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Everything posted by Tigranes
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You're drastically misunderstanding what I want to do. I want to never rest (until fatigued). I want to carefully ration my spells. I want to get through an entire dungeon by only resting once. Health does exactly the opposite of that. It forces me to spam my spells because I'll be forced to rest up soon anyways. Also there are only 2 rations max for me. Why? You shouldn't lose so much health that you are forced to rest up all the time. I ration my spells, and I also take care not to lose health for precisely this reason. If health was easy to heal, it would encourage a very gung ho way of fighting. It's another thing that provides tension and tactical consideration, because if you are careful you can avoid losing any health in some fights. 2 rations max on Hard, yes. I think it's more for Normal/Easy but I play on Hard so I'm not sure.
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It doesn't force rest cheese. It forces you to not fight every single battle at full health and with the full complement of spells. So that a dungeon actually feels like a dungeon, instead of "a 5 star hotel where you have the exact same battle x 20". Whether on easy, normal, or hard, it's possible to beat most dungeons with only 2-4 camping rests (that's the difficulty variation right), and many dungeons have at least one or two camping supplies as loot (or people that let you rest). The game would be way, way, way easier - and also more monotonous - if you could just heal your health up, or rest up, every time. Maybe they didn't think you'd waste your time going back to the inn all the time - the cheesiest solution if there ever was one.
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I recommend the proper BG1 and BG2 games, not enhanced. Enhanced costs twice as much, and the new content they add is not as good as the original, and they do some things like produce an uglier UI (though you can judge which one you like better, based on screenshots). BG series has also been extensively modded over the last 15 years, and while some mods do work with EEs, the originals allow greater flexibility. Most improvements made by EE are very minor as well and have been modded in years ago, e.g. the widescreen mod. If you don't really want to mod your game, you don't mind spending more money, then EE could be an option. BG1 and BG2 are pretty different games with different strengths. You can start with BG2, but both are fun games I think. BG1 stresses wilderness exploration and low-level combat. BG2 has a big city full of sidequests, strongholds, intense mage combat, etc., but loses the 'charm' of BG1. Pillars is again a pretty different experience because it combines aspects of both, and also has its own combat system, etc. If you don't normally play old games often maybe you should start with Pillars. But I'd say all three are great, and the order doesn't matter too much.
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That's multiple sets of issues. First, shadows have high damage reduction, as your bestiary will tell you. Weapons like 2-handed melee weapons and guns are specially suited to those enemies. If you use the same tactics against them of course your archers in particular will suffer. Second, if Kana is hitting things a lot and your archer is missing things a lot, you want to check how your archer has been built, because guns are not inherently more accurate than bows - its nothing to do with weapon balancing and everything to do with your characters. That said, I do think guns are pretty powerful. My cipher uses an arbalest which in terms of gameplay mechanics is basically a gun, and even with the slow reloading times it's just an all around very strong option. It would be interesting to have a basic jamming chance for guns - though I suppose then people would complain it's frustrating.
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I had that same situation TimTumm described, and it was great fun. I didn't expect it to happen and then after that I had to calculate carefully what resources I would use when to make sure I would get out in good shape. Sometimes I would have to fight with Eder on 2 health, making me change my whole strategy, and deciding when to rest was a big deal. If I could rest after every battle it would have been a boring series of rinse and repeats. Once again, there is no 'incentive' to run back to town to pinch pennies unless you're really bad at calculating costs and benefits. You earn enough money for a camping supply roughly every other barrel or every three or four xaurips felled. There is no choice here that encourages inconvenience and busywork. The only thing that encourages inconvenience is the player's own stubborn determination that he/she really really wants to save 75 copper by running around for 5 minutes - when in the same time the player could easily earn several hundred copper. It's like complaining McDonald's incentivises you to run to their restaurant every time you want a tissue, because their tissues are free.
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Great game so far, but...
Tigranes replied to Vanant's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
We have about 8 threads on this: http://forums.obsidian.net/topic/72327-walking-toggle-please/page-3?hl=+walking%20+immersion -
They have more than 'two spells they can cast before they have to rest'. 1) Their grimoire spells are per-rest, just like D&D games. It's a good mechanic because it means you can' tjust spam the exact same abilities you like every single time. It prevents every battle from being exactly the same. 2) But in addition, they do have several per-encounter abilities like blast and grimoire slam, because yes, it is annoying if your wizard just sits there and does nothing while other characters don't have that limitation. 3) Unlike IE games, you can make your wizards pretty competent in combat, even up front in melee. So no, your wizard won't sit back and cast 17 spells every battle. But it's also not "cast two spells, do nothing for next 6 battles". But yes, if you enjoy being able to cast any and every spell that you have in every battle without worrying about what that means for the next battle, then this game may not be right down your alley. There are also other classes that have 'wizard-like' abilities but don't work by such per-rest constraints, e.g. the Cipher.
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I think it's more than possible to have negative reviews that aren't trolling. I love the game, but there's a number of criticisms which I think are true (e.g. stealth system), and a number of criticisms which I think are worth discussing even if I don't agree with them (e.g. engagement). I'm sure you can see into people's souls too and work out what they think, right? Saying "people who backed the game must love it because they are deluded" is just as pointless as saying "people who criticise the game are just trolling". Neither have any basis in logic or reality. There were reviews also up within minutes of people giving the game a zero, for example because it has "old graphics" or whatever else. There's a lot of stupid people saying nonsensical things from every spectrum. Again, it's funny that you're doing exactly what the OP is cautioning against - assuming everybody is a troll.
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Isn't there god mode on the console? You'd think that's the first thing they put in, just for you.
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IE Veteran's feedback
Tigranes replied to Athrogate's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I'm playing with 4 parties because I want to learn those classes first and because the game was getting too easy. 4 works quite well, I think 3 would also be interesting, 2 might be hard. But then, I also go with smaller parties playing IE these days. -
That too would be an interesting idea - though the player who is wasting time running back to the inn is probably not as good (or his party is not as well equipped to deal with) that area, so they might truly get into a spiral where they come back and it becomes impossible for them. Camping supplies is actually the 'weakest' of the many ways in which resting can be limited (e.g. not allowing any resting in dungeon areas, Jimmious' solution...)
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Character Damage Bubble
Tigranes replied to bboyer66's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I think that's just how it is - your damage only shows in combat log. I don't like it either, there should be an option. -
That is, of course, more true later in the game. But you're forgetting that (at least as far in the game as I've played) there is no renewable source of income, so it's not a completely fair comparison. It would suck to miss buying that great late-game item for your character by 86 copper because you camped one too many times. You're also forgetting the other incentives the game provides for running to town. Yeah. That's not going to happen, not unless you're buying 300 camping supplies. By the way, the stronghold is a renewable source of income to infinity in the form of taxes. Given that you get several hundred copper, It simply isn't a valid calculation. Of course there are other incentives for visiting town/stronghold. You're meant to have gameplay - it would suck if there were no reasons to visit the stronghold. The point is that there isn't a strong incentive to keep running back to town in the middle of a dungeon just to sleep at an inn and save your 75 copper. I've just gone through 4 levels of Od Nua without running back to town. That's not because I'm awesome (people will play on different difficulties with different sized and composed parties). I just find that when I try to go as many battles as possible without resting it adds to the tension, it adds to the tactical diversity (if Eder is on 2 health I can't frontline him like I always do), and it adds to the fun. I'm sure somebody will make a rest-anywhere mod, of course, so that if you want to rest after every battle, or whatever other combination, you can. I am currently annoyed that money is finite. How you get infinite money with the stronghold? I thought that you could only get taxes after a number of quests (and obviously those are limited, or there are repeatable quests? Or randomly generated quests?) Good point, I thought taxes (as opposed to adventures) were tied to game time and not quest time, but I could be wrong. Still, the point stands that given how much money you earn from every source, I'd pay a hundred bucks to see anyone who was truly cheated out of something because they used all the money in the world after buying a million camping supplies. It does increase difficulty - you just described how it increases difficulty. It's actually a problem right now that classes like cipher after a while can just spam their best abilities each encounter with their starting focus, because that's the kind of stuff camping supplies should prevent. Your proposed solution of tripling their castings per rest would make the per-rest limitation utterly redundant. That would just mean your wizard can cast whatever spell he wants however as often he wants every single battle. That's the kind of boring "make every battle the same pushover" that camping supplies prevents. (Of course, this doesn't mean the classes shouldn't be rebalanced.)
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IE Veteran's feedback
Tigranes replied to Athrogate's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I love the IE games and still play them today. I also like what they've done here and hope they continue to improve it in expansion packs and sequels. I do with there were more per-rest and less per-encounter abilities. That would make camping supplies more meaningful and interesting. -
Trash
Tigranes replied to laryy4765's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Looks like we don't have much to discuss here. -
Sorry, but if you're sitting there at the beginning of the game thinking, "oh no, I don't know how the economy will turn out in this 40, 60, 80 hour game - but damn, I really better start saving pennies right now, even though 2 hours into the game I'm already earning thousands of coppers! There's a really strong incentive for me to waste 5 minutes every time I want to rest going back to town and saving 75 copper!" then you're doing some really, really inefficient calculation. It really isn't incentive, it's you making some really weird reasoning. Especially since, if you've ever played other CRPGs, then you know that such small sums of money are not a problem. Especially since, if we're talking about incentives, surely the inconvenience of walking back to town for every rest is a bigger incentive to just use the camping supplies, since this is a video game where you want to have fun, not an excel sheet where you want to save every last bit of coin. *shrug* Nope, I don't see it. There could be other arguments made against camping supplies, but it's very unlikely that the system will 'incentivise' people to run back to town when they have really cheap camping supplies in their inventory.
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That is, of course, more true later in the game. But you're forgetting that (at least as far in the game as I've played) there is no renewable source of income, so it's not a completely fair comparison. It would suck to miss buying that great late-game item for your character by 86 copper because you camped one too many times. You're also forgetting the other incentives the game provides for running to town. Yeah. That's not going to happen, not unless you're buying 300 camping supplies. By the way, the stronghold is a renewable source of income to infinity in the form of taxes. Given that you get several hundred copper, It simply isn't a valid calculation. Of course there are other incentives for visiting town/stronghold. You're meant to have gameplay - it would suck if there were no reasons to visit the stronghold. The point is that there isn't a strong incentive to keep running back to town in the middle of a dungeon just to sleep at an inn and save your 75 copper. I've just gone through 4 levels of Od Nua without running back to town. That's not because I'm awesome (people will play on different difficulties with different sized and composed parties). I just find that when I try to go as many battles as possible without resting it adds to the tension, it adds to the tactical diversity (if Eder is on 2 health I can't frontline him like I always do), and it adds to the fun. I'm sure somebody will make a rest-anywhere mod, of course, so that if you want to rest after every battle, or whatever other combination, you can.
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So, who's pushing forward?
Tigranes replied to thejonvincent's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
The bug is 'fixable' for party members right now, so all you lose is the permanent ability bonuses for your PC. It needs to be fixed but it's hardly a reason to stop playing. I'm doing just fine continuing on. -
Wasting 5 minutes going back and forth to save 150 copper is basically running a deficit, because in that 5 minutes you could easily earn 150 copper exploring, looting, killing. It's like taking an unpaid leave from your workplace to go to the store and get that 50% sale on a loaf of bread. There is no incentive to waste time this way.
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Memorials problem.
Tigranes replied to Ladyjess's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Merely not wanting something to exist is not censorship. I hate mayonnaise. I want all of it destroyed forever. It's gross. Censorship is when I somehow manage to get it outlawed against the will of the people or when my army of robots (which I totally don't have! *ahem*) somehow enforce my magical anti-mayo will on the world. Obsidian deciding "Hey, let's get rid of this thing?". Not censorship. It's a choice. If the government of California marched down to Irvine and made Obsidian change the game? Censorship. I mean this in the nicest way possible but if you care so much about a thing you need to learn about what it is and isn't. Hmm. What if the mayonnaise hater started claiming Obsidian's love of mayonnaise make them horrible unethical people, and raised a protest of a thousand people that marched to California and protested, until Obsidian declares a no-mayo policy just because it would be too much work and public relations disaster to do otherwise? It might count as censorship or it might not. But if one were to conclude "well it's Obsidian's choice", that's a very unfair definition of 'choice', too. (I'm not saying that analogy is exactly what is happening now, I'm just saying your current argumenta bout 'let Obsidian choose' is a bit narrow-sighted.) (And as someone who has studied the history of censorship, you know, it's a definition that changes over time, and its boundaries in the U.S. for example has been heavily debated by legal scholars and philosophers throughout its entire history. It's hard to just say "x is censorship y is not, good bye".) -
Yes, just dismiss and recruit to work around the bug for all your party members. The stuff that gets effected is the kind of abilities that you should always have, not the abilities that you can manually apply. So Defender (the fighter's modal ability) isn't affected, but Gunner (the talent that gives you reload time bonus) would be. No idea about Human Wayfarer Paladin / Savannah specifically, you should check the manual / wiki.
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Probably the lack of 20 million dollars and double their team size, if I had to guess. You're rolling with a pretty huge fallacy here. Just because they still had problems under this completely different set of circumstances, doesn't mean that the publisher couldn't possibly be causing any problems in the typical publisher scenario. Or, here's an easy example: If they had a big publisher, but everything else was the same, do you think they would've allowed the game to be pushed back to March? Or would it have released in December, in time for Christmas, with half the stuff that IS in it missing from it? Riddle me that, Batman. And yes, I'm even going to play the "YOU found your own studio, raise 4 million, start with an engine you've never used before, and do better in the same amount of time, u_u" card. You can't properly deduce things with fallacial comparisons. You've got to gather relevant data first. Then i play "You are just a fan that will buy any crap from the producer you adore" card. Here is the data: Obsidian said that because there is no producer the game will be polished and not bugged like usual. - They failed at that. Obsidian asked for 1 mil, they got 4 mil - They failed at planning the budget. Obsidian made their own timetable - They failed at keeping it. Obsidian chose the engine - They failed at mastering it. So how is that not THEIR fault. If I remember correctly you were one of the people that were very vocal about how this will be so good and polished game because there is no developer every time someone was concerned with the quality of the game. And now you backpedal on your statement because lack of money, people and unfamiliar engine? Come on at least try not to be a mindless fandrone. It would be their fault, if the game wasn't: polished, getting rave reviews, selling like hotcakes, and providing many of us with a wonderful time. I'd be willing to hear arguments about why it's not polished or it's buggy... if there was an argument that wasn't based on "if I can't walk it's not polished" or "look this game has some bugs, it's such a buggy game, never mind how it compares to other RPGs". It's hard to break out of my terrible condition as a fandrone when you give me something you call 'data' but it's not data.