Himself
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I can only imagine 2 major reasons. 1st is that people go along without getting the mechanics fully, it is not a requirement to play and a field that becomes shadier the deepper it goes. Second is that people mostly talk about what they understand: Theres clearly a mechanics system that 'seems to be' very deep and well thought, but since they didn't get to really understand/commit (ex. memorizing stack rules), they refrain to go into detail at an area where their opinion might be seem as wrong or stupid. But the impression lingers afterward nonetheless. Players may unconsciously do the reasoning of 'gonna pass this one', since they don't have pleasant enough memories from the gameplay in 1st game. And gameplay/mechanics are the foremost reason to sell a game or keep playing it over and over beyond reason (diablo or counter strike or league of legends or gee anywhere the success formula is evident I guess). Granted that is all conjecture. Edit - One may also look at the topics either here or reddit or steam forums. Majority of topics are about mechanics, trying to figure out how X/Y/Z works or players wanting to approach a given area/field in a way that feels better to them. While that is normal for most games, in PoE1 I found myself needing to do lots of testing or dig for mechanics info at sources outside the game.
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I understand what you guys are saying. While my issues are specific, optimization is a part of the journey and will affect everyone on the minor or major sense, they may just come out with the "meh" taste without getting to the why of it, happens all the time. Another issue I'm finding with the game difficulty is that going to X area and the fights are hard, then going to Y area and the fights are a lot easier. Currently went from the inside of Durgans (Mines/Forge areas), to Od Nua Dungeons depth 9-10-11 and then to Elmshore. Seems that the game was designed with a "specific pre-determined path" that would make the advancement look correct or more digestable (for example if I did Od Nua 9~11 first, Durgans would be easier as the Spirits there were pretty mean). So again it requires meta in knowing wich way to proceed. That in PotD at least. I'm at lvl 11 almost 12 and did increase the xp required to lvl up by 25%, so could be with party around lvl 14~15 instead, but from the last time I played ages ago, remember reaching XP cap around 2/3 (maybe less?) of the game, so yeah requiring more xp and having tough encounters probably suits me better than breezing through (even underleveled, Hard difificulty required little micro management, something is clearly wrong with the Hard). Even if I have to sacrifice roleplay for it I'm enjoying the journey, my approach would be impossible without the IEmod and would obviously be better if I didn't had to sacrifice roleplay. Just trying to point (in previous posts) some stuff where the game mechanics could go about differently and that would (IMO) provide better enjoyment for everyone, despite whatever difficult they choose, because its not like anybody stops improving.
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Meta is not necessary on Hard, I'm finding it necessary on PotD. Altough I wouldn't rule out the possibility to play PotD without meta, I currently don't think its possible or advisable. The difference between Hard and PotD feels huge, wich is another issue. Would like a middle ground with need to micromanage but no need to abuse meta. The whole point in what hurts PoE1 isn't about how much meta/optimization is necessary, instead how the game goes about it. Mechanics should be a fun/entertaining process. A good game makes you appreciate its tactical aspects, PoE1 convolutes it and fails to cope with itself as it goes. The average user will likely feel there's something wrong that becomes worse the more he progresses.
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Approaching each aspect of the game individually (graphics, sounds, mechanics, roleplaying, etc). We all have different values and practices, but the game has to be judged in each area and how succesful goes the mix. Mechanically I find it to be unnecessarily convoluted. Stands as a deterrent for me to buy PoE2 or even tell others to try PoE1/2. If all the people who bought PoE1 enjoyed the game, they would look forward to play 2 and tell others to. While not everybody reasoning is the same, some lines cross and mechanics are a huge part of the game. Save for lack of companions/interaction and maybe replay value, PoE1 is pretty neat. Designers could have opted for a more forgiving, friendly and easy-of-use approach to mechanics. Being left in the dark to make choices is unpleasant to most players nowadays (and with reason). Lets say stacking, I don't think 50% of players ever tried to understand the stacking rules. Should the players do it? Is that fundamental for their enjoyment of the game? For a designer, real question is how much enjoyment (or detriment) it causes. While taste varies, a good game will keep majority entertained without having them resenting the system. PoE1 starts as a fun endeavor that proceeds to baffle the player as it progresses, causing player to ignore whole sections of rules, or feel it is unfair, restrictive, regret their choices (some people restart playthroughs due to that). Designer should care about minimizing needless grievance. Not saying it is all bad, clearly a lot of care and refinement went into it, but still lacks fine tunning. Few changes from top of the head of what (I think) would make the ordeal much more enjoyable to the average user: - Item enchants (player added) can be removed, or replaced by another of same weight value - Specific ingredients can be created/ordered at buildings in the keep (rarer ones are costly, take longer) - Easier effect stacking or a list of what stacks with what (or go full 'everything stacks' except similar spells and abilities such as Frenzy/Greater Frenzy or Blessing/Dire Blessing, then rebalance values to accomodate) - Re-leveling chars costing a lot less - Make it CRYSTAL CLEAR that foods can be consumed via inventory by applying on char model (found that in google, dunno if the game tells that and managing quickslots is a chore). - Better descriptions for a lot of stuff, for example the effect of https://pillarsofeternity.gamepedia.com/Spelltongue
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Drink a 2 DR Beer, activate Zealous Endurance, DR from 1st gets supressed by the 2nd. Pick Bull's Will to resist X/Y/Z, then next lvl the priest or other class gets a spell that makes the char impervious to X/Y/Z, so Bull's Will has become redundant. Armored Grace says -20% Armor Speed Penalty, doesn't states if flat modifier or based upon current equipped armor or if theres a formula. PoE1 at least, has 95780297589027589026798 cases that go like this. I wanted to make Barbarian with tons of attack speed, then noticed things add/stack in determined way that I gotta memorize or sort out what category is, soon it lost fun having to keep track about what stacks with what, test each new stuff or research via google (or both, and just for attack speed, keeping track of most modifiers is too much a chore). They should have went for a simpler system where everything stacks - taking care not to make the values/amount of stackable stuff become imba, or a system that after a X value it takes 2 point to get 1 of benefit. Its about optimization, but we gotta know the mechanics to optimize, in this case when making a bad pick the game goes like "tough luck bro, pour me your gold or choose better next time!" - As if we should have known optimal choices PREVIOUSLY. To me it is design flaw to add complexity that needs to be learned/understood to afterwards block player from using said knowledge to reach highest potential because the system enforces commiting to previous choices. Leads to regret and repetition for sake of the bad. -- What kind of an approach do you have? -- I like to roleplay my characters/party as much as possible, such as resting at intervals and avoid rest in dangerous places (unless the alternative entails too much extra work like leaving the area to sleep at nearest city - then I just pretend we secured/barred a room to rest). Would be better if areas had pre-determined places where rest is allowed. Also avoid having all X resist and Y offense at the ready because that's what's gonna be best at next corner, when obviously my char/party has no way of knowing that. And I try to reply in dialogs as character would instead of doing what is best or would provide best rewards. But I also like to have a challenge and make full use of mechanics, its extremely unpleasant being attached to poorly made choices. Not like theres a need to respec party for each dungeon, but instead to find myself with a party where the choices made upon that point are the correct/best ones (to my knowledge). Sorry for multiple edits on post, I struggle with English and was trying to phrase without being agressive
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PoE 1 is a BIG reason why 2 sold bad. That and probably lack of publicity creating hype for 2. IMO, that is ^^ I'm a lover of isometric and RTS games. Still finishing PoE1. First started a playthrough some time after it came out (wayy back), but with talks of expansion I dropped and waited, now finally came back to play both 1 and 2. PoE1 is nice in general design and portraying its story/fantasy setting to the player, there's more to like than to dislike but... Mechanically the game is a convoluted mess, wich is scary after so many patches and couple expansions =X Nice concepts and complexion but SOOO little room for the player to cope/adjust amidst a playthrough, and most people won't look favorably to replay/restart a game this long. Items should be able to have their custom (player added) enchants both removed or replaced by others from same weight category. Plus some ingredients are too rare/hard to acquire. Way too many stuff lacking detailed infos and require LOTS of researching in google or in-game testing to find out how/when it works effectively and what stacks/doesn't. To make matters truly worse, gotta retrain party every couple levels to cope with optimization and newfound powers/items. Re-training characters at taverns/Caed Nua should be free of cost to remedy the issue a bit. Basically the game requires tons of meta knowledge and trial/error, leaving little room for the player to make amends midway. Mechanics wise I find that terrible. I started in Hard, after a while it got easy and had to install/learn IEmod to set PoTD (activate ToggleScalers and increase xp required to lvl up) and to constantly re-train without having to spend all gold because that felt really bad. Then found out game is easy on Hard (ZERO party micro-manage in most combats) but way too difficult on PotD (abuse meta with cheesy positioning/tactics/etc)... go figure. Still, many tnks to creator of IEmod! Doesn't fix mechanics convolution but makes the ordeal more bearable, I would likely have quit midway otherwise. Hopefully PoE 2 has something of the kind. Also but as a minor, some characters have little charm to them or lose charm due to so much "beating around the bush" that the game enforces more or just as much as developing the characters actual CHARACTER. Guess majority would rather more dialogues (and party banters!) replacing the overabundance of descriptions. Anyway, a friend said PoE2 is better and I hope so, PoE 1 has scared me, for a game that should be polished/forthcoming mechanically wise, I found it far from that.
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Hi all! Started the game in hard, then I dunno but it kinda became too easy at some point and I used IEmod to change setting into PotD, and also used the command ToggleScaler setting the following: PX1_HIGH_LEVEL, ACT4_HIGH_LEVEL, ELMSHORE_HIGH_LEVEL, PX2_HIGH_LEVEL Does that mean all encounters are at the highest possible challenge? Or just mean the game tries to scale for my current party level?? Is there a way to ensure all encounters will be at their most difficult? -SPOILER WARNING- Just went through Cliaban Rilag and the 3 areas were so easy, worried I might be doing something wrong, I remember this game was harder when I tried it long ago. I'm at the point I must return to Defiance Bay and report to Lady Webb to then have her and the Duc killed. Anyway, party is currently at lvl 9 (increased xp required to level by an extra 25% in IEmod) and did most quests possible until this point. Only things I did 'extra' was going into Caed Nua dungeons at around Depth 7 and WM1 to recruit Maneha/Devil of Caroc at around lvl 8. Galvinos shop was a bit hard but I was expecting it to be so much worse due to PotD and the scaler settings. I also tried to avoid most of WM1 content to save it for later. Anyway, I would like to know if there is a way to ensure max difficulty at all possible encounters, thanks for any help with that!
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So, did a quick search on google and these 2 party members are found in Stalwart from WM1, that ok? Questions: Is the content of these 2 npcs related MOSTLY to White March, or they affect much of the general game?? (outside of white march) Also, White March being an expasion, should I wait until finsihing to game to try it? The option to go there has been available for a while but I avoided thus far, assuming its a high level area (like say Watchers Keep for BG2). Thanks for clarifications!!