
wih
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The Ship combat thread
wih replied to Odoakar's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Maybe Obsidian should just implement a ship battles autoresolve option. The outcome can be influenced by the stats of the ships, captains and crew members. Those players that don't like the ship battles can autoresolve but will still have an incentive to buy better ships and hire better crew. -
They are working on different game. Google a little bit. But the original poster seemed to imply that Obsidian should concentrate its resources on properly finishing the game instead of doing DLCs and I am answering to that. Writers and artists can't help with bugfixing so they should do something else - like creating content for DLCs or working on other games. Obsidian is forced to create projects for them to work on, there is no way to avoid that.
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All good points. Drop down menus are sorely needed. They would be much more user friendly. Dragon Age: Origins had it's conditionals organized in submenus. We shouldn't be forced to scroll all the time through this giant listbox that's full of conditionals. It would be nice to have multilevel submenus, like this: Target, Self, Ally and on the next level: Health, Afflictions, Inspirations ...
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Two days before the release Josh Sawyer said they didn't have enough time to tune Path of the Damned, so it is uneven. They intend to fix it, but it may take weeks. In addition, people say level scaling is not working currently and the game is just plain too easy. While I am sure that Obsidian will fix and balance things eventually, you are probably better off postponing your playthrough.
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So, the game says that the monk doesn't have a Dexterity Inspiration when in fact he does have this buff, only suppressed? That definitely sounds like an oversight. On the other hand, I am curious if there are cases when we would want to know whether the monk is benefitting from Dexterity Inspiration? For such a question the answer should be YES if it is active and NO if it is suppressed.
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It saves everything for me, however the UI is somewhat unintuitive and it certainly can look like it doesn't save. The player has to create behavior and then not forget to assign it to the intended character. Also, whenever you want to edit the behavior you use, you open behavior editor and the game lists the default behavior, not the one you last edited. So it looks like the game has reverted to the default behavior.
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I'm another big fan of AI scripting and Dragon Age: Origins + Even More Advanced Tactics mod. I want to be able to script everything and then sit, watch and be proud of my fully automated guys.
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Dynamic formations
wih replied to Hariwulf's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Agree. The fact that Pillars of Eternity doesn't have tactical formations makes me want to play Total War instead But Total War is not a RPG. In Infinity Engine games I was able to more or less keep my group in formation by turning group AI off, waiting for the enemies to come to me and then turning AI on. It was very crude of course, but worked for me. However, PoE doesn't have a hotkey to switch AI for the entire group, so I can't do that. Stand Ground mode option would work even better. And the best thing is what OP proposes. -
Would be enough if it lessens confusion. But knowledge and skill are typically things that one acquires through experience? Should this be a primary stat then? Anyway, it seems to me that what you say is closer to how things actually work in the game. I would be much less confused if Might was actually called Soul Power and Intellect... maybe Soul Power Channeling?
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That's by *design*. It integrates with the lore and setting; the abilities in question and spells all use the same power source, ie soul power. Carnage isn't just a representation of tactics or something; it's actually the character having been trained in how to use their soul-power to enlarge and extend the damage of the weapon swing, just as you can knock down 10 foot tall trolls because fighters use their soul-power for a moment of superstrength to do it. Fireball, knockdown, carnage, lay on hands--it's all soul-power being applied in different ways. In a sense, they *are* spells. Ok. So this is the solution. Rename Intellect to Soul Power.
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The root problem is that the game treats battle abilities like spells. Carnage is the worst example, but fighter's knockdown is not much better. Treating them like spells automatically ties them to Intellect and from that all the weirdness ensues. These things are not and should not be spells, simple as that.
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Pillars of Eternity engine has great auto-pause settings. They allow you to play the game as a turn-based game or a WEGO game. This is simply magnificent. There is just one thing missing - pause mode toggle. The problem is that these auto-pause options, while very useful, become annoying near the end of the battle when you just want to leave your fighters to finish the enemies on auto attack. This can also be true for the entire duration of the easier battles. I would want to have a hotkey to turn off the auto pausing in these cases. Pause mode needs to be automatically active at the start of each battle until the player decides it can be safely turned off. This would be a great blend between turn-based and realtime, don't you think?
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I very much want an output to file option, although for a slightly different reason. I want to be able to open a log viewer maximized on my second monitor and watch the combat information there. That would be so much more comfortable. I'd set up the viewer with larger font for convenient reading and my game screen would not be cluttered with UI windows. I even created a thread about that a month or two back, but it didn't get many responses either. Maybe people are afraid this would take much effort from the developers, but to me it seems an easy feature to add.
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I seem to always have some characters residing in the stronghold while I adventure with my main party. It would be good if I could use the characters in the stronghold to defend it in manual battles. When I get notification that my stronghold is going to be attacked and I am far away adventuring, I have to return and then click on "Resolve Manually". Would be good if I could just click on "Resolve Manually" and play through the battle using my reserve team. I would then lovingly equip and develop my reserve party in addition to my main party. This would spare us from having to go back and forth over the map. And it would provide more varied and challenging battles, since the reserve party will be weaker than the main party. Probably too late to happen at this point, unfortunately. Maybe in POE II?
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If Obsidian makes an option to output the combat log to a file, that would qualify as a dual monitor support in my eyes. We could then close the ingame combat log window, open a log viewer maximized on the second monitor and read the combat info from there. Currently, the ingame log window, while nice looking, obscures a considerable portion of my game screen. Depending on how the combat log is implemented in the game, introducing such an option can even turn out to be easy.
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I don't know if this problem is a big deal, but I decided to report it nevertheless. In my current playthrough I am playing with a custom party, so I didn't take Eder (or Aloth) with me. I killed Raedric and I returned to Gilded Vale. My reputation with the village is overwhelmingly good, the bodies are removed from the tree and everybody is supposed to know that Kolsc is the new ruler now. However, Eder still counts the bodies on the tree, thinks he is next to be hanged, looks up at the tree, his eyes trailing one of the swaying bodies and says that Kolsc is on the run now and probably will be until they catch him. Same problem with Aloth - his gaze strays again to the tree strung with bodies while saying that there is nothing new around here.
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Hi, Aarik. I don't use any mods. I have autopause on enemy sighted. Very useful. It saves me from having to replay conversations many times in order to get to the battle Please, don't remove that feature
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Output log: https://www.dropbox.com/s/fw41e157bngzquv/output_log.txt?dl=0 A save before the conversation: https://www.dropbox.com/s/r9grt61153iru1n/c827c05a2114439796196cb2ab402ef8%208685884%20EndlessPathsofOdNuaLevel1.savegame?dl=0 Quicksave, just before the battle: https://www.dropbox.com/s/a8qn7bb2yj1twd1/c827c05a-2114-4397-9619-6cb2ab402ef8%20quicksave.savegame?dl=0 A save after the battle: https://www.dropbox.com/s/w9i4ampojy51azs/c827c05a2114439796196cb2ab402ef8%208688352%20EndlessPathsofOdNuaLevel1.savegame?dl=0 In the final save Maerwald is dead, but the Old Watcher quest stays unfinished. I killed the Flame Blight before Maerwald this time, but the outcome was the same. No choices dialog, no Never Far from the Queen quest.
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This is just a bug that totally needs to be fixed. The game should not force you to go through the conversation each time, because this cheapens the roleplay experience. The first time through, you read carefully every sentence, thinking about how your character would respond. You take decisions (that may affect your reputation). You are immersed into the dialogue and the game. Then the battle starts and you are killed. Now you need to replay all the conversation just to get to the battle. The conversation becomes an annoying obstacle for you.
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I read in older threads that there is a bug which happens when the player quick saves right after the conversation with Maerwald and before the battle. This is what really causes this bug. I am now certain, because I restarted the game, played up to Caed Nua and made some tests. Initially, I tried to defeat Maerwald without quicksaving. Wasn't easy, because I am playing PotD. Took several reloads, going through the conversation each time. I managed to kill Maerwald, then I killed the Flame Blight. After the combat was over, I got the choices dialog and all the quests updated correctly. Then I made a quick save after the conversation. I again killed Maerwald and the Flame Blight was again alive. The Time and Tide quest updated. I killed the Flame Blight, finishing the battle. Then nothing happened - I didn't get the choices dialog, The Old Watcher quest didn't update and I didn't get the Never Far From The Queen quest.
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