I have justifying the IE games' weight allowance system. Third, if I accidentally send an item to the stash while I'm in the wilderness, I have no way to undo my action. What I do is play (still on Expert mode) without using the stash at all, except for enchantment ingredients, which I have no means to put in my inventory and they aren't meant to be there anyway.
-
I have a few weapon sets' worth of gear in my party inventory and I've enchanted weapons with the purpose to use them against specific types of enemies - undead, kith, etc. I really like the flexibility of the enchantments system although I would have preferred it was constrained to areas/places where the player would able to use that function. Currently the system is open to exploitation - I can scout an area with my rogue, then enchant my weapons to fit the enemies I've spotted. If enchanting was limited by the party having to be in a certain area (a smith/a magic shop) in order for enchanting to be possible, I think this would have added some needed complexity to the decision whether or not to enchant a piece of gear. However, my main problem is that after you've enchanted a few weapons it gets progressively difficult to tell which weapon is which without reading through the stats, which continue to be badly organized graphically in the description window. I've written about this at least twice before the game's release. The stats need to be ordered in such a way so that the player can easily scan them vertically and only read horizontally the line that he/she was looking for while scanning vertically. I'm not much of a designer, but I thought that was obvious. Additionally I'd prefer if stats were underneath the text but whatever. Now I am aware of a possible reason why stats are not ordered clearly in the Description window because I witnessed a bug during the beta where stats that were too long were breaking through the description window background. Apparently the game's description windows are with fixed height. I think this itself needs addressing. A quick way to remedy the disorderly stats list for items would be to allow players to edit the names of items. This way I can call my sword that has an accuracy bonus against undead "Sword against Undead" and avoid reading the stats every time. I don't know if this wouldn't cause difficulties with savegames though, but it's better than the current situation - no naming of items, difficult to read descriptions.
-
Detailed description: 1. Have Aloth in the party. 2. Go to the Vailian trading company and talk to the guard on the right. 3. Notice he says "Clear stars to you, ma'am." to Aloth. Expected Behavior: I expected Aloth would be recognized as a male elf. Comments: I'm pretty sure it's only the guard on the screenshot.
-
So, I can put a hat on my cat, but locked containers are broken? Am I missing something here, or did we just substitute one set of game-breaking bugs for another? Oh, thanks very much for the cats!
-
Fanboys forego logic for the sake of singing praises to anything that's done in the game simply because it has been done that way in the game. This leaves the impression of them being less than extremely intelligent people. Being so single-minded, they don't even consult with what the devs have said. The game content is like the Coran to the Talibans for them. If they had taken the trouble to check what Obsidian's plans were:
-
Just false. Where are you in the game? How many hours? Oh for the love of God please tell me that the gold-named NPCs have some use later besides those... stories. Personally I was quite far into Act 2 when I got hit with several bugs and decided to wait until a patch to pick it up again. But really, DO they have use besides those backer stories? Apparently no. I can add something else, although I should make a separate category for lore oddities: -- Besides wichts I haven't seen any actual children in the game yet. (The farthest I've been so far is Defiance Bay). I've discovered a couple of inconsistencies between the Collector's Book and game content, but I'll comment once I've finished the book.
-
Sax mods?
Gairnulf replied to Nukenin's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
There's prostitutes. No bulls, sorry. -
The main motive behind much of our activity is economical. When money stops being an issue, this takes away from the roleplay - "My character is too rich to care about the plot events or about what someone is offering for a service" - and it gives you nobrainers in place of decisions - "Buy the best gear, why not, who cares about the money". Actually, even with around 6800 cp right now, I can't say I'm too rich right now, but this is due to limiting myself from using the stash as much as possible (it's unavoidable for crafting components), and from refusing to steal from places where it would not make sense from a roleplay perspective.
-
I want separated stealth and "look for traps" stances because obviously I don't want a character trying to hide in an empty room just so he can scan it for traps. I just think it looks silly visually. It's lazy, it says "this feature needs polishing". I need to add my notes on the map, for example when I've spotted enemies somewhere and want to return to them later, or a house I want to mark on the map so I can find it at a later point and rob it, etc. Limiting crafting/enchanting to certain areas is what makes sense. I imagine modding a weapon takes more than the power of will, and I want this depicted in the game. I am surprised I even have to explain things like that. In BG II everything was done in such detail that you even had a little scripted sequence of how a dwarven smith crafts the weapon the parts for which you had brought. Why the hell do I even have to ask for things to be done with attention to detail here? People had attention to detail 12 years ago without anyone specifically asking them. I've seen nothing but ridiculous ramblings in attempts to explain why Might works well. It just doesn't, so don't bother, please. It's like trying to prove that the Earth is flat. Might is utterly unintuitive and it's not the only such attribute. My Barbarian benefits from high intelligence, and should be on par with the wizard? Please. The stronghold is half-finished and this has been admitted by the devs. The problems are starting to become evident in my playthrough, but I'll explain in more detail later. Overall, the game could have benefited from another 6 month delay. I just hope the expansion is not similarly rushed. It's still a very good game, but it was too early for release imo. poedevtracker.net The PoE dev team is comprised of about 40 people, and they would need at least another 40 just to soothe all the crybabies on the forum. They can't afford that. I don't agree there has been a lack of communication. I really wonder do you (and others) realize how ridiculous it looks when you chime in on some thread just to say "Oh, these things bother you? They don't bother me at all." Well, guess what, I don't care about what doesn't bother you. I'm writing my post to say what bothers me. Are you also in the habit of entering shops just to tell the clients that this is a shop you don't need anything from?
-
Just false. Where are you in the game? How many hours? Do you mean I get to have dialogues with them? That would be cool. But someone's wall of text outputted in the message log just doesn't count as interactivity. Well, I want to make a wizard who is physically weak but whose spells hit hard. And I can't. This is the very opposite of "pretty different characters with few attributes skills and abilities".
-
[Description of the issue] You are in a merchant interface. You can click on a character's portrait and then when you click the compare button on any item's description, this will compare it to the clicked character's equipped items. There is no visual or other feedback though that this is how this functionality works. [DETAILED list of steps to reproduce the issue AND what to look for] Example: 1) Open a merchant interface 2) Right-click on an item for sale. 3) Click the Compare button in the description window 4) The item is being compared to the currently equipped items of the character you initiated the conversation with. 5) Close the two description windows that have appeared. 6) Left-click on another character's portrait while still in the merchant interface 7) Compare another item for sale The item is now being compared to the newly clicked character's item 9) No visual or other feedback tells you which character is active. [Expected behaviour] I was expecting some outline around the active character's portrait
-
- Shops in Defiance Bay work 24/7. Some people call this convenient. But some people also call 'respec' convenient. I call it immersion breaking. I also call immersion breaking being greeted with "The young woman stands by the cart, watching the crowd with large, bright eyes that focus on you as you approach." in the middle of the <lovely> night!