Jump to content

Nukenin

Members
  • Posts

    86
  • Joined

  • Last visited

Everything posted by Nukenin

  1. If they listed the bugs they're working on, then one (or more) of them aren't addressed in the final patch that releases, why, we'd all be on our best behavior and go "oh well, maybe next patch!", right?
  2. And it's completely optional. I believe you even have the opportunity to cancel should you somehow hit the interface button by accident. My one minor quibble is one echoed by others—if you are at your camp supply limit, "looting" more camp supplies should do nothing (right now they go to inventory or Stash, then are taken out of that location and added to your camp supply total—so if you are already at your limit, they effectively disappear). Perhaps they can add an option (one not under the "expert mode" grab bag) to disable camping "in the wild" entirely (i.e. any camping that would consume camp supplies, but not the "free" camping you can attain at certain locations like campsites) and that would also hide camping supplies from loot windows and merchants. And then, options being optional, everyone would be happy.
  3. Wear peril-sensitive (sun)glasses while playing the game and you will never see anything that triggers a phobia.
  4. I believe in Pillars of Eternity when you rest "in the wild" (including in dungeons et al) you actually crawl into your magically available (or always available, depending on your game settings) Stash which apparently can hold enough air to allow up to six humanoid types precisely 8 hours of uninterrupted slumber. Or maybe 6-7 of those are slumber, and the remainder spell preparation or whatnot. Maybe some light reading, a few rounds of spin the bottle, and calisthenics. Maybe an omelet or three? "Camp supplies" can be pretty open to interpretation. Are camp followers included?
  5. An "off-the-path" explorer can encounter that bear cave before ever even knowing about the aforementioned NPC. This is the sort of person who'll charge the bear(s), too. My current Trial of Iron (expert, easy) dwarf fighter is just such a person. Easy, sure, but when the game starts assembling encounters to throw at you based on your expected party size of >1 and you're soloing… or telling you to go into that cave that killed a prior soloist because hey, the quest needs it after all! Gooder. Funner!
  6. There is an auto-pause option for when an ability is complete. I've not tested it so not sure if it'd cover #1 (e.g. not sure if it works off item use). #2 would definitely be useful.
  7. As a retired dungeoneer, I can say resting in a dungeon (or cave, tower, ruin, larder, kybo, etc) is what we did. Rest until ready to move on. Treat injuries, eat a little, take a sip of water from the ol' waterskin, catch a nap, forge a legendary vorpal artifact, check rope and wooden pole lengths. The things you do. Honestly, there are other issues of realism with which to complain. Like stashing a dozen pollaxes in your invisible backpack. Or 24- (26-?) hour merchants. In the real world of dungeoneering, we had to deal with encumbrance (you know how many pairs of boots and chain shirts you end up with when you maraud through a bandit cave and insist upon stripping every fallen foe?!?) and day/night cycles (even in the depths of the earth, many things have to sleep or otherwise rest, beyond we merry bands of dungeoneers, and when not at rest they often had things to do that didn't involve standing in the same spot all day awaiting us interlopers). Every time I stroll into a CRPG town in the middle of the night (because my only other option was to leave the computer for X minutes/hours until the game world's morning dawned, or rest for an uncannily precise eight hours, no less, no more) and am not challenged by any sort of guard, I roll my eyes and go, "great, nobody's going to complain about this because they're so bent over resting in a dungeon or double-click-to-equip bugs". Every. Time. We rested in dungeons. Gotta problem wit' dat?
  8. The bestiary already fleshes out once you've defeated multiple enemies of a certain type (possibly abetted by Lore?). I wouldn't be opposed to some option (that would be amongst those disabled by selecting Expert Mode, perchance) that uses some combination of starting Lore (more fanciful creatures) and/or Survival (basic beasts) to prepopulate some bestiary entries to account for the protagonist's existing experience. It makes sense that a druid or ranger might know the general level of, say, a bear or wolf. As a tradeoff, have this count as already having "killed" X creatures of the exposed types? Options are optional. The more intricate it is, though, the less likely it will happen (going down from a presumed base of "not likely"). And since all protagonists are new to the Dyrwood, one can simply accept that Dyrwooden variants of all beasties and creatures are different enough to account for every protagonist having to "learn it anew". And that all NPC companions hold their secret knowledge tightly to their chest-type body part. And that everybody really is out to get you.
  9. The hurdle now for Trial of Iron soloing is that I am seeing encounters that were (even at easy) tuned for "you should have a party size of X now" (where X > 1). My current hapless protagonist is an estoc-wielding mountain dwarf fighter artist (artisan) from Old Vailia. He's not one for sneaking, either; scouting mode has primarily been used to find secret stashes. I think I might be putting a point or two in stealth though (to benefit actual scouting of potential encounter oopsies). He's also somewhat benevolent, clever, diplomatic, and deceptive (love seeing how my dispositions turn out). I'm getting a decent feel for the play of the characters I'm putting through Trial of Iron/Expert/Easy solo; I can't wait to be able to enjoy them in a fuller, normal-er party experience when a patch releases I feel comfortable with. Or soloing outside Trial of Iron when I can trust the reload of quick saves.
  10. Since I'm soloing using Trial of Iron (and expert mode, but only easy difficulty), and entering content I have not yet experienced, I'm getting in over my head, or at least being reckless. The aforementioned rogue died to an encounter that was slightly above his pay grade, but the opponent was "Near Death" and I get stubborn sometimes about using consumables until it's too late (not the best thing to be stubborn about when you're in ironman mode). I'm either going to revisit this rogue (greatsword wielding, brigandine wearing) or maybe try a fighter next… And yes, this is all still on Easy difficulty.
  11. Yes, you use a disable or interrupt (or an escape spell, clone potion, etc). There are ways to leave a battle, no need for easy mode to hold our hands. But can you cross an area transition? The only time I tried I could not exit the area due to being in combat, even though I had apparently survived the disengagement. I suppose I ought to get a non Trial of Iron character into such a fight so that I have a means of experimentation that can utilize reloads.
  12. My solo expert/easy/iron monk run ended in a cave (not the bear cave). I'm thinking you can't escape combat, or at least you get blocked by the area transition (which you can't cross in combat, it seems). I should probably experiment on this outside Trial of Iron, but I'm stubbornly refusing to do anything but ToI solo runs until patch hits. :D Right now I'm trying a rogue who is completely not optimized for defensive stats. At least I know to avoid the cave encounter in which the monk bought it. If I ever make it that far.
  13. This is the bottleneck I'm running into. I'm not sure how I can run from an encounter (in which I find myself "in combat") across a map transition. My monk died to enemies that would have "con"ned even (they were level three, same as my monk) but had much higher endurance (I know from reviewing data from other sources). I did open some distance but I didn't actually try to click on the transition (this was in a cave) because a past experience revealed that you can't do map transitions in combat. Is it actually possible to escape combat at all once it's initiated?
  14. YES! Make sure it's at least two uses per encounter! Complete game early, complete game often, I always says. Whether we win or lose should be a flip of the coin. I call the edge!
  15. Perhaps the bestiary tooltip can display level (or a level range) if your character has some certain combination of Lore and/or Survival. Maybe a total of 2 (i.e. Lore 2, Survival 2, or Lore 1 Survival 1) would permit the display of a level range even if nothing else in the bestiary info for that opponent is fleshed out.
  16. Lack of real stealth? I understand the concerns of those who don't like that stealth is a party-wide modal, but since we're talking solo here, surely that isn't the issue? I find myself stealthing just fine, but again, I'm only a level 3 monk on Easy (Stealth at 3 currently).
  17. I'm currently soloing the game as a middling (not min-maxed) monk, Easy difficulty, Expert Mode, Trial of Iron. This is how I'm trying to avoid some of the more egregious issues in the game (no companions to worry about, no reloading saved games aside from loading from where I left off when I reenter the game). Stealth and mechanics are essential, especially the latter since I fear my undoing will be a missed trap. My first play upon decrypting the preloaded game Thursday was a dwarf monk (similar stat loadout I think, though my excuse then was I was diving in without studying much of the game's mechanics) who also was planning to solo, Expert Mode, Trial of Iron. Only difference was Path of the Damned difficulty. That game didn't last long.
  18. I'm getting ready to roll out with a greatsword-wielding rogue knowing full well the game is riddled with bugs the way the strategy guide's backer list is riddled with HTML entity codes. I reroll/restart early and often anyway, so I'll have my fun, same as I did before I gained enlightenment. I hope some of the more egregious issues get fixed briskly and thoroughly in a day 5 patch, though…
  19. From the /con ("consider") command in EverQuest and maybe earlier (and/or subsequent) MMORPGs or MUDs, whereby you checked the relative level of a mob ("Mobile OBject" or NPC/monster) you had targeted. EverQuest would respond with a color-coded message ranging from green for easy "you'd probably win this fight" to red for "what would you like your tombstone to say?" Common sense should prevail in Pillars. You never want to fight. If you can avoid the fight, do so. Consider that! That said, an option to present color-coded relative level tooltips (or just outright present the level number itself) would be useful. Maybe tie it to the bestiary system so that it begins rather vague (perhaps even just red/purple to warn you away from truly dangerous beasties) and then refines the more you glean with experience.
  20. You will need to rest once at The Black Hound Inn in Gilded Vale. If you have not done this, this could explain things.
  21. I'm just resigned to enjoying it bugs and all. I reroll/restart incessantly in these types of games. I'll just try and remember not to double-click items to swap equipped items. And not to equip items "of the Unconquerable". And to move all companion equipment to the Stash before dismissing them. And to not create or reload saved games. And… *head 'splodes*
  22. There seem to be several issues to which the common factor seems to be "loaded a save game". I think Obsidian really needs to audit the code which handles the creation and loading of save games.
  23. I seem to recall this being an issue in Icewind Dale II. /sigh I guess weapon + shield blokes will need to sport multiple shields if they want to switch weapon sets to vary damage type. At least you can't switch weapons in combat (or so I assume), because if you could, you'd be tempted to double-click to do so and keep the same shield whenever you needed to switch out to a different damage type… *dives under a rock*
  24. Untoggle the option that shows dialogue options for which you do not qualify. This way you'll be none the wiser. Enjoy the game and discover new approaches when you replay with a differently-statted protagonist.
×
×
  • Create New...