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I'm not a fan of arguing with realismâ„¢ when it comes to game mechanics in the first place, but whatever: Have you ever traveled over land from A to B over the several days by foot in a region that is on the infrastructural level of a late medieval country? I did so several times: in rural Uzbekisten, Kirgistan, Kazachstan, Romania, Costa Rica, Nicaragua and more. Although I am able to fish (ok), hunt (meh - not worth bringing a big hunting weapon imo) and gather (ok) I always needed a good amount of consumable "camping supplies". This mostly included dried food, water, oil, kindling, ethanol, soap and firewood (or something else to burn) and stuff like that. It's not trivial to just go and hunt your supper, even if you are an experienced hunter. It's also not trivial to find edible plants etc. There is no guarantee you will find fruit or vegetables like wild onion and carrot or animals, let alone being able to stalk and kill them with a bow. It takes a long time to fish and hunt - are you willing to sacrifice all that time when traveling? Traps take way too long to be viable when just passing through, too. It's especially difficult with timid animals because you will not be silent enough while trampling around with a big backpack with pots and stuff and tools attached: most animals will be gone once you arrive. Often there's not enough firewood to gather. Wood has to be dry to be able to light a fire without fire accellerants, you can't just chop off some fresh branches and light them, it doesn't work. Depending on the season, the weather and the region it can be surprisingly difficult to gather firewood, dried dung or something like that. Sometimes you find good stuff, sometimes you don't. So what you need to bring depends on season/weather/region your travalling through. For example in Kirgistan you dodn't need to bring firewood - dry wood was everywhere. But it was very cold at night so I burned through all the wood quickly. In Costa Rica it was no problem to fish and gather stuff, but it was raiing season and finding good firewood was surprisingly difficult - but on the other hand I only needed it for cooking because it was very warm all the time. Imo it's ok if a game just simplifies that and assumes you always have to bring something when you travel - and calls it "camping supplies". After all it's just a game mechanic that wants to prevent rest-spamming. Whether you do that with supplies or random encounters doesn't really matter - I mean mechanically. Your goal is to prevent rest spamming and both solutions will work somewhat I guess. You just have to anticipate what players like better. Then you can rationalize your solution afterwards like I did above. I believe most players prefer camping supplies over random encounters. Maybe it can be done without either. Deadfire for example has no resting limitations at all (besides needing food in order to remove injuries but food is plenty). But the more easy it is to rest the more "gamey" it feels imo. You will recede from the roots of CRPGS (TTRPGs) if you allow spam-resting. That may not be a problem per se - just saying.
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Yes, I'm aware that you are experiencing this*. But as I said I just checked my game to reassure me (and you) that this is not normal behavior. Maybe it's indeed limited to the initial boat fight. If not you most likely have some mod hickups and maybe you'll have to restart the game after deactivating your mods to get rid of this. * Another explanation could be that your INT is very high and your Carnage just barely touched some other pirate. It's hard to tell because all enemies in this fight carry the same name and there's no Carnage AoE indicator. But the next posted is rel. far away so maybe that's not it.
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I don't really understand what you mean by "stationary targets" and "better Sneak Attack". Carnage should apply to all enemies around the one you are targeting with your attacks. The one you are targeting shouldn't get hit by Carnage. I just loaded a savegame with a Barb (only mod is Community Patch) and my Carnage works like it should (not hitting the initial target of my attacks).
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What is the real game size?
Boeroer replied to 7C4RLOS's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I have it installed for some years now (properly updated) and it has 27 GB with all DLCs and ca. 300 MB of savegames. The player log and several other stuff that accumulates over time might also add a bit of disk space. So I would say that those 66 GB are not correct. But maybe that's just temporary during the installment? Or maybe you have some extra content (must be a lot though)? -
Backstab works like advertised and is not unreliable. As long as you are stealthed or invisible while the attack is executed you gain the Backstab bonus. It may be that you unstealthed right before the attack went off - because your stealth wasn't high enough for example or because you accidentiall bumped into the enemy which will lift stealth at once. Are you using the Community Patch maybe? With the Community Patch the Backstab dmg is a separate log entry under the original attack.
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My personal favorite party composition with official companions is: Edér as Swashbuckler (main tank, engagement) Xoti as SC Harvester of Gaun (buffing, damage, healing) Aloth as SC Wizard (CC, debuffing, damage) Tekehu as SC Watershaper (healing, damage, CC) MC Mostly because PL 8/9 spells of Priest, Wizard and Druid are lots of fun. But obviously there's tons of other nice compositions. It depends a lot on how you want to play. E.g. if I want to use AoEs a lot then the above composition is great - but I have to make sure to cramp enemies together in a spot (with the tank, pulling, luring etc). If I want to go for strong single target action instead then the above composition is not that good.
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Most spells which are ranged and targeted (meaning you have to pick an enemy and not the ground) work with penetrating shots afaik. Missiles, Mind Blades and so on. I don't have a comprehensive list so some might not - but if it's ranged and targeted there's a high chance that at least the initial impact will benefit. It's most interesting for multiprojectile/multihit/jumping spells.
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Haha - reading that after learning how you beat the game including Megabosses was a bit like reading "I'm just a very casual basketball dude who happens to play in the NBA". Because it frees up several ability points which you can spend otherwise - is my interpretation. Rules may take away choice - which can liberate you from making tricky decisions.
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I personally don't think Critical Focus is worth it. If you have a Priest even Zealous Focus is a bit meh and I'd go with Zealous Charge which is nice to have on a ranged char with shortish range (blunderbuss). Vielo Vidorio's base duration of 6 secs is way too short for my taste, I never pick it. I like to take Runner's Wounding Shot so I have one more gun ability per encounter in addition to FoD. I like to use Prestitigitator's Missiles, too - because Penetrating Shot works with it (without affecting the recovery) and that way Pallegina can unload two longer ranged attacks (Wrath and Missiles) before closing in with the blunderbuss attacks. If you take Intense Flames (and put a burning lash on the weapon) you should also get Scion of Flame imo. FoD (50%) + Intense Flames (25%) + Burning Lash (25%) (combined 100%) all get a raise of 20% then which is pretty good - also in order to help the individual lashes to overcome the burn DR or enemies. Before getting Silver Flash I like to use Lead Spitter because the Rending (+3 DR bypass) enchantment makes it more useful against non-low DR targets. I will add Ryona's Vambraces (+3 DR bypass) because with blunderbusses you want to have all the DR bypass you can get. But: lahes don't profit from DR bypass at all - so when using a blunderbuss with Flames of Devotion it's still best to target low-DR foes or switch to an arquebus for the high-DR foes which you want to shoot with FoD - you just get more dmg out of that. Pliambo per Casitàs ist one of he best ranged weapons for a Paladin imo, especially in combination with Coordinated Attacks. In order to switch from blunderbuss to arquebus I like to equip the Coil of Resoucefulness and add Quick Switch. That way I can switch to the best tool (blunderbuss against squishies, arquebus against tough ones) without any recovery penalty. If you have party members with DR-lowering abilities you can spare you the arquebus-fuzz most of times I guess.
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The main part of the DLC doesn't have any problems with loading times/screens - it's just gladiator-like: fight after fight after fight and some stuff on the island itself. That might be cool with some players and be lame for others, but that's not a design flaw. What you mean are the side quests that have you travel around the Deadfire to retrieve items (that weren't there before). It's the classical "go there and get me that" quest design - which can be pretty boring even if you are only requires to do it once in a while. Here's it's like a whole chain of those quests which not only are quite boring when we talk about quest design but also add a ton of loading screens as our said. You can totally complete the DLC without those side quests. I did so the first time because I really couldn't be bothered to sail around the Deadfire even more than I already did because I wanted to complete the playthrough. So I wouldn't say the DLC itself is designed badly - it's just those "retrieve" sidequest. Maybe wouldn't be a problem if Deadfire only had a quick-travel function. Still don't know why they didn't include that after all the complaints with long loading screens after PoE. It would have cut a lot of them especially with those types of quests.
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It's Salvation of Time + Brilliant (from whatever source). Salvation of Time prolongs all beneficial effects, including Brilliant - Brilliant will give you your spell uses back, including Salvation of Time. You can use that cycle to build up minutes or hours of durations for all beneficial effects like Barring Death's Door, Blade Cascade (Scordeo's Edge) and so on.
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He neither said it was easy nor were his instructions snarky. The only snarky thing in this thread is your reply. It's understandable that one can become frustrated - but don't take it out on Elric who's always been a very helpful member of this forum. The only thing that didn't make sense was this: I mean he's not going to get resurrected so usually it's enough to kill him once...
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Yes, it was buffed "secretly" pretty late and without any change of description, information or patch note - shortly before the last patch was done. It's particularly awesome against Dragons or other enemies with fear auras (some banshees etc.) but excruciatingly bad for Barbarians who picked Threatening Presence - since you cannot switch that ability off (like you could switch from one shield to another). It's always there and active once you took it. In fights against Ciphers with Psychic Backlash you will be stunlocked until the rest of the party brings the Cipher(s) down. Only retraining would change that. That lead to the situation where I wouldn't take it anymore at all - although I nearly always used it before. It's kind of a just punishment though because I was one of the forum users who consistently complained about the 1/encounter limit of Psychic Backlash before.
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I have this game but unfortunately never played it since I moved to a foreign country right after receiving it. I forgot that I have it and only discovered it lately when I moved back to Berlin. The TTRPG which is written by Josh Sawyer is in an alpha stage. Josh does give some status updates every now and then on Twitter - and last week he did a show & tell/q&a stream on Twitch. It looks really promising but is still far from finished since Josh has to write it in his free time. Here's the link to the vod: