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sapientNode
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Everything posted by sapientNode
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I agree. I tried opening them up with an editor and can not find the tags for specific classes. I suppose potentially we could force bind them with a console command but then it wouldn't know which path to upgrade the weapon. The restrictions on classes are horrible considering they potentially do not get used.
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every time I boot the game I have to close it at least once because it apphangs trying to load. While watching my CPU/Ram and system resources there is many points during loading that there is just no activity whatsoever After about one or 2 failed loads of a save game it seems to be ok. I have to alt tab during loading a save game to bump my cpu priority up. the entire process does not seem on my system to do with lengthy processing but instead it is not doing anything at different intervals. Usually apphangB1s occur 2 times when I load a save game and it is going to load properly. If it hangs more than twice this is when i force shut the program and reboot it. This is a very confusing problem.
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... no, I dispute that. There's a powerful ring of wizardry and a suit of ankheg plate in hidden caches in early game areas. A player could easily hit the gnoll fortress while still at level 1, which yielded Gauntlets of Dexterity and the Charisma manual. It'd also be pretty routine to fight Greywolf or Bassilus at level 2 or so, and both drop +2 weapons with an elemental damage bonus. The examples go on; while BG1's magic items were sometimes easy to miss, there were a lot of them, and they were available from extremely low levels onward. I loved the fact that those old school games had access to these items but it was well hidden. There was no blatant design to lead people to items. Upon finding these things you could definitely alter the difficulty of progression through the game. I think my best find was potentially BG1 where there was that single ring of protection randomly in the grass on the outskirts of a town. No tab to highlight stuff back then either.
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I like the idea of having extra affects for stats. I generally dislike the trend towards homogenizing stats in order to eliminate the need to specify during character creation. However this can be rough when there is no stat increases intrinsic to leveling. The ideas are solid. However I am not sure you need to add min/maxing in this post because they are separate issues. None of the above changes actually stop min/maxxing because min/max is simply understanding the formulas and rules of a game and optimizing the numbers for the most efficiency and the most power. As well as the most completion.
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They are a bit underwhelming performance wise. And I agree they are really nice looking and I wish they had more function over the already existing weapons found in game. However I am a completionist. I also would like to use StormCaller but I have no one in my party that can equip it. Its final Returning Storm Cast is fairly awesome. I suppose I could open them up in an infinity editor but I wasn't sure if there was some hard codes for the Class tags.
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I dunno about LotR.... but BOY do I know about wow. 8 years there.... and if blizz hadn't done the idiocy that is wod and no flying in current content, I'd probably still be paying them. But yeah, your point is well taken. If your game (talking to the devs here) provides a limited (as in non-respawning) number of mobs, you simply shouldn't make soulbound weapons which require a given (fairly large, and/or smaller but REALLY SPECIFIC) number of kills which are no longer available to those who have not micromanaged the setup. Yeah, I CAN (and do/did) micro the setup - but I've been playing these games since the mid-80s so I can figure it out before getting into a situation where there's no really good result. Lots of people don't have decades of experience to rely on with stuff like this. [And.... I'd really have much preferred that I didn't have to overthink this - but you (the devs) left me no choice.] They're basically working blind at this point. With PoE, they received a lot of votes and community feedback. White March was released entirely without that kind of feedback system. So when they think they have the systems done, and then make a new one like soulbound "legendary" weapons, they don't have it done as much as they think they do in the concept stage. Once it gets out of the concept stage and players play it, they can't change it any more except by using more resources in 3 months. Oops. The reason is because they need to have the pre alpha concepts down before production begins. Meaning pre production needs to be iron tight, and after that is done, the production pipeline for making content for legendary weapons can begin. But it cannot be easily interrupted if the concept needs a rework or is completely broken, without expending many more months of time which they don't have for expansions 1 and 2. Which is why getting a gamer's point of view before production starts, during pre production, makes for better feedback on systems. What usually happens is that people release a slightly working, slightly broken system, then 50,000 complaints come in and the developers find 90% of it to be incomprehensible, washing out the rest that is beneficial. One of the things I have found so far with a lot of this game is an inordinate amount of micro managing. thinking ahead for companions to make sure I can get some of their banter and their stories. Thinking ahead for exp gain so I do not over-level my characters. Thinking ahead for soul-bound weapons now. Thinking ahead for the optimal use of the keep. Thinking ahead because I can not overwrite enchantments and their costs are absurd. (So I better know what armor suit I am going to stick with until end game) It is an interesting exercise in management. However amidst all this management is a really awesomely done story and some really fantastically done characters. As well as well thought out lore. All this micro managing has put way too much emphasis on organization and similar constructs in the game. If they wanted to have soulbound as they are they need to when the weapon is found spawn encounters throughout the world that are easy to medium to deal with in order to level the weapon. As far as the working blind. These are developers that have been in the game industry for many many many years. They should absolutely know how the inter-connectivity is going to work out with something like soulbound weapons. Some of the aspects of them are cool like camping in a certain Dragon's lair. But the kill x is as pointed out way too bloody reminiscent of fetch quests in mmos. As posted above as well the best thing about Elder Scrolls which has the most mods probably out there and the most active long time modders is that it allows for ease of modding. This should just be standard with games today. Communities can respond to problems immediately and they can fix them in very creative ways. And the more options on the table the better. Sitting and waiting for a developer to get wind of some forum posts is a difficult thing to accomplish. And their methodology for game creation is distinctly different than a modder who can respond much more directly to the community and who is not leashed by producers or directors. I really wish PoE would open up to more modding with some accessible free toolkit. If not I hope they can rethink the kill X/fetch quest system for soulbound weapons. As it is with the Greenstone Staff it binds to Wizard Druid and Monk. Both Wizard and Druid are most often squishy types and so they would rely on more easier enemies to fill those requirements of killing. Which instead should be something like cast X amount of a certain spell. Or critically hit enemy X times. Or Shapeshift X times. Or they could of made the soulbound weapons characters with their own stories similar to Planescape and by fulfilling their quests they would unlock.
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Update #101: Update 2.02 is Live
sapientNode replied to BAdler's topic in Pillars of Eternity: Announcements & News
This would end up in a *huge* patch. It would work on any version, and could patch it to any other version, but in the end the patch itself would be bigger than the whole game. Not necessarily and honestly unlikely. And even if they got too large they could do a new install when it reached lets say 2gb patch altogether. And that is cumulative because often the same files will get patched throughout the process. New installs with each patch to make sure it works is not a good way to go. I as of now have 3 full installs of the game weighing in at about 30gb and about 2 to 3 days download time. That is absurd! -
Update #101: Update 2.02 is Live
sapientNode replied to BAdler's topic in Pillars of Eternity: Announcements & News
And we are still waiting to resolve this issue. Is this thing a soft hand to force us into using Galaxy? As stated above downloading 6gb to patch 200mb or less is not ok for me. I do not have ultra high speed net and my bandwidth can be limited. The patches up to 2.02 worked as soon as I figured them out. But once I got to 2.01 to 2.02 it went all bad. I am not able to patch the main game from 2.01 to 2.02 without an absurd amount of errors and then massive crashing. As I have said before they need to make a single patch with all the changes that checks if the expansion is installed and then installs what is needed. Also the forced patching order also makes no sense because each patch should be cumulative and have within it the former patches files. Perhaps they have to do this way because they cant touch the files or they are not tracking with each iteration what is being patched. Or perhaps Obsidian is not giving them a detailed list of what files are changed in each patch. If they had a list of changes they could incorporate them all in one patch and we could potentially patch from a version 1.06 to 2.02. In addition a simple check for White March expansion would alleviate this issue with having to manual patch 2 separate patches. And the Galaxy system seems totally inefficient since it is downloading about 1/2 of the total game just to patch it up one minor iteration. I imagine they are quite competent coders and some legal or communication issue between Obsidian and GoG is occurring. Because this is a slopfest -
So I have found 3 of the Soulbound weapons and the kill X amount of enemy aspect is really tiresome. I used Od Nua for my Redeemer so when I got my Greenstone staff I only had a a few left in Od Nua that were easier to kill. In order to properly achieve the kill counts I pretty much have to use my tank to block a doorway while whoever is trying for kill counts beats on the enemy. It can be potentially expedited by others attacking the enemies and leaving at near death but that rarely works out exactly as I plan. In addition if I have anything that counter attacks on crits I have to remove that just in case the counter attack kills the enemy before my character with the soulbound weapon does. And now with Greenstone I can summon blights which can kill steal my enemy. With a finite set of enemies and with the overall design of the game this force character X to kill enemy is an arduous task. And there is no way to refine it or make it precise. On PoTD you have to rely on finding low level enemies to solo fight or use choke hold and have your meat shield just get beat down while you take the kills. Also AI for the entire team has to be turned off to make sure they do not kill steal. Kill X amount of enemies only makes sense when you can either face random encounters or enemies are not finite. Some of the other requirements are cool and the straight do x damage makes sense but the kill x enemies does not work well with the overall design. You either have to know where certain enemies are and ignore them on maps to plan for getting the Soulbound or you have to cheese it and use choke hold tank style. The latter just takes forever.
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2.02 Patching error?
sapientNode replied to wanderon's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
we still have no official comment about GoG and their patches... sigh -
Fighter Balance Mod for 2.01
sapientNode replied to dherve10's topic in Pillars of Eternity: Modding (Spoiler Warning!)
I am glad to see more mods for abilities. I am currently using one for Paladin. I think overall I would want to know what is the innate mitigation classes get. My fighter still is the best tank post and pre 2.0 with almost no talents taken. If I side him up with a Druid with tank stats and the same DR and defenses the fighter shrugs off damage and the Druid still gets face smashed. I feel like internally and aside from the talents we see certain classes have special mitigation code. -
I returned from a Legendary Adventure. I then received and average Adventure. I took that and returned from it. Upon returning to the keep it would appear the average adventure overwrote the legendary. The items were pathetic as was the coin. The Legendary told me I had a couple thousand and an item. I ended up with about 200cp and no item. So does one adventure overwrite the other?
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All slots should be enchantable. And all properties should be available when enchanting. Or at least allow us to rip an enchantment off an item so we can keep certain ones that are really great and evolve new pieces. In my mind I usually say I am going to use this piece for that battle and this piece for that one but in the end that kind of micro managing is tedious and not necessary. I just got some really cool sandals for unarmed damage but I have shods of faith on and they are definitely superior to a little bit of unarmed damage. I want both since I found both. Some may say that system would make it OP. For that statement I say it is already OP with items dropping like candy all over the place but they end up being more of a nuisance because you often have something superior or something that is really beneficial in combat but the new item has some kind of added flair or a incremental bonus.
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On PoTD unless you are fairly high level the Lagufaeth are extremely harsh in some spots. The 5 man teams are ok but when you get a pack of like 8 and 5 of them are using stun guns it can be game over very fast depending on who they target. I like to pull them but some of those Lagufaeth will simply not pull away so I had to trial and error a pack until I got the roamer who yanked a 7 man team on me and then I ran. Then I could go back and rush the sidewinders. I like and hate the Lagufaeth for their extremely challenging encounters. Spirits early game and now Lagufaeth are some of the most difficult enemies I have fought. Which again I like and dislike. The prayer strategy can work as can pulling with any of your characters who have move speed and high defense against that type of attack. If this style of design was throughout the game I would likely say this is bs but because there are so few encounters that are truly challenging it was refreshing to have my first run in with Lagufaeth who went berzerk mode and ate my party alive since I had 0 idea what i was facing. I just assumed ok there some kind of difficult enemies to fight. I sued my traditional strategy and one by one stunned and blasted to bits. So I switched to a break up strategy where 2 people were one each. They have so pathetically low hp and if you go straight toe to toe with one at a time they will focus fire certain characters which usually means death to whoever they are focusing on. My rogue and Monk are the best characters for those enemies. I never tried barbarian which could potentially be good.
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A method to drop combat or a forced mechanic so enemies do not corpse camp would not be that bad of an addition. My solution thus far has been when an enemy is corpse camping me I usually drag whatever is corpse camping me off in another direction so the downed character can get up.. Its difficult if you ended up being downed right at their return home point but it can still be done with enough staging. Use your characters one by one but do not get them near the return home point. If they don't lasso the whole crew from their spot try another character and have a bunch of downed characters all over the map. Its a sloppy solution but it will eventually work if you have patience. frakin Lageufath corpse camping is painful
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Error on Start.
sapientNode replied to SeaSquall's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
same error here when loading a save file from load screen. It happens after manual gog install patch 2.5.0.11 for me. it also loads with the walk cursor instead of the hand. -
Update #101: Update 2.02 is Live
sapientNode replied to BAdler's topic in Pillars of Eternity: Announcements & News
I can use White March patch 2 with no problem. But the manual install of patch 2.02 for the main game causes all kinds of errors and then I can not boot the game and it crashes with a player error. It appears based on the log it is looking to patch from version 2.4.0.9 (GoG) which was just version 2.0 not 2.01. I was not able to play White March until I installed 2.4.1.10 (GoG) which is version 2.01 So I can not use now 2.5.0.11 (GoG) which is version 2.02 because it wants to patch from 2.4.0.9 (GoG) The issue with Galaxy is that it basically installs about 6gb which is half the game and on restrictive bandwidth and slower net speed this can take a while. And there is very little dialog in GoG forums officially about these manual install issues so I am not sure what to do except wait it out. As it is I can not update to 2.02. At least manually that is. On a side note the installation manually is still extraordinarily slow. I have to install from safe mode for it to install at a normal speed. -
None of that applies to Galaxy. You decide where to install the games. You decide whether to auto-update or download patches of your own choosing manually. And you own the games you buy - you can download installers and make backup copies, for example. You can use Galaxy purely as a download manager or a patching tool. But clearly that's not good enough for you, because you hate it on principle. It doesn't all apply to Steam either. You can mod Steam games and choose where to install them. Tbh, I don't think I own any games which don't let me change the installation path, no matter the method of distribution. I also don't consider Galaxy a social network platform. It has what, just a friend list? No not principal. Because I do not want yet another system in the middle of my installs. Its simple. And I am not hating on Galaxy or Steam even though I think they have set a certain trend in motion that many will not notice now if they are newer gamers. This is simply about efficiency and control. As well as cross platform communication unclear notes and installations and unnecessary additional confusion. The Steam and GoG version of the game are ultimately different games which rely on different things that have been placed their by the distribution client. GoG tries to make itself accessible though with Steam and achievements and such. Never the less if you open either of the installs the amount of dlls and other files that are not tied to the game but to the distributor is pretty large. And I am not sure if Steam recently changed something but I have never had access without hacking to change my install directory with Steam. GoG I can. Also if Steam or GoG pushes a patch and the mod is set up for another version of the game you run into errors. Yes you can disable auto update but it is on by default. Yes you can monitor the distribution system and track forums for upcoming updates and make sure you are prepared. However both of those add extra work and time for the user to deal with. If your fine with whatever they give you it doesn't really pose a problem. Also if your not too into extensive modding it could potentially not be a problem for you. But once you want to exercise a greater degree of control over these systems which are delivering content to your computer it becomes fairly convoluted fast. What Pillars has shown with the numerous issues with the manual installs and GoG is that we need at the very least some more communication between GoG and Obsidian. My opinion is they need cross platform feeds that the developers can post information. And the communication should be prioritized since as of now I still cant get the manual patches to work from GoG. And as I stated installing from Galaxy is the difference between 7gb and 200mb which is significant. Especially for bandwidth restrictions or slow speeds. I know these systems are not going away. They make huge revenue for the distributors and now since gamers have become centralized within these systems the developers have to use them. Which has led to other issues I wont even go into here. For those who are either wanting full control or would like to stay in full control of what is going on with their computers having yet another distribution funnel is problematic. Its not about conspiracies or hate either. Its fairly simple if you send a package in the mail direct it has less variables in which it can be misdirected. Yet if you mail it to another distribution center and perhaps they mail it to someone else there is a possibility the package delivery could have problems. And then the problem arises of whom is responsible. In this case is the developer responsible or is GoG responsible or is the server techs that host GoG's data? I know the average individual reads this as some attack against the systems. Honestly yes I would rather have the older school days where I could get my game and patches directly from the developer. I do not necessarily miss box purchases but I do miss the maps! My main point was that there needs to better communication throughout the entire distribution process. And that the more hoops that are added the greater the likelihood of issues. In addition and this is the futurist in me talking but like I also stated these systems are a precursor to total remote play of games and the leasing of cloud systems to play them. At their core these systems and GoG tried to counter it is a desire to take more control from the user. Which from a monetization standpoint is absolutely brilliant. Steam is probably the biggest and with their demographics info they can pretty much tell who is playing what and where and what is selling and what is not. They also with the amount of eyeballs they have can coerce people or draw their attention to certain games. They could call it targeted ads or something similar but in the long run its a form of control the older decentralized methods did not have. And in a benevolent world that would not pose any issue whatsoever. In fact it would be beneficial. But right now it will eventually lead to almost no control over what games are made how they are distributed and where they are installed or played from. I know we have kickstarter and such which opens doors for the creation of games but these centralized systems have the control valve on their distribution and how they are consumed. So they set the precedent in the long term. I know the whole leasing systems in the cloud may be extreme. But when valve released Steam with Half-Life back in the day there were numerous people who said it would never survive and people would boycott it. And slowly over time they basically won which was inevitable since they are both a monetization funnel a demographics funnel and a drm system. Which unloads pressure from developers for sure. However it has reduced control and quasi breached privacy. And as with anything any centralized power gets just too powerful and literally becomes the dominant force in whatever that centralization is pertaining to. Most of it is likely inevitable. Who thinks that far ahead today. What I am asking for is some balance and greater communication and optimally (I hope hope hope hope) a continual method in which I can just get access to my games directly and manually without a third or fourth or even fifth party in between.
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I myself would love to have a known issue list. Honestly it would make choosing gear easier as well. I hung onto that healing belt for a long time and Fulvano's amulet because I thought it was helping the priest. I did not do any significant tests to see if it was working. I just assumed it was. A list would be great as well as extensive patch notes.
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I have been wondering about this and have not found a direct answer for it. Perhaps in later posts but I did not dig too far into the forums. Apologies if this has been answered already. Please point me there if it has. Basically I am curious what this does? Does an added healing% done increase the output or input of heals? Does it only apply to health increase or is it endurance?