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Eliteseraph

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Everything posted by Eliteseraph

  1. I would only point out that it appears like the horns are coming out of different parts of the head. Maybe it's just me though....
  2. Not harder to program per se, it's just that when devs put a ton of development time into enemy AI, they want all of their players to experience it, not only those playing on higher difficulties. So increased HP pools/more enemies it is. Then they need to stop. Devs need to realize that not every difficulty setting is for every person. Especially in a game like PoE which caters to a very specific style of gameplay due to backer requests. Look a the Dark Souls games: Punishingly difficult, and yet extremely popular. DOTA2 is another good example. Their bots on higher difficulties actually employ different tactics and get better at the game(sadly they also employ certain minor buffs to their speed and such). A game doesn't necessarily need to be targeted at every single gamer out there. Gaming is huge and popular these days(thank god!), and if you make a good game it will be recognized. People will buy it and play it.
  3. I think it's due to certain fights(namely dragons and liches) in the Baldur's gate series that were completely wrecked by traps. You'd lay like 20 traps around a target then start the fight and it would all explode, ending the fight instantly. Similarly, multiple traps in PoE would be a little OP because the monster AI is stupid and weak. You'd just run around a corner and place all your traps, then lead the enemies thought it. Loot, rinse and repeat.
  4. On a related note: Is there a way to hotkey certain spells? I've just been clicking, and it's getting annoying.
  5. I feel this way as well. Sometimes the extra enemies give loot, but the lack of any other benefit really steals a lot of the fun out the game, IMHO. Makes it feel exactly as you described: needless bloat. I really wish games would get off the idea that the only way to make the game harder is to just turn up all the dials. More HP spongy enemies! More damage from enemies! More ENEMIES! Wheeeee....... no, not really. It would be nice if they actually gave enemies on higher difficulties better AI. I guess that would be kind of hard to program or something? I don't know, I'm not a dev.
  6. So I swapped Durance's portait picture to that of a Warhammer 40k Chaplain because I thought it would be fitting, considering he's a priest and all. But then I get quotes like this one, and suddenly it all makes way too much sense...... o_O
  7. Ah...that's right. Have to have a melee weapon or bare fists to use their abilities? I knew there had to something I was missing.
  8. I'm at work and this idea popped into my head just now: 5 monks and 1 chanter, all moon godlike, with various wands/rods/sceptres and the feat dangerous implement. Will the dangerous implement skill trigger wounds on the monks? Between the chanter and moon godlike heals, I'm envisioning a roaming band of shooting death that blasts CC on anything that gets near. Is this even going to work, or am I just bored out of my mind and thinking crazy?
  9. The damage absorbing shield doesn't stack, but couldn't you stagger the start of the chant across several characters so it gets refreshed very often? Or does it not work that way?
  10. On the topic of main quest vs side quest, can I point out the example of The Witcher 3? How even seemingly insignificant side quest can have an impact on the overall story? I fully enjoyed BG1 and 2, but I feel like making each side quest it's own, compartmentalized module is a mistake. I much prefer it when quests and tasks maintain some relevance or impact on the primary story. Tie it in somehow.
  11. I suppose there's probably a mod or character editor out there to do what I want, now that I think of it.
  12. I didn't much enjoy BG on the highest setting, and you're right that there was very little clobbering. It was just abusing prior knowledge of each encounter with even the slightest mistake resulting in a reload. The micromanaging reached stupidly high levels. So far PoE has been mostly enjoyable, however. Not sure if that's because it's better designed, or just because ots still new to me.
  13. That's why I like the feathered hats with wide brims. So much easier to see than the green target circles. But sometimes you choose hats because of their stats and not the appearance. And what about godlike? They don't even get hats, and largely have the same coloration.
  14. Yes, there you go, that's why you don't get EXP for combat. Not being forced to kill off every single enemy you encounter is a lot more natural and therefore more intuitive than having to hunt every single last monster on the map because 50XP, man. I understand why they did it(I actually read a lot of the beta arguments), I simply pointed out that it's pretty counter intuitive to remove ALL experience for combat in a game which is designed so heavily around the combat systems. Additionally, removing ALL experience for combat also actively discourages a combat-oriented playstyle. It's one thing to give equal options and rewards to encourage other styles of play, but another thing entirely to actively single out and discourage one single style of play. I believe that's what getting experience from the bestiary log was for? Still, you fight so many of the same types of enemies in PoE, that it very quickly becomes about going out of your way to avoid combat because it's simply not worth the hassle or the reward. I personally think that's a mistake, but I'm also intelligent and mature enough to see and appreciate the value of what the game is as well. Sorry, a bit of a side-topic. I don't want to turn this into another argument about monster exp. My original point was that PoE combat seems to be highly influenced by the Baldur's Gate era of micro-management on the highest difficulty settings. And that style of play isn't for everyone. I think a lot of people who played those earlier games(myself included) were able to min-max their characters to be very low maintenance, and then proceed to clobber their way through the game. It's a style of play that isn't really available in PoE on the highest setting. The combat is much more complex and tactical, and requires a lot more micro-management in order to avoid being mercilessly slaughtered. And when you do overcome enemies after all that work, you're not rewarded with experience. Like other mechanics of the game, it takes some getting used to, and I can see why it would be very off-putting to someone who expected to be able to play in mostly the same way as the older games.
  15. One of the options I really wish they'd add is simply the entire color spectrum for skin and hair for all races. While I realize this is breaking lore a little, I think there needs to be a nod towards the fact that it's also a very tactical combat RPG as well. Being able to set an entire character to one color for easier recognition on the battlefield is pretty useful(also being able to have their target circle be that same color instead of all being green). But on top of that, more face options and eye-colors would be nice too. We don't need full slider bars like some MMO character creators, but more options to make the in-game character resemble the portraits would be nice.
  16. I've only just recently bought PoE on a steam sale, but I have to say that despite how fun the overall experience was I also was very disappointed with the locked classes. One of the best parts about BG1 and later titles was the ability to multiclass, and thus customize your playstyle. Furthermore, I've always dislike static classes in any RPG. I much prefer a more free-form system, with the ability to pick and choose your character's skills and powers as your it progresses. At the very least, I hope they add multiclassing in PoE2, as well as a few new classes and talents. If I had to choose one class from a d20 system to add, I'd say the Inquisitor from Pathfinder. EDIT: sorry for double post. I blame posting from my phone.
  17. I've only just recently bought PoE on a steam sale, but I have to say that despite how fun the overall experience was I also was very disappointed with the locked classes. One of the best parts about BG1 and later titles was the ability to multiclass, and thus customize your playstyle. Furthermore, I've always dislike static classes in any RPG. I much prefer a more free-form system, with the ability to pick and choose your character's skills and powers as your it progresses. At the very least, I hope they add multiclassing in PoE2, as well as a few new classes and talents.
  18. I'm exactly the same way. But what I find most conflicting about this is that while the combat system appears to be so vital to the game, ots actually the least rewarding when it comes to progressing your party. Other than the monster codex you don't get exp for kills, and a large majority of the quests can be completed through stealth or the correct conversation choices. It's very counter intuitive IMHO. I've had moderate success with a party of 2 paladins and 4 chanters in an effort to minimize micromanaging, but even that takes a bit of work and correctly timed abilities. If I had any advice for someone trying to get used to PoE, it's probably to just do a playthrough on easy with all the assist options turned on, use Google to find Maps and guides and other spoilers. Then if you want more after that you can start turning up all the dials until you get a nice balance between challenge and enjoyment. I remember trying to play BG1 and 2 with the insane tweak pack that was almost a complete conversion. I feel like a lot of PoE is inspired by that kind of micro-intensive gameplay. It's not necessarily a bad thing, but ita also not for everyone.
  19. Alright then, here is a cross-section of artists that I really enjoy. Most of these portraits are cropped for the correct portrait dimensions from larger pictures. I tried to stick mostly to pictures that have that Infinity Engine feel to them. Also, while most of the pictures I chose are of females, the artists themselves often have a vast array of different works. I very much recommend you check their linked web galleries. I apologize if I linked too many pictures in a single post but I have HUNDREDS of collected pieces across deviantart and drawcrowd, as well as a handful of pictures that I haven't been able to find the original artist for. It was very difficult to trim it down to just these few. Apologies in advance to people on mobile devices. xD Artists listed in order of appearance, left to right: Apterus (http://drawcrowd.com/apterus) Ng Yong Hui (http://drawcrowd.com/cqlas) Ju Hui (http://drawcrowd.com/peterskore) Ivan Skednev (http://drawcrowd.com/grizscald) TamplierPainter (http://tamplierpainter.deviantart.com/) minghao sun (http://drawcrowd.com/yueliang000911) Jana Schirmer (http://janaschi.deviantart.com) jaggu dada (http://drawcrowd.com/jaggudada) 杨 哲 (http://drawcrowd.com/27951779348cc) Jason Nguyen (http://drawcrowd.com/jasonarts) aditya777 (http://aditya777.deviantart.com) Keunju Kim (http://drawcrowd.com/rabbiteyes) RAMZES (http://drawcrowd.com/ramzes) Steve Argyle (http://steveargule.deviantart.com) Li Chunfu (http://drawcrowd.com/709446733) Jeremy Virty (http://drawcrowd.com/kuru) Young June Choi (http://drawcrowd.com/gpzang) Sun Haiyang (http://drawcrowd.com/shy) Ber Yaourt (http://drawcrowd.com/beryaourt) Rob Shields (http://robshields.deviantart.com) Although I prefer to find original artwork, another really good tool I've found, if I need to make a custom portrait that matches my character more closely, is to fire up any number of F2P MMORPGs and use their character creators. EVE online, Guildwars 2, and TERA have pretty detailed character generators with LOTS of sliders, but any number of games out there might have the style of character you're looking to create.
  20. I've got quite a LOT of portraits left over from when I was playing the EE versions of Baldur's Gate 1 & 2, as well as Icewind Dale. I notice quite a few people are posting without crediting the original artist, is that acceptable here? I'm assuming it's bad form. I'd like to post some of my favorites, but I want to be clear on what the rules are first.
  21. Quick question here, although one that is actually fairly important for all the artists out there: What's the general rule for posting portraits made from other people's artwork found on the web? I'm assuming that anything posted on a deviantart or drawcrowd account is up for use, so long as the original artist is credited. I also assume that doing something stupid, like attempting to charge money or direct to shady websites is out of the picture. I'm thinking common courtesy stuff here. I ask this because I have a crap-ton of super good artwork that I've collected over the years, many of which are absolutely suitable for Pillars portraits. Some of which I've already cropped for my own personal use. I'd like to share these portraits via an imgur album, but since they're from many different artists, it would be a little awkward to list each artist individually. Any ideas? Point me in the right direction here so I don't step on any toes.
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