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philkingz

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Posts posted by philkingz

  1. It's very easy to find console commands in Deadfire:

     

    Open console, type one (or more) letters and hit tab to cycle through all commands that are available. Some commands from PoE made it into Deadfire, some got changed a bit. Some got added, a few removed.

     

    So for example in order to check if AreaTransition still works you can type area<tab> and even while you are typing the console will suggest the commands in grey letters. It also shows you the parameters that have to be used.

     

    Thanks for your answer!

     

    my problem is more to understand consolecommand, then finding it. With "FindGameData" you can find somestuff, but not all.

    In terms of areatransitioning the games 3 additional paramters of which i dont have the data. Since the assets are all packed into big files there is no way of getting the names, even if findgamedata will refer to a part of it.

     

    in regards to areatransitioning those parameters are needed:

    1. MapGuid

    2. StartPoint

    3. ReferenceByNameStartPoint.

     

    An exemplary comparison to PoE I is this:

    AreaTransition  AR_1001_Od_Nua_Old_Watcher Interior01

    But this doesnt work in deadfire.

    So same goes for inserting units. If i cant get a grip on the names of the creatures e.g.  creature_orge_warrior_01_d  or whatever, there is no use for the commands.

     

    However, i may just found a way by using Unity Console from Nexusmods. I disable the fog on the worldmap via console and port from isle to isle via unity. 

    Do you know a good place for me to find a bunch of strong creatures i can play arena with? *spoilers allowed*

    Thanks again!

    • Like 1
  2. Mechanically, Deadfire is superior, that's for sure.

     

    But i much preferred PoE 1's companions and felt that the story was much more

    engaging.

     

    For sure, i would bet you to elaborate, so I see someone actually showing the exact differences  and their consequences, as i cannot find them ingame or on the wiki. Some points are:

     

     

    - Tooltips and Transparence

    - Attackresolution

    - ArmorPenetration and ArmorRating (flatreduction vs. non linear breakpoints)

     

    https://imgur.com/a/oibgdMX

     

    Im maybe just too stupid to understand, but i neither find this explanation consistent nor do i think those changes make sense, if i oversee the contradictions and try to make sense of it. This goes hand in hand with the Penetration and Crit changes.

     

     

    - Removal of limited abilities and encounter-balance

    (i heard the game is too easy on PoTB, which would be the typical symptome of "innovation")

    - how are radical changes to core mechanics for classes like priest, wizards, druids are counterbalanced?

    - simplification of interrupt mechanics (layers, instead of rolls => burst encounter > strategical decision making in prolonged fights)

     

     

    This is only a segment of mechanics, in which a comparion between both games would be interesting.

    When i saw the videos of the developement i feared they might "casualize" the game.

    Typical symptoms would be:

     

    -less documentation and transparency of/in mechanics, so people dont need to read or understand

    -simplified mechanics that play by itsself (e.g. interruption)

    -less balance, is always going hand in hand with mechanics

    -less punishable encounters (so all players feel good, instead

    -flashy story, but not told better, 

    -faster pacing, but repetitive combat scenarios.

     

    As i havent played it much now, i cant judge them all, but i see definitely that tooltips and documentation were ****ed up,

    that mechanics are dumped down, the scenery is flashy, the class  balance completely ****ed up. But giving them the benefit of the doubt, i cannot judge difficulty, combat scenarios and storytelling. What i recognized positively were graphics (not the voiceovers), animations and the general visual character display. But i fear those wont outweight the rest. i am afraid to start to game and realize that even in those 3 factors the **** plays exactly out as i feared.

  3. In part 1  I was able to "areatransition" into CaedNua and test different characters i created through the console.

    Since there are many mechanics not transparent anymore and many choices that i dont wanna test by just playing, i need help with console commands. In fact - before i cant test my stuff, i wont play the story at all.

     

    Creating characters and send them "into my arena", was easy when an area like caed nua existed, but now i dont even know how to use the areatransition command, as the syntax changed, which also includes areaID etc In part one i could read the assets just in the folder. Now everything is clumped up into big size files i cant read out. It would also be enough to just "insert" some Orges or so.

     

    Can someone an Idea that helps me?

    Thanks in advance.

  4. For me it is the other way around. I havent played poe2 extensively, as i simply dont understand the mechanics, and those i do understand just confirm the fears i had during the developelment: not only improving, but taking away transparency and player decisioning, while making an illusion of having more.

     

    What i first recognized, even during character creation is that there are so many useless skill-, class- and ability-descriptions that it does not even make sense to list them all up. This is the typical when "casualizing" games. "We dont want players to shy away from text and complexity, so we either reduce it where we can or hide it where we cannot". As a result the difference are hard to depict, as they are either only crudely explained or even hidden. I already read all wikis and they do not correctly represent all data.

     

    Things i do understand e.g. Armor Penetration make not much sense to me. Yeah they wanted to make 1handers as efficient as 2handers and therefore got rid of flat reduction, but doing it this way is akward. The ARpen>2ARating-rule is basically useless. All enemies that have so little armor die anyway, there is no use for armorpen in that regard. As a result the one and only way to use Armorpen efficiently is to aim for 100% damage, thus meeting Armorrating with the Penetration rating. As there are no spoilers allowed here i can tell you that you meet those points automatically and there are only 2-3 enemies in the game you would need higher armor pen for, but in that cases it is just reasonable to meet a Pen-rating within -2 of their armor to be not fully cut at 25%, but 50% or 75% at bossfights. When you open the console, input "iroll20s" and "unlockbestiary", you can simply gather the data you need only to realize that there is not much sense to adapt accordingly.

     

    A similar weird thing was done to Attackresolution. The crit-mechanic has been severly hut while the resolution-table includes a lot more miss and graze. The result is that player usually cannot **** up, no matter what they do. but you an also only build different styles to an extent. The easiest example is as already mentioned crit-builds. There is no way of handling it efficiently than just increasing acc so much that you replace miss and graze for a crit, since the crit itsself is not that worth it, unless you play a low penetration build on purpose, that gives you any other substantial advantage for it. I havent found one. As a result your

    best bet is to have +50 more Acc than enemies Deflection to completely replace miss and graze (which is about 105 Acc). The crits are only a good sideeffect then, no matter if you are a devoted fighter with Axe and improved criticals or adevoted fighter with a stick - they will do rougly the same, which is kinda cool as you can do whatyoulike, but also a bit strange.

     

    So what i mean is: In constrast to poeI the second part does not motivate you to read, as it is not essential or the results from reading (if there were something useful to read) and understanding the information are......., but the graphics are cool. Of course this only represents my opinion and people are free to choose their own.

  5. You post is quite old, but i couldnt help but respont to it. Dont get me wrong, but there is actually not one statement in your post i agree with. The way you use the term "dps" makes you sound more like wow-player than an old Infinity-Veteran. As a tip for the future: if you really want a discussion about your statements, you need to make them sound less factual to let room for it.

     

     

     

    In addition there are sentences that are just weird:

     

    "rogues (f.e. dualwield stilletos) would do less singletarget dps than a cipher" 

    or

    "ciphers/chanters" do more group cc or even groupdps than wizards 

     

    Both sentences are such distant from an accurate picture that a discussion about it would only end up in insult rather than a constructive discussion, since those sentence cant be meant seriously.

  6. As a philosopher you should know how to express yourself clearly and, just as importantly, concisely.

    My eyes glazed over when I got to the wall of text at the end.

    All you do in this comment is confirm the prejudice that american people do more stive for rhetoric than content.

    There is absolutely no wall of text, it is for you, you have the attentionspan of a child.

     

    Additionally as a "philosopher" your thoughts should be anything than short, cause a philosophers wants to look behind the everyday reductionism

    to uncover its deceitfulness instead of making it even stronger.

    • Like 1
  7. So far, what i saw from this game (interactions, combat, surroundings) was really cool, and im looking forward to play it.....as soon as i am able to pass the character creation.

    I searched for portraits that fit an experienced male war-veteran. Found some. After making characters that look similar to the portait, i realized what troubled me. I used cheats to change the standart zoom and ported into a city with daylight.

     

    Did you know......

     

    ... that the ingame-model and the model of the charactercreation/inventory are barely looking the same? Its plain that the characters cannot look like the portraits. but how are  we supposed to get a character that resembles the portait and the inventory-representation, when the ingame model will always look different?  And the ingame model looks at zoomed out a lot better and abtract than the inventory-character. Take a closer look yourself:

     

    http://i.imgur.com/kjVLK2I.jpg

     

    Additionally most of the skincolors of created characters are dirty and darker than the skin colors of simple npcs. Every bright skincolor, specially in the face, looks dirty if you change the default zoom. NPCs look fine, but created characters do not, cause they cannot choose from the same palettes. Look at this:

     

     

    "brighest/whitest" skincolor for meadow humans, looks like sleeping in the dirt:

    http://i.imgur.com/xWODddw.jpg

     

    Npc- skincolor - look fine:

    http://i.imgur.com/PK5Fdoq.jpg

     

     

    Maybe you will call me finical, but why the **** is this happening?

    - 3 Different Instances for the same charactermodel, and all look different (why not taking inventory-represantion out?)

    - no access to skincolors of npcs without dirtfaces (Why cant we choose "clean" skin of npc-models?)

    - no realistic red, yellow, blonde haircolors (That looks anything but fantasy-like, it looks comical)

    - Companions sometimes have different skincolors of their body and face (just fix that)

     

    How are you about the topic? Do you care about it, or is it not worth the effort?

  8. "No. I'm no hardcore player, I enjoy the story and rpg aspects more." - this sentence is so contradictory.  Playing because of the rps-ascpect would strictly force you to play without reloading and stuff. It's about telling a story on your head, boosted by what you do in the game. Reloading makes bad decisions not count for you, it is like ignoring a whole side of your character so that there is only a  LOTROlike-happy-ending is possible. Boring and incoherent, both things that shoudl abstain in every roleplay.

     

    Just because you are too lazy for this mode is no legitimate reason for stating that it would be the most rpg-conform mode. That said it would be a grave loss if this mode is not included in future games. Just try it and be concentrated and reasonable - you will never want to miss this again.

  9. Hi there,

     

    before i play a strategy game i make sure to understand the mechanics, it's a hobbyhorse you could say. Attackresolution is one of the most important mechanic in PoE. To understand this is key to make the best builds and strategies, so i even wrote an excelcalculation that gives me every distribution or any kind of Attack/Defense ratios in order to calculate an average dps mulitplier. However, now i found two sources about how attackresolution works and they are not consistent with each other. Since i dont get my gog.version to work i cant test it myself. So guys what is the right distribution of rollresults?

     

    From Devs-thread:

     

    "Attack Resolution
    I've talked about this a bunch on the forums, but not in an update. All attacks in Project Eternity compare the attacker's Accuracy value to one of four defenses: Deflection (direct melee and ranged attacks), Fortitude (body system attacks like poison and disease), Reflexes (area of effect damage attacks), and Willpower (mental attacks).

    A number between 1 and 100 is generated to determine the attack rules. If the Accuracy and target defense are the same value, these are how the results break down:

        01-05 = Miss
        06-50 = Graze
        51-95 = Hit
        96-100 = Critical Hit

    A Hit is the standard damage and duration effects, a Graze is 50% minimum damage or duration, a Critical Hit is 150% maximum damage or duration, and a Miss has no effect. In a balanced Attack and defense scenario, the majority of attacks wind up being Hits or Grazes. If the Accuracy and defense values are out of balance, the windows for each result shift accordingly, while always allowing for the possibility of a Graze or a Hit at the extreme ends of the spectrum."

     

     

     

    From wiki:

     

    "Attack roll

    An attack roll represents your attempt to strike your opponent and resolved by a single d100 roll(a number between 1 and 100). The attacker chance to roll Critical Hit, Hit, Graze or miss determined by the difference between his Accuracy value and the relevant defender's defense: Deflection (direct melee and ranged attacks), Fortitude (body system attacks like poison and disease), Reflexes (area of effect damage attacks), and Willpower (mental attacks).

    The Default ranges for an attack roll are:

    • 01-15 = Miss (attack has no effect)
    • 16-50 = Graze (-50% damage or duration)
    • 51-100 = Hit (standard damage and duration)
    • 101+ = Critical Hit (+50% damage or duration)

    If the Accuracy and defense values are balanced, the majority of attacks wind up being Hits or Grazes. Otherwise for every 5 points difference the windows for each result will shift 5% toward the higher value, sometimes negating the possibility of a Miss or a Critical Hit entirely, while always allowing for the possibility of a Graze or a Hit at the extreme ends of the spectrum Verify.[1][2]"

     

     

    It is clear that both distributions have different ranges for miss,graze,hit and crit. Any thoughts?

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