Ichthyic
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I feel offended do you?
Ichthyic replied to a question in Pillars of Eternity: Technical Support (Spoiler Warning!)
*looks at the literal flood of posts in this forum about all the bugs, game breaking and otherwise, and triple that on the steam forum...* uh, anyone ever tell you you have a very special view on reality before? if not, let me be the first. Do you see 20 or 30 thousand people posting in here about how the game doesn't work? I don't. It's *nothing* like the experience with actually unfinished, buggy, failed launches. If you were there for the VtM:B launch, you'd know the difference. do you ever see 20 thousand people posting independent posts on a game forum... ever? gee, I wonder why that is... -
I was planning on trying out a blunderbus, and using the envenomed strike talent. experiments in my current game prove than the poison damage stacks per projectile. ...and stacks with each additional attack. so you can end up stacking some massive raw damage on targets. but I'm weary of working around the myriad of irritating bugs, so I don't plan on even finishing the game until a few more patches come out, let alone doing POTD run. will check back in a month or so; see if things have stabilized a bit. as it is, constantly having to check and see if stats or spells or damage reduction got stacked, or bonuses removed, or inventory lost when I swap characters out of the keep has taken the enjoyment of moing forward away. but yeah, give a poison blunderbus a shot. unless they nerf it, you'll do well with that.
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...which you can entirely disable with the IE mod if you want to. the enagement system, I mean. a lot of people were upset that moving around in combat was so penalized in this game. they added features(entirely optional) to that mod so that moving around is no longer penalized. no more penalties to speed of attack, no more disengagment penalty, no more screen filled with aggro arrows every where. give it a shot. much more like the old BG games.
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1. they already do. been hit by both druid and mage spell aoe, as well as barbarian shouts. 2. they already do. I have had rogues "escape" to the back of my party to stick the mage who just tried to cast "slick" on them but was too slow. 3. they already do. shades summon shadows, and they can teleport. though on this one, you're right about summoning in general. there actually are very few summoners in the game, and very few summoning spells in general. 4. had that fight. "the dweller" is EXACTLY that kind of fight, with greater earth blights acting as tanks for the dweller, who tosses giant boulders at you and squashes your entire team if they are standing too close. 5. they already do, Ive seen barbs doing their buff yells and their priests casting armor and bless. more would be welcome though. point is, all of this stuff already IS in the game, the reason you don't notice is that indeed, there could be more of it. also, ranged attackers don't tend to penetrate even weak DR for some reason, even when they have crossbows. my archers, OTOH, seem to do quite well. but really? it actually really does look like the level designers had planned for people to mostly use the chokepoint strategy for mobs. if there were only two things I would suggest, it would be making more open areas to fight in, or more access in indoor areas (so enemies can more easily get around behind you in a doorway), and mainly.... increase sight range. the first would actually require redesigning a lot of levels, so that's unlikely. the second would start to encourage people to lay down webs and things to slow attackers from rushing you, thus making open fights more viable than using chokepoints all the time. example... web. web in this game has a much smaller aoe than in most other games, and only hobbles instead of stick, and hobbling really doesn't slow things as much as it should, so by the time you finish casting it, enemies are already on top of you. with a longer sight and cast range, you could cast this at the edge of your vision, and actually have it make a significant impact on enemies trying to rush you. anywho, yeah, the combat could be improved quite a bit I think, even without level redesign. all the needed features are there, they just need to be utlized better.
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Stronghold Adventures/Events?
Ichthyic replied to dhaeman's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
you can give yourself an adventure via the console: StrongholdForceAdventure and use an option from the following list: None,Minor,Average,Major,Grand,Legendaryso open the console and type:StrongholdForceAdventure Grandto give yourself a grand adventure.tested and works, though you need to finish quite a few quests with your main team in order to complete a grand adventure, so be patient. -
In case it wasn't mentioned, and someone who is actually interested is still perusing this thread... you can get rid of the engagment system, and a few other irritating things, if you want, via the IE mod: http://rien-ici.com/iemod/pillars_of_eternity I've only tested it on the 1.02 version of the game, but it does what it says, and does it well. highly recommended.
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I feel offended do you?
Ichthyic replied to a question in Pillars of Eternity: Technical Support (Spoiler Warning!)
reminds me a lot of Fallout: New Vegas. Obsidian is very creative, has some decent artists... is terrible at managing quality control. It's really hard to strike that balance in a developer house, I know, I was in that grinder for 6 years in the 90s. worked for both kinds of developers: -very creative artsty developers with tons of talent dripping off them, but couldn't code for crap. -teams of basically code monkeys who could hack the DOJ, but had no creative vision and poor artistic skills, and run by a business-minded bureaucracy that actualy did its unintentional best to entirely stifle creative talent. both companies failed, and I had the "pleasure" to experience both. Obsidian has a long history of releasing products with tons of irritating bugs in them, and that, plus the choice of the unity engine for this game (which is why the performance requirments are so high, and why it is a huge resource hog), tells me they lean towards the creative side, and have been slacking on their code monkeys and spending money on real testers. You'd think learning from previous errors would be the idea here, but even going to the kickstarter model, nothing seems to have changed. Here's hoping independent developers realize you actually have to budget for real code testers... you can't just rely on volunteers. yes, making a good game is bloody expensive. You know, a few years back the proposed MINIMUM budget for producing Baldur's Gate III was... 25 million. anyone in the industry knows that this is not nearly as much money as most people think it is. even our 30 man dev team in the 90s ran 1 million per month budgets when in full swing. makes me wonder if a real budget to produce a properly vetted and coded original game, with its own engine, is simply no longer feasible. And, if that's the case, maybe this IS the best one can do with the budgets one can realistically get. I hope not. -
I feel offended do you?
Ichthyic replied to a question in Pillars of Eternity: Technical Support (Spoiler Warning!)
*looks at the literal flood of posts in this forum about all the bugs, game breaking and otherwise, and triple that on the steam forum...* uh, anyone ever tell you you have a very special view on reality before? if not, let me be the first. -
both of those, and most of the items in that store are actually just "exquisite" level items with fancy names attached. they do have some different models to look at though, so if you want the small boost in accuracy and damage before you hit level 8 and can do it yourself, I suppose those are alright. but again, there is really nothing special about them. shatterstar is the only unique warhammer you can get early, IIRC. though, mind you, it is an excellent weapon, especially if you are playing a tanky character, as it gives you free increased aggro. the other two you can get later are Godansthunyr (which is another excellent war hammer) and Strike Hard, which does good damage. anywho, if the idea is wondering if you can build on being a war hammer user in this game, the answer is yes, you can, just fine.
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it's having to micromanage every day that makes this game unplayable. you never know when a really irritating new bug is going to come up, and force you to backtrack again. example: yesterday I found Hiravais and decided to swap him in and durance out. went adventuring for a while, did a bunch of quests.... get back to the keep, pull Durance out... his inventory is missing all of the items he had, except the gear he was wearing. the gear he was wearing had buffs to his damage resistance and his spells/rest (items from the city vendors), but those had stacked while he was in "storage", and now he has 30 damage resistance to everything, and can cast 18 spells of each level 1-3. whee? basically, I can't even use the console to fix this, as there aren't commands to control those aspects. I could fix the stat boosts, since I could manually lower the stacked stats as needed, but this? nope, it's broke. so that means going ALL the way back to before I swapped him out for Hiravais, and lose all that time, or else just forget about him (his quest is only half done though), and move on. so yeah... sorry, but there are still too many bugs to make this an enjoyable gameplay experience, and thats even with me using the console to try and "fix" the problems that keep occuring. so my advice to the OP is... wait for a MONTH at least before you try a full playthrough of this game. hell, don't even bother experimenting with different builds for your PC, because they have also already started introducing changes to gameplay, in addition to fxing bugs, so you will never ever know when the next patch, that fixes the bugs that you've been running into, also totally screws up the build you spent so much time setting up. yeah, Obsidian is famous for not understanding how beta testing is supposed to work, and not understanding that you fix bugs BEFORE you start messing with gameplay balance. I have seen this in every, single, game they have ever released. great creative talent they have; excellent writers, level designers, and artists. very very bad technical support team in house. they never seem to learn from past mistakes. kinda losing faith in them as a developer, sadly, as like I said, the creative content sure is there. what's more.... this was a kickstarter funded project, so they didn't have a publisher breathing fire down their necks and trying to force unrealistic deadlines. They had all the time in the world to make this a smooth experience for everyone. But, like I said, they never did seem to understand how to hire decent beta testers.
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sounds like you have the ultimate workaround already in mind...
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did you ever equip him with an item that can boost spells/level? I know there are riings for priests and wizards that do this, and if you leave them equipped on your characters, saving and loading in certain places/circumstances can cause the bonuses to start stacking. just saw this last night with my game and Durance. left Durance at the keep, and he was wearing the ring that boosts priest spells/level. came back after a few days of adventuring, and now he can cast 18 spells per level. oh, and he also has 30 damage resistance, from the buff on his armor stacking repeatedly.
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Patch 1.03 on GOG - won't run
Ichthyic replied to prvincent's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
sounds like the font bug. check the "known issues and workarounds" sticky at the top of this forum. -
Patch 1.03 on GOG - won't run
Ichthyic replied to prvincent's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
no... the only reason there even IS a "gog version" or a "steam version"... is because those retail outlets INSIST on in house patch review for purely propietary reasons. it's bloody stupid. Gog should have nothing to do with the patch process, since the entire idea of GoG was SUPPOSED to be dmca free releases (though they have even specifically violated that from time to time). it's irony at its finest. retail outlets should bloody SELL games, not control them and their updates. -
Patch 1.03 on GOG - won't run
Ichthyic replied to prvincent's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
so... so tired of this new patch-through-retail-sales-outlet bull****. remember when it used to be that you downloaded patches for a game straight from the developer or publisher? there wasn't a "steam version" or "gog version", and there wasn't this insane bull**** DMCA crap; you had ONE version of a game per platform, and you simply downloaded and installed the patch version you wanted/needed. those days are gone, I guess, much to the lament of every sane gamer in existence. /rant -
^^assumption unsupported by evidence. this might have been true... 20 years ago. not so much any more. what's more, the problem description sounds to me like it is a file/folder issue, and has nothing at all to do with hardware. nothing. my advice to the OP: make sure you are running the game in administrator mode. rt-click on your shortcut, and check the "run as administrator" option. also, by default, the game tries to create save files in C:\Users\[yourname]\Saved Games\Pillars of Eternity if you do not also have administrative rights to the root folder of that, then it likely is unable to create the savegame folder. assuming you still have the game installed, go check and see if that folder even exists. if not, there's your problem right there. are you logged into the computer as a different user than the owner? in any case, try the "run as administrator" thing first. that SHOULD allow the game to create the proper files wherever it needs to. cheers. ps: this of course assumes you actually have base administrative rights associated with the account you logged in with. if not, log into your computer with whatever login you originally set it up with, and use that login to make sure your current favored login indeed has administrative rights!
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well, weapon damage isn't that high, and the ranges are fairly limited, so if they just say, doubled the health of all enemies on hard mode and above, that alone wold make fights last longer, and require much more tactical thinking, and make the pacing of the chanters fit much better into your battle plans. if you EXPECT your average fight to last say, 6-10 turns, you know that your chanter is always going to get at least one invoke in there, and you can really plan your chants with much better tactical sense. seriously, having played this game for days now, the easiest thing to fix a ton of complaints would simply be to add more health to everything.
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the half that wasn't hostile hadn't seen a hostile of same faction (like "villager") try to attack you. once a neutral of the same faction sees someone try to attack you, they join in. so it's like daisy chain of sightlines. there may be a way to reset a hostile faction using the console. not sure. there definitely is a way to turn a faction hostile via the console... Example: SetIsHostile CRE_Boar_Animal_Companion(Clone) true so you could probably use the same command to set the state for that faction to "false" give it a shot.