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Everything posted by Boeroer
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Great thing MaxQuest. Like Dr. Hieronymous Alloy said, you could add the problem that Firebrand, Cadebald's Blackbow, Bittercut and Stormcaller work with elemental boosters, but Durance's Staff doesn't - just because of the order of damage types. How could anybody who doesn't roam these forums day by day know this stuff? And this thread should be pinned. Just my opinnion. Pin intended...
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If you have short recovery and ok DEX it works pretty nicely even against single targets. I's not like a barb, but it's ok. Works well with a fighter for example with Constant Recovery, Disciplined Barrage and Vigorous Defense plus Outlander's Frenzy. Most of the time it's not enough to prolong them endlessly, but it will give you a lot more duration. I honestly never tried if it prologs Feign Death's invisibility which didn't use to break even when attacking. If you pick off buffed enemies it works better by the way.
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I thought you were asking if it's effective. Of course you can take it for thematic purposes.
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Wizards endurance and health are pretty low even with high CON. I think in order to make good use of Battle Forge you'd have to rest all the time. I mean more than usual. Same problem with a rogue + Battle Forged. Even though it works with Deathblows and all it's not a lot of fun because you have to rest after every fight. Or so it feels.
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Should be easy to add to floor traps since it's already in the chest traps.
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But you can go on forever if you don't go down. No depleting health bar means no need to rest. That makes healing abilities/spells a lot more powerful than in PoE1. I think this new system will be a whole lot easier to abuse. Stack a lot of healing and healing bonuses and you won't need to rest because of health/injury issues.
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I will say that I deeply *love* the idea of an injury based health system. Because this will allow me to abuse all sorts of healing like in PoE. Add healing bonuses from survival, items, chants and combine it with Veteran's Recovery and/or Ancient Memory, Moonwell and so on and you won't go down. Now that the health is gone and injuries only happen when you go down it's going to be much easier to break the game. Hahahaha!
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Paypal backing ?
Boeroer replied to obsinaut's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Arghgrmblfx! Don't go to RPGCodex! Stay here and empty your pockets where the climate is nice and the pirates are benevolent, clever and attractive! If anyone is interested in donating paypal money to OBS without getting a defined reward you should definitely think about donating to the Black Isle Bastard pirate crew. Once we reach 5000$ it will be pledged, counting towards the stretch goals. -
Maybe playing games like PoE for less than 3k hours? I think we all agree that it's more fun and worth the time to play the game than to talk about it in a forum (can also be fun though). Image the major annoyance I would be in the internetz if I would put 3k hours into posting stuff on different RPG forums. I mean even "more major" than now. "Don't call me major annoyance - call me admiral annoyance". Wait... actually pretty nice name that...
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I don't think you understand how game programming work. That's like saying Harley Davidson has a great exhaust system on it's motorcycles, maybe Ford could us it on their cars. Of course. My point was that in Divinity: OS the followers of the main controlled character avoids hazardous areas (you can notice this very early in the game). Yeah, but Obsidian and Larian being friends would have nothing to do with it. It's a question of whether it fits the design of game, and whether Obsidian can come up with an AI solution that's better than the alternatives. Sharing knowledge about a piece of code in a game is not like trying to use a motorcycle part in a car. It's more like explaining how the motorcycle part works and then using this knowledge to build one that's fitting your car. I'm pretty sure that OBS wouldn't try to copy & paste code. I think it's pretty easy to exclude traps from the walkable area. Once you detect the trap it gets highlighted. This highlight sprite gets added to the scene and has a component (for example Collider2d in Unity) that prevents the player from stepping onto it. You could even play a special animation when going near to it. The trap itself has a collider to trigger the trap when you step on it, I presume, pretty simple. It would be like covering the trap with a seal - or like putting a chest or a man or any solid object on top of the trap so you can't step onto it. You could also exclude the highlighted area from the walkable navigation mesh (NavMesh). But since those are baked most of the time it seems to be more complicated. So, pretty easy to implement I guess. I can't say which other problems this may cause (blocking or something), but you could script or design around that I think. Maybe they'll do it if we ask nicely.
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Artwork question
Boeroer replied to giselej's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I don't know if you can buy those officially. Maybe you have to ask Aarik D about that if nobody else can help you. In the meantime: here are some high res PoE wallpapers that might also work as prints: Wallpaperup - PoE -
Vinyl Stickers
Boeroer replied to meschert's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
http://www.stickeryou.com