
protopersona
Members-
Posts
213 -
Joined
-
Last visited
Content Type
Profiles
Forums
Blogs
Everything posted by protopersona
-
I also remember there being a mod for that. My guess is something "fixed" the ability for mods to unlock the helmet slot.
-
Not right now, but in PoE5 the entire stronghold system will revolve around dealing with teenage Vela. As a matter of fact people might complain about too much money to spend, but they should already start thinking about saving for Vela’s education. To continue on this silly but funny tangent: interesting how you reveal yourself to be from an English-speaking country, there. Maybe the international editions will be slightly different, in the sense that Vela can actually get an incredibly good university education for free, enabling her (among other things) to speak a large number of languages unlike the English-speaking people who've paid fortunes for their education and can only speak one. This hits too close to home. ;_;
-
Patch Notes for 4.0.0
protopersona replied to Cdiaz's topic in Pillars of Eternity II: Deadfire Announcements & News
If they did that wouldn't the players be able to loot that gear, and the problem would become players get to powerful too quickly? -
Ranger Companions
protopersona replied to Nssheepster's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
Will there's this one that only gets rid of the pet, nothing else. https://www.nexusmods.com/pillarsofeternity2/mods/214 -
Patch Notes for 4.0.0
protopersona replied to Cdiaz's topic in Pillars of Eternity II: Deadfire Announcements & News
I think rebalancing the scaling rules would be more productive. I think the problem is the scaling is stuck at bumping things up a maximum of 4 levels, so a level 8 creature bumps up to a maximum of 12. If the maximum scaling was something like 9 then that level 8 can now go as high as 17, preserving some of the difficulty all the way to level 20. Both the XP gain rate and level scaling cap are issues fixed by the Deadly Deadfire mod. I highly recommend it. -
I not realy understand how the monk single class with ability Whispers of the Wind connect to the blood mage ? Or its only example of easy solid build solo PoTD? Boeroer was making a joke referring to Marigoldran and their obsession with suggesting single class monks with "Whispers of the Wind" or Heralds (paladin/chanter) as the solution for everything in the game. Even in threads like this where Marigoldran's advice is completely out of place and unwarranted.
-
problem is crpg fans enjoy nothing and are never happy. Ud spread more joy by manufacturing pharmaceuticals rather than games. That's the dichotomy of groups really, two extreme factions under one label. In this case, fans of RPGs looking for empowerment, and fans of narrative agency. The first group wants powerful builds, advancement systems with plenty of choice, and the ability to demonstrate mastery of the game's systems. The second group wants the freedom to build the story they want, the world to react to that story, and the feeling of something greater than the individual parts. Pleasing both of those groups in a single game is genuinely hard.
-
It's been said already, but AI is actually rather hard to get right. No matter how complex you try to make it it's not really gonna make it harder. Either it has a pattern that can be figured out and becomes trivial, or it's randomized enough that it just becomes a reflex dance. Either way most people don't see it as enough of a challenge once they've learned what to do. That's why the AI in almost every game since the first one has had to cheat. Higher stats, abilities beyond what a player can do or just having perfect knowledge of the game state. Those are the only realistic ways for a computer to challenge a human currently. EDIT: Also there are practical aspects to this debate. They already have the framework in the game for good AI, the party AI system. Problem is they would need to add a bunch of triggers, test that those triggers work, build an encounter using dozens of those triggers per creature at least, and test it for who knows how long getting it to a beatable state. Or they can spend an afternoon buffing the stats of everything and test the big fights for adjustments. When you're spending money you don't really have the choice becomes pretty obvious.
-
My answer, from an RPG perspective, would be: because you are not automatically able to identify everything happening around you. As a GM, I would allow players to make some relevant checks (provided that they have the skills, otherwise it'd be an intelligence check) in situations like this. I don't know whether anything of this sort has been implemented into Deadfire. I agree that if you never have any chance of identifying stuff like this, there is a problem. I can understand this logic, but if the game devs wanted to take this route why give an ability icon instead of a generic casting icon? For experienced players just seeing the icon is enough to instantly know what's being cast. So why not give new players the tools to properly react to the enemy tactics as well?