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oddrheia

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Everything posted by oddrheia

  1. Thank you so much! *laugh* usual symptoms of occasional hair loss... sorry for the trouble!
  2. Aramintai, if you are still entertaining requests, I would love if you tried your hand on this rogue... Not sure how she fits in with the Deadfire portrait changes, but I loved playing with her in Pillars. Planning to keep on with her!
  3. I found about that survey from Larian`s twitter >D Good devs stick for each other, I suppose . Also voted for meaty expansions, btw. I'll take an order of White March sized one, thanks!
  4. The problem with your suggestion of adding + attributes on top of reputation is that it would push a player meta-gaming towards a certain reputation to supplement the build. Want to have stronger dps? Cruel it is.... Divinity: Original Sin (the first one, not the recent release) done it to a lesser extent by awarding minor skill bonuses for rp choices that formed a player character's personality trait. For example, choices leading to a 'Bold' personality granted + 1 initiative, while the opposite 'Cautious' personality granted + 1 sneaking. While the bonuses were far less significant than + attribute points, it still led to a fairly common conundrum of : do I rp my character, or do I meta-game them so they perform mechanics like I want them to? It was not a very popular feature. I do agree there was a problem in POE between how attribute checks interacted with game mechanics. It was hard to play an insightful mage with a silver tongue, if you wanted to be a powerful spellslinger, and not a controller or tank, for example. I mean you could do it, but you would have a comparatively sub-optimal build. + high attribute equipment helped to 'hybridize' a bit, so I did not mind it as much. That said, I would welcome more crafting choices as alternatives to 'uniques'
  5. So, Divinity Original Sin 2 was properly released yesterday, and the party there can walk as well as run (and sneak, of course). Just wanted to point out there is another development studio out there (that makes amazing RPGs, btw) who do not consider the feature low priority or a waste of resources. Now, if you excuse me, I am going to go and get myself thoroughly lost in the world of Rivellon!
  6. Hi guys! Is there anything new on the subject? I've not been keeping up with the Deadfire news... Have there been any mentions of it at all past few months?
  7. Competitionist here, can't help myself . I think a lot of us fall somewhere in between the 'completionist' and 'critical path' only types, though. Which is also why I think it's not a good idea to (optionally? by default?) disable the side-quests. It's one thing to consciously choose to avoid exploring every nook and cranny in the game (I gave up the last couple areas at the end in Dragon Age: Inquisition, for example), but it's completely another to miss out on opportunity to see them, because one just doesn't want to mess with the difficulty settings/options before jumping into adventure (current state of 'streamlined' player experience in Star Wars: The Old Republic, where all the side-quests are off by default). I'd probably get behind the option to choose different xp tables to suit the different play-style approaches... (1000 vs 1330 etc. needed to level, for example).
  8. Origins also had easily accessible injury kit consumables that instantly got rid of one or multiple injuries. Getting knocked out was a non-issue, unless your whole party died. I also liked PoE 1 system. Will have to wait and see, I suppose.
  9. I guess that's where I'll call myself an optimist and hope that time/resources needed for the walking toggle implementation are not so unreasonably high as to discard it. It may be a 'cufflink on shirt', but so is some other flavor they adding to the game. I mean, there is an npc walking around lighting lanterns. It's cool as hell, but I could argue it's also not a 'core gameplay' feature, either. It's a nice atmospheric immersion feature for sure, and I love it... but my point stands. Walking toggle is also about atmospheric immersion. See, that's where you and I will never see eye to eye. For me the isometric view made the party dashing everywhere much more jarring than just moving faster in over the shoulder perspective. It was exactly because of the "God" view from above, that I could contrast the environment to what my party was doing. They could run around like there is a fire somewhere in Defiance Bay, they could sneak around everywhere like skulking thieves, but they couldn't manage to walk...
  10. In all the honesty, I would be ok with it being added in a post release patch, but if you look at Pillars of Eternity 1 as a precedent, I am not hopeful. It is far more likely that if it doesn't get added on release, it never will. Ergo all the lobbying on my part, anyway. The first request for a walk toggle for Pillars 1 surfaced during the early beta. After that, an occasional thread would pop up, and get ignored (unlike this one, thanks Aarik D and Josh!!!) The latest one was made on 20th of March 2016, just before final couple of patches, I believe.
  11. I think you just deliberately choosing not to see my point. Inquisition did have had higher production budget than Deadfire, but it was also built on a completely new engine. Deadfire will not be. It will be largely based on Pillars of Eternity 1. Pillars of eternity 1 had a framework for pc party walking. Dragon Age: Inquisition had a framework for a pc party walking. Both showcased it in cutscenes. The Inquisition devs chose to flip a switch to enable players to use it outside of cut scenes, and did it in a very very short time-frame after the game release. No matter the budgetary constrains, or lack or thereof, nobody does it for a feature that is insignificant to the player base. Mmos have larger budgets than Pillars? Sure! But the percentage of role-players there isn't as large compared to say, pvpes, progression/casual raiders, socializers, achievment hunters and players who drop by to see the story before they move on to the next best thing. Yet the feature is still included.
  12. Perhaps we could approach the topic in new light: If walk toggle was such a useless feature that nobody actually uses it, why do most western mmos have it? If walk toggle was such a useless feature that nobody actually uses it, why do some reputable developers implement it post release on request? (Dragon Age: Inquisition is a shiny example. Shipped without, now has it) I do not think anyone in this thread argues it is super important to everyone. We do argue it is of greater importance to some than was made evident before, and we want devs to take notice, while there is still some small chance to pen it in. I'd urge the people who are a hostile to the idea to live and let live. It's a toggle for pete's sake, not a feature/design/lore/mechanics/graphic engine overhaul request.
  13. I found https://explorminate.net/ to be great for all things 4x strategy.
  14. It doesn't disable achievements, at least if you use it for xp scale and some other cosmetic options. I don't know if using cheat commands with it does. If it does, the older .dll version has a command to re-enable them. The most recent update removed the command because it was causing crashes, but you can still use the old .dll, use the command, save, exit, and reload using an up to date .dll,
  15. An elegant solution to this could be borrowed from IE mod in a form of drop-down menu regulating xp table. Take a look! Link to screenshot For those who don't want to look, it's exactly what it says on the tin: default 25% increase xp needed to reach next level ( 1250, 3750 ...82500) 33% increase xp needed to reach next level ( 1330, 3990 ...87780) 50% increase xp needed to reach next level ( 1500, 4500 ...99000) square progression ( 1000, 4000 ...121000) Pretty intuitive, and options are always great to have! People who like to play a sizable portion of the game being max level can do so. People who like to reach the cap almost at the very end can do so too. There are even options for people who fall in-between those extremes. (and it is just another reason to never play Pillars without IE mod! )
  16. I would love it, personally. It is certainly an idea with a following (just check morrowind/oblivion/skyrim sheathing mods, with enormous amount of scripting/modeling work done by the fans. Heck, even Dragon Age: Origins had a mod to remodel weapon sheathing to be more Witcher style, instead of what it shipped with). That said, I see a lot of problems with it for Pillars, namely having to do with scripted encounter resolutions. I recall a few checks and available resolution options that played out differently if you had a dagger or a ranged weapon equipped, for example.
  17. As many above mentioned, the main problem with tying walking to game mechanics is that a good portion of people will hate it. For example, if devs divorce spotting secrets from mechanics and sneaking, and make it a perception check with bonus from walking - we would have a close approximation of detection mode from IE games, and a lot of unhappy players who do not want to be forced to use it. It really is the best of both worlds to implement it mechanics free. That way it won't impose on anyone's playstyle.
  18. No to derail this thread, but I would implore you to not spread misinformation about people involved in the 'walking toggle' thread'. No-one is boycotting Deadfire there. There isn't a single "do it, or else!" post in it. That thread's purpose is to raise awareness that to some of us, addition of that feature would be very important, and do it while the game is still in early enough development stage. Sure, some are more passionate about it than others, but we all love the game. Heck, pretty much all of us there are Deadfire backers. ----------- Speaking of enchantment... since someone raised the point that the new system appears to be forcing the quality to be the primary choice instead of properties due to the limitation of +1 tier step enchantment only, I feel the need to repeat that it will limit the appearance choices too. I hope we can avoid every character looking exactly the same at the end because de facto best equipment drops in the endgame. From the released in-game tidbits, it looks like we are getting some cool armor models with Deadfire. Not sure about weapons... but probably that too? Ye i know it was a little bad taste i was just picking and i did respond to someone in that thread that said the walk toggle was the last straw in whether to buy the new torment game. So ye i using hyperbole to exaggerate what that thread represented but i didnt pull it out of thin air. i was running with what the implication of that comment stated. That was me. The absence of walk toggle was indeed the 'last straw' of why I did not buy Tides of Numenera. I had other bones to pick with that game that I did not feel were relevant to go in depth on that particular thread, but the fact is, that missing feature factored in my decision making. it was important enough for me to go from 'will buy with misgivings' to 'will not buy'. But once again, Deadfire has nothing to do with it. I backed it already, knowing full well that walk toggle may not make it in. I love the game enough, and have enough faith in the developers to buy the expansion pass too. I even stated so in that same exact post you trying to use as an example of people implying ultimatums and not discussing things. The implication of my comment in that thread was 'that feature is important to me guys!' It was not 'I will not buy you game if you don't do this, period!'. Just to clear it up, since apparently it wasn't obvious enough. Anyway! Let's not derail this farther, and get back to the issues of new enchantment system!
  19. No to derail this thread, but I would implore you to not spread misinformation about people involved in the 'walking toggle' thread'. No-one is boycotting Deadfire there. There isn't a single "do it, or else!" post in it. That thread's purpose is to raise awareness that to some of us, addition of that feature would be very important, and do it while the game is still in early enough development stage. Sure, some are more passionate about it than others, but we all love the game. Heck, pretty much all of us there are Deadfire backers. ----------- Speaking of enchantment... since someone raised the point that the new system appears to be forcing the quality to be the primary choice instead of properties due to the limitation of +1 tier step enchantment only, I feel the need to repeat that it will limit the appearance choices too. I hope we can avoid every character looking exactly the same at the end because de facto best equipment drops in the endgame. From the released in-game tidbits, it looks like we are getting some cool armor models with Deadfire. Not sure about weapons... but probably that too?
  20. If I chose a bone to pick with PoE's humor it would be that. I started my first character with intent of playing a cheeky scoundrel type, but trying to be 'clever' made her sound like a douche instead. Though, I guess it is more of a bone to pick with that disposition's dialogue, since the companions were more than capable of nuanced humor, unlike the pc. Hopefully a somewhat less grim setting will lend itself to the pc's dialogue too!
  21. We don't even need the ui button. Slap a hotkey option on it, like IE mod devs did for us for the first Pillars game, and we'll be blissfully happy!
  22. Actually, Saer's latest response is a little (very little) bit optimistic: Given that the situation there is similar to how it is in PoE ( pc characters walk in cutscenes), AND given that walk toggle was modded in PoE, we all know it's possible. I do not understand the heavy opposition to it, either.
  23. Ye but when loot is static this makes weapons you want to use arbitrary. For example the flaming sword, if its designated an early weapon with no enhancement then it can only go to fine. Then if later a corrode sword is designated a late game weapon with a superb enhancement. Then there is no choice to make, late game you will use corrode sword even though you make have a priest or paladin or something else that has developed his whole identity around flaming abilities and weapons but because some dev decided the flame sword is early game then you are screwed. And what is worse is if you choose a skill like scion of flame (if still there). This doesnt add cool choices it limits how you can build you character from a role playing, power gaming and aesthetic gaming perspective. This almost feels like going back to the stupid +4,+5 stuff in BG. It would be better if they remove the enhancement enchantment altogether. So no fine, superb enhancements at all and just scale the game accordingly. Then ye it interesting to find the only flaming sword in the game and its unique but you dont have to throw it away for a corrode sword if you dont role play corrode damage. This also further requires metagaming in order to not build your character wrong which is an explicate goal they want to avoid. It would be better if they remove the enhancement enchantment altogether. So no fine, superb enhancements at all and just scale the game accordingly. Then ye it interesting to find the only flaming sword in the game and its unique but you dont have to throw it away for a corrode sword if you dont role play corrode damage. Damn, that's sad about the next step only.... jumping one accuracy/damage level, it's almost as if you couldn't at all. Perfect example there about early game flame sword. Don't suppose they can change their minds? For me, it's honestly more about the visible pieces, but I can totally see how item availability dictating the playstyle is going to peeve a lot of people.
  24. It has no effect on the three pillars of "core" gameplay* so it can be safely discarded as so much has been over the last few decades. *Those being trash mobs, trash loot and trash talking of course. Sorry, but if you follow through with that statement we would have no in-game books, areas would lead from boss A to boss B with no mobs in between, there would be no flavor text on anything, no weapon/armor/character model variety. Features don't need to tie to a game mechanic to add enjoyment. In an rpg especially, to take away a feature that adds immersion is a darn shame.
  25. Slighty off-topic, but Tides of Numenera was released today. And guess what? It does not have a walk toggle either. Oh, you can do it on the console if you lightly tap the stick control, but if you play on PC and use keyboard and mouse? Nope. I remember being upset that I missed the Kickstarter for it. Then I just decided to wait and see till release. And then all those mixed reviews came out... and still I would have gotten it. But today I read that you can only walk in that game if you play it on the console. So, last straw. I am not buying Tides of Numenera. Given that I backed Deadfire and its expansions, this, of course, won't be true for PoE 2, but, dammit. That feature is important to me. It's important to others. It's minor. The framework is there. It's not imposing on anyone's playstyles. So, wtf is the trouble to implement it in the the modern rpg renaissance games????! /upset custumer
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