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protopersona

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Everything posted by protopersona

  1. The problem is the narrative implies that there should be some time pressure. It's written like you're in a race, when really everything will wait for as long as you want.
  2. What bug fixes are you waiting on?
  3. That will lead to major incoming nerfs. Beware of obsidian prying eyes as they are far more interested in nerfing you having fun than patching bugs and buffing other classes /s Huh. Suddenly I'm in the mood for pretzels and popcorn.
  4. Tried searching for this. Do the mods at the top of the list have a higher priority over the ones below them, or do the ones below override the ones above them. Basically I'm trying to ensure certain mods load correctly even if there is some conflict.
  5. 3.1.1 just released to the live branch today.
  6. There's nothing wrong with that. The question is is that experience what the majority of players are getting. If the answer is no, then it's probably something the game makers should address. Preliminary comments about the second pass on PotD suggests the Devs have addressed it and succeeded in fixing it.
  7. Until they get around to adjusting these you could just use this mod. I'd also recommend adding in this mod and this one. I consider them together as an unofficial patch myself.
  8. You can also mod the level cap up! This is cool because it lets multiclass characters get max power level Mods can actually solve a lot of issues (difficulty too), but instead of using them, people prefer to demand changes from Obsidian. Apparently the thought of modifying the game to suit their needs, without affecting other people, disgusts them somehow. And Obs simply caves in if you scream loud enough. To be fair fixing inherent problems in a game shouldn't be our responsibility. I can understand differing viewpoints on what balanced. Still if the majority of feedback about your game is that it's too easy, then it really doesn't matter if there's mods to make it harder. That's like saying Skyrim should be rated Ao because there's mods to allow for full penetrative sex. The existence of mods shouldn't have any bearing on how you rate the base product. Mods shouldn't be required to enjoy a game fully either.
  9. I think a big part of it is the abstraction. In the vast majority of games you are in direct control of your character. You don't issue action commands, you press a button and that button performs an action, every time. The character begins to feel like an extension of yourself as you get more familiar with how it plays. Most gamers seem to like feeling as though they are playing as their character, not an all powerful commander overseeing the action. Party based RPGs have a very hard time allowing for strategic depth without that abstraction though. Dragon Age Inquisition tried to solve it by literally making a second "real time with pause" mode that worked on top of the real time ARPG gameplay. I personally played exclusively in the RTWP mode, but it really, really slowed the pace of the game down.
  10. you are right. i'm not on beta. wondering when obsidian will release a meaty big patch? 3.1 was the last big update, 3.1.1 is just bug fixes. The 4.0 patch is coming in December with the last DLC.
  11. This should have been fixed in the last beta patch. Are you sure you're running 3.1.1?
  12. Fair suggestion, except that won't let you change the MC, right? No that's true enough.
  13. That's an impractical goal to have anyways. Having stats so finely balanced that not having the "right build" kills your run turns players away from the game. Especially in a game like this where building the character you like is so important. Cookie cutter build optimization is a part of what ruined MMO games for me.
  14. It's been talked about, but seems to be the engine doesn't currently support doing this as a mod easily. Maybe keep a save or 2 after Port Maje for the next time you restart?
  15. The thread was about the value of the Resolve stat, not the Diplomacy skill. I've been discussing that context. Yeah, I wasn’t trying to weigh in on that discussion one way or the other. Just clarifying that it’s a high Diplomacy skill, not a high Resolve stat, that is needed to get the outcomes Verde was describing. So most of this discussion has been me and Verde talking past each other. Good to know.
  16. The thread was about the value of the Resolve stat, not the Diplomacy skill. I've been discussing that context.
  17. I appreciate the follow up on that. Those are indeed good reasons to have a high resolve. Problem is I just don't see a handful of situations as important as the giant amounts of combat that the game puts you through. In the majority of most classes play experience resolve will be a dead stat for most of the game. I never said resolve has no effect on the game, just that it doesn't have enough of an effect to make it worth investing in most of the time. Obviously other people's priorities for things like roleplay will change that subjective value. Judging by the massive amount of opinions on the games combat difficulty I'd say plenty of people prioritize the fighting over the story.
  18. Maybe this was in a previous version. Currently on PotD I have yet to lose more than a single sailor in that first ship fight.
  19. 2 of the modules in the Deadfire Tweaks collection address the issues with godlike's abilities, including making them scale with power level.
  20. True enough. The fact that they are worth a lot more is part of the problem. Though the items not being worth much was also a common complaint leveled against the designers as it made most victories feel like a waste of time and resources. Deep down I think most players are just here for the empowerment fantasy. I think the vast majority of gamers just want to murder things, feel powerful, and be rewarded for every single thing they succeed at. It's not a tough set of conditions to accommodate, but it does ruin the experience for people looking for anything else.
  21. Bold/underline is my doing. See, the thing is for me limiting stash access to the ship is "adding tedium." The only thing the stash does is stop me from filling up on loot, running off to sell it, and then coming back for more loot. Repeat process until every single thing that isn't nailed down has been looted. Add in the time that travel and loading screens add in and it becomes a giant, tedious task. And don't tell me that I should be more selective in what I loot. It's loot, what self respecting murder hobo (aka a Munchkin in a Monty Haul game) leaves any loot behind? Fair enough, the definition of tedium definitely depends on perspective. My thinking was that no one in their right mind would run back and forth that many times, but it looks like I underestimated the tenacity of at least one player I'm pretty sure PoE is the only CRPG that has a stash mechanic like this (I'm probably wrong, but it's definitely not the norm) and while it is convenient, it also makes the game easier and less realistic. How about making the stash ship-only AND drastically reducing the amount of mundane loot? That would prevent players from having ridiculously bloated coffers and eventual access to the perfect combination of weapons, armor, consumables, and other powerful items for every situation at all times (challenge) without requiring players to make multiple trips (tedium). Having to balance what characters need on them with how much they can carry back is kind of a CRPG staple imo, but maybe I'm just old-fashioned. Either way, I'd still like to see the option in some shape or form. Obsidian definitely could do that. It was something they could have done in PoE 1 instead of implementing a stash in the first place. Thing is the Infinity Engine games proved the number of players that will haul every single thing you drop in the game off to be sold is much larger than you would think. The amount of people that complain about encumbrance limits in every game is also pretty large too. Those were most likely the motivations for the stash's creation. Balancing loot drops right and believably isn't easy or quick. If there's one thing I always expect from Obsidian it's generally choosing the quick and easy answer. Just going off your suggestion say we stop dropping all the equipment from every character we come across. Well the guy I just fought was wearing golden armor and a flaming sword. Wouldn't it make sense that if I kill him his loot isn't somehow magically glued to his body? It happened a lot in the older games that PoE is inspired by. Complaints like that are what the mundane loot addresses.
  22. Don't have to? Yes, objectively I don't. Compulsively need to? You'd best believe it.
  23. Bold/underline is my doing. See, the thing is for me limiting stash access to the ship is "adding tedium." The only thing the stash does is stop me from filling up on loot, running off to sell it, and then coming back for more loot. Repeat process until every single thing that isn't nailed down has been looted. Add in the time that travel and loading screens add in and it becomes a giant, tedious task. And don't tell me that I should be more selective in what I loot. It's loot, what self respecting murder hobo (aka a Munchkin in a Monty Haul game) leaves any loot behind?
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