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wih

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Everything posted by wih

  1. Good point. I don't know the percentages either, but the group 1 has to be larger than the number of Deadfire sales. It seems very likely that Deadfire somehow failed to excite many of the hard-core cRPG fans. It also didn't gain traction with group 2. Sad.
  2. A possible explanation is that those people probably fully intended to buy Deadfire once its finished, but by the time all the DLCs were released, they have forgotten for this game or lost their interest. New games get released all the time. Another factor (possibly working in tandem with the first), is that when people decide to postpone the purchase, then their purchases (if they happen eventually) will be spread over a large period of time, so there won't really be any noticeable sale spike. But even if the above is true, it just confirms that if a game is not a success shortly after r
  3. It wasn't my goal to disable it. This is just how I managed to achieve the slow-mo. It is just a dirty hack, nothing more.
  4. I thought you were saying that the said Combat Log Exporter cannot output the logs to a file. Maybe I misunderstood something.
  5. The following seems to indicate that the log can be exported to a file. Isn't this what you want? "The Combat Log Exporter can be configured through the file config.ini file - the options you can change are: Where to save the combat logs (the default value is ..\Pillars of Eternity II Deadfire\CombatLogs\) Whether auto-pauses should be included in the combat log (by default it is off) Whether there are any keywords that should be excluded Whether the more information tooltip should also be logged (by default it is off)"
  6. OP thought nobody replies to them because we are a bunch of elites who despise newcomers/noobs.
  7. Hey, we like newcomers. However you shouldn't expect to get an answer in the first two hours of your posting. The game is not that new, so the forum's regulars aren't that many and this is not the most active time of the day anyway.
  8. Ha, I will just run this through Google Translate and I will understand everythi... .... Hmm, well I guess I won't. Maybe I will have to learn German after all.
  9. Ah, absolutely. You also can't translate a movie well if you only have the subtitles file. You will need to watch the movie first. By "superficial difference" I only meant the fact that you need access to the inner workings of the game, and this difficulty can be overcome. But in any event translating a game like Pillars is going to be a lot harder than translating a book or a movie.
  10. I mean it like this: The game developer releases the game in English. There is no localization yet. Then some outside company decides to create a Spanish translation. They use the tools provided by the game developer to create the translation. Now their translation is a different product, which Spanish speakers can buy, along with the game. Then the user installs the translation into the game and now they can play the game in Spanish.
  11. True, but this is a superficial difference. Most companies externalize their strings anyway, so it is not a problem for them to provide what is needed for a third party to create a translation for a certain language. Then the said third party will be responsible for the quality of the translation, not the game developer.
  12. Funnily, this is also true for software development. Poor Obsidian. By the way, I find it curious that there exists an important difference between translating books/movies and games. Nobody expects that the author of a book should also provide translations of it. Nor is this the case with movies. But when we are talking about games, it is expected that the localization should be provided by the game developer and at the game release date no less. I wonder why that is.
  13. So in the end, localization of text heavy games is an unsolved problem currently. Such is life, I guess. Obsidian also chose to release the game despite knowing for sure there were still many bugs left. But what can you do? Taking five more years to make the game perfect isn't ideal either.
  14. No, there should be a way for your character to become smarter and stronger. This is both interesting and true to life. In life we get XP for learning new things and overcoming tough obstacles, not for doing favors to other people repeatedly. But it is a tough design problem and I don't know the right solution yet, unfortunately.
  15. I'm starting to think that completing quests should not give exp points. Quests should be interesting enough for the player to want to complete them for their own sake. The game developer shouldn't be trying to bribe us to make us complete these quests.
  16. I think Sawyer studies German. I was suggesting that the cause of those bad translations is maybe something else than simply cluelessness.
  17. This theory will have to be expanded probably, because at least Josh Sawyer has some clue : https://jesawyer.tumblr.com/post/169284230541/the-problem-with-tokens
  18. And here is the answer of Obsidian. They will increase sales of POE 1/2 by announcing and creating a first person RPG in the same setting, which will be their answer to Skyrim and as a result of this all the hardcore Avowed fans will play POE 1/2 and will be calling the other Avowed fans noobs if they don't.
  19. This is the reason why we shouldn't compare POE1/2 with Kingmaker until Kingmaker gets its sequel, IMO.
  20. They need to allow fast travel from the map and then just tell the players that only using fast travel will cause some scripted interactions to not work. So take a stroll from time to time. In principle, the best way for such a thing to be introduced is by a mod. But mods are unaccessible for console players, I assume. So it has to be part of the core game.
  21. That would be nice. I would like that. I don't know how it would work with all the spells and abilities and what not, but I like realism. Edit: Oh, and the AI would have a whole lot more to take care of. I still think it would be complicated.
  22. In this game characters are able to turn around instantly. To be realistic, characters should not be able to turn around so quickly, because players will be able to avoid flanking by heavy microing. I am also a fan of realism, by the way. But this game's approach to realism is by abstracting many things.
  23. Yet the game treats it as a condition. It as if it skips the activity part and simulates the end result, which is that the flanked character suffers not only from the fact that they are attacked by many enemies, but also that these enemies attack at the same time and from different directions. The game does not track who's facing who, because this would complicate matters greatly.
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