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oddrheia

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Everything posted by oddrheia

  1. I don't like the enchantment ceiling idea either, as I fall into the category of people who keeps an item for its looks first and stats second. I absolutely LOVED that I could mold certain armors/weapons to be usable till the end, no matter how they started. ... I also was one of the people who kept most companions in their starter armor and enchanted it later (sometimes replacing it with a new piece, if I liked it though..) Now, I love finding new shinies as much as the next person, but help me god, if I end up mismatched in all colors of rainbow because new items' stats leave the conceptually cooler looking equipment in the dust...
  2. Thing is, the request isn't new at all. It originates from the Poe early beta days. There was even a poll about it, and it was in favor of those who wanted it. As for it being a 'featureless feature'... there is also no game-play differences between various models of clothing, hats, weapon models, lore-books, etc. Heck... the humorous big heads toggle adds what to game-play, exactly? Those little things add to enjoyment of the game, though, and not necessarily because they bring any mechanics to the table. Sadly, many people for whom this does not matter are hostile to the idea, unlike you. :/ Thank you for not being one of them, btw!
  3. Lobbying for a walk toggle in Deadfire

  4. Please! I can't stand and do not play the first Pillars without IE mod, which adds the walking toggle. But, considering how many developers that mod burned through during the numerous patches, debugging and support, the future of IE mod for PoE II is pretty bleak. To reiterate, many have asked for it for the first game. It was popular enough request to be modded in. The framework for walking animation is already in. It does not need to be imposed on people who do not want it - a toggle is all we ask for! Here is to hoping we get heard this time... especially since the request is coming from the backers to whom the devs allegedly pledged to listen!
  5. It's a bit... wierd. The launcher provided on the nexus works, but you need to get an updated patch .dll by Llere link here Fair warning, for a lot of people it is a bit unstable in some combat, but it does work, while others report no issues. Good luck!
  6. Hey, to my understanding, the walk toggle is too tightly dependent on the whole IE framework, to be a separate thing. At least, that's what one of the modders once told me. I'll be very happy if that was possible though. For some brighter news, there is an experimental version of the .dll that works with the launcher for the latest Pillars version by Liere. Linky. Drop it where it belongs in the launcher folder. Still suffers from combat crashes for some people, but others say it's more stable. Had a couple occasional in-combat crashes myself that weren't reproducible after reloads, unfortunately. P.S. it's IE mod, as in Infinity Engine
  7. Well, we will just have to agree to disagree on the account of people for whom this feature is important . There used to be a poll in the beta about it, which weighted in heavily in favor of walking. If you google 'pillars of eternity walk toggle' you will get many pages with threads on reddit, steam, here and other random gaming forums full of people who are puzzled by the absence of this feature. And that's just with a simple surface check. Granted, those threads have their share of people expressing their displeasure at the feature request, and not a single developer's post, so all we can do is speculate.
  8. Hey! Just hang in there, and as many have said do backtrack to Guilded Vale and pick up Eder before you go any farther. Equip him with a shield and a hatchet for more defense too. Your main problem is the party composition - you play a squishy class for a main hero, and so far your party is also mostly all squishies. You lack a tank who would engage the enemies thus preventing them from going after your lightly armored characters and killing them off too fast. Try it, I can bet anything you will have a far more pleasant experience once you round up your party with someone who can soak up some damage .
  9. Bioware for their Dragon Age Inquisition added walk toggle in the first patch they did for that game. They considered that little feature that adds nothing to mechanics that important to their fans. Why some people can't grasp that roleplaying games are equal part mechanics and simple cosmetic things that add detail, I will never understand. But even then, while this feature isn't as high on Obsidian's priority list as it was on Bioware's on their latest rpg, it has been a year, two-part expansion, and a large number of balance patches. There isn't much lower on the priority list left to go.
  10. I really really do not get why some people are so hostile to this simple feature. But hey, let's look at Obsidian's games record, shall we? NWN2 - had a walk mode (press a botton while moving, could remap) Kotor 2 - had a walk mode (press a botton while moving or remap) Alpha Protocol - had a walk mode (joystick or gamepad required, but point is, even pc port had the option) Fallout 3 (New Vegas) - had a walk mode Dungeon Seige III - ?? I do not have the game, and assuming no walk toggle, considering how many complains there were about the horrific pc controls port. So, now we have Pillars of Eternity. And no walk mode. Vast majority of famous and niche roleplaying games have this feature. For a reason! Many players like it, and use it, otherwise the request for the feature would not pop up constantly. It's not like we are asking a completely new animation, (it's already in game, already usable by npcs, already implemented as a mod by users with no access to source code). It's a small and imho reasonable feature request by a portion of the fans who bought and enjoy the game as much as their speed-running counterparts, but could enjoy it much more.
  11. Can we please, please have it? And I do not mean slow-down mode of the game. While that mode is useful in some combat scenarios it is still is a -running- animation playing out in slow motion. And sneak isn't it either. A lot of people want to have an option to see their party walking in the cities like normal band of adventurers instead of dashing madly from place to place, or sneaking through broad daylight in the middle of town square. Walking animation as is is already in game! NPCs do it in cutscenes. Modders of IE mod has implemented the toggle for the party to actually -walk- , so it can't be that hard for the developers to turn it on! (The issue with IE mod is it breaks on every single game update) Plethora of other role-playing games have it. Dragon age III did not, but it was since implemented due to demand. Even an arpg Diablo III have it! It has been asked for since early beta. The game has gone through numerous patches and polishes, maybe it's time to add another small thing that will make a portion of the player base very happy?
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