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Rolandur

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Everything posted by Rolandur

  1. No need, that's a feature. Is that a spoiler? Hmm. Back when our gaming group were tabletop gaming it was 11 foot poles though--Spinal Tap just came out. =)
  2. At the end but it wouldn't matter to me if it were half way through the main story either.
  3. Thank you this was the information I was missing! =) Also, why doesn't he just do all question answering here? Awkward having to chase a dev across the internet when home is here. Are we too scary? lol
  4. I wonder if this new Injury system would allow me to do something like Cragholdt Bluff at level ~7 on PotD (like I currently am now, but very slowly) or would Injuries stack up too fast in one battle making the encounter to be deemed too hard for the current character level. If so then wouldn't this push players to a move along a more linear path of gameplay? And can we have more than 3 Injuries? Will tougher (high level for instance) creatures have a greater chance of giving a character injury based on their level? Edit: From another thread I think that alone may have detrimental gameplay issues. We will see.
  5. I do not see this happening because stretch goals would go from 200k to 300-600k [most likely] each goal and add an additional layer to slog through to whatever comes after all these textual localization's.
  6. My additional add-on wouldn't be a physical object but instead a side-quest (I mean -goal) that could be put towards a dedicated, hand picked, person(s) from the fanbase (modders from PoE1) to create documentation on modifying the game. I know, weird right? Anyways, there is some documentation out there and videos made for modifying PoE1 but it often includes using hex editors and some really obfuscated methods to produce results--but that brings me back around to this game and Josh mentioning it'll be easier this time around because we'll have a program to extract data files more easily [which probably needs citation, I could of heard it wrong] and it will be more straight forward. SO an add-on for documentation and tutorials creating PoE2 modifications I'd buy.
  7. By that logic then you should be just upset at Obsidian for having a Sub-class goal without attaching a language Localization. Anyways, Archaven seems to be showing enthusiasm in his or her own way.
  8. That is my primary reason why I shut off VO in PoE1 so this next goal is another 'meh' for me.
  9. [Just pointing out and not singling you out] but most of these you linked, how these people worded their questions and statements, seems they simply making an opinion by playing dumb (450 hp and doesn't know how the E/H system works?) or they hastily made a post about their aggravation by not taking a minute to understand how it works. <- That happens with every game: player starts game, the game doesn't do what they expected and they immediately go to the internet to vent. I really don't think an entire system (which is dead simple) should be dropped only because of people with extreme road rage or ADHD.
  10. Got some rivalries in here it seems; vancian system does that to people (lol) and I know after many "debates" about it on the old D&D forums with many ponies... anyways, because ground must be held, check me off on the list of one who wants to keep the PoE1/rest/memorize/vancian system. As usual, across the world wide web, there's often no sense to elaborate why I want to keep it. Best of luck to everyone who wish to continue this topic for many pages to come. ~cheers~
  11. The new Injury system will have us resting so often they might as well keep the Vancian spellcasting system. I could be wrong about everything too. =)
  12. I don't have a twitter account so 2nd Edition all the way. (I know this doesn't count)
  13. Aye, I'm not opposed to learning more about the Injury system but I have a feeling it's going to take away just glancing (1 second) at your health bar and determining your next action (be it starting another full battle or using other methods, such as kiting) to now having to check out every Injury icon (several seconds maybe even a minute or two) making sure it's not a certain injury for a specific class, cross referencing how it'll interact with party makeup, etc. Edit: Don't get me wrong though I love the current PoE1 Injury system because it adds verisimilitude and a sense of urgency and enforces resource management but having it purely dictate the health system... I just have to see it I guess.
  14. Well that's a bummer. I thought the End/Health system was brilliant and reflected a core theory of how battles would play out in real life. I watched the video too and he mentioned "people were confused" by this and why it's [potentially] changing to the Injury system. I'm perplexed by this decision because the End/Health system seems it'll be rudimentary to a purely based Injury system.
  15. I''m sure there will be few different end game saves on the nexus, and elsewhere, to accommodate this upcoming mechanic of story progression for Pillars II.
  16. My bad I think. I noticed the fast travel thing and didn't associate it with the respawning enemies thing. That said, even without respawning enemies if you wanted to make a mod to enforce no fast travel for yourself then that's cool by me. Sorry if my original post about it came across as confrontational. I don't mind, though my entire purpose of that post was about easy modding and not so much what we'll do with it. I'll admit I get a little envious of those programmers that can make stuff like IEMod and I simply just don't get it, or can't find somewhere to start and when I do it's overwhelming. I have so many ideas on how I'd like to have my 2nd experience of gameplay with PoE; I usually leave the first play through as God--I mean the Devs--intended. (Side note: I've been programming since the mid-80's and was my livelihood througout the 90's; these days though I'm usually lost UNLESS there's solid documentation)
  17. Aye, my original reply was this... Remove the ability to fast travel Respawn areas cleared after X amount of time ...but somewhere along the way it became out of context then went off the rails. ha!
  18. Seriously. If you want to do all that, go on ahead. I personally don't want to waste real time sitting in front of my computer watching my characters walk across each map one by one when I can just click a button and have them "fast travel" (with in-universe time lapses and characters having fatigue to show for it) straight to their destination, and save real time while I'm playing. First off, Silent Winter was addressing me. Second, not too sure why people get so upset about personal preferences of gameplay. I clearly stated I A) would like to easily mod the game, and B) would remove fast traveling for my personal gameplay, and C) would like to mod in respawning of creatures of areas over time. I really don't see what wanting to play like this is so outlandish, far-fetched, and irrational. My game play, my time, what I enjoy, for my personal use, IF we could easily mod this game. ~cheers~
  19. What I've been doing for 358 hours [played]. So I should not be allowed to make a mod to enforce this behavior? I promise I won't force you to use it. =)
  20. I would love this so long as there's a chance to retrieve a portion of the ammo spent, and in the case of firearms can simply carry more; Something like a heavily burdened quiver would carry 12-16 arrows with a 40% chance to retrieve arrows that missed and an 80% chance to retrieve arrows that hit. A crossbow bolt being easier to retrieve (90%) whether you hit or missed because they're more sturdy and less likely to break. A slingshot ammo bag would carry 20-26 (retrievable and can be replenished out exploring; yes I know there's no slingshot) and 48-60 bullets, per stack, for firearms. All numbers/percentages put out of my ***. lol
  21. Do we ask our questions during the stream? Anyways, here's some of mine: Will we still have the QoL feature Follow Selected? (I actually refunded, on Steam, Tyranny because this was missing) Will the formula for spotting hidden objects remain the same as PoE1? I can deal with it, if so, but I found it awkward at best. Will the main attributes still work mostly the same as PoE1? I found the attribute system is top notch, rational, and makes a lot of sense [especially for the setting]. Absolutely love it and hate for it to morph into something unrecognizable from the first game.
  22. Fast travel? Do you mean double speed or the ability to travel to any previously visited map? Both those are easily avoided by a player if they so wish, seems odd to want to mod them out. Could only travel to adjacent maps. Not cross-continent travel . AGAIN, personally for my own game experience. I never force my mods on anyone. ~cheers~
  23. That's a difficult one to publicly share for so many reasons but let's say we could mod anything and add as much content (be it features to actual story elements) as we wanted what I specifically would focus on would be things like: Hijacking the text i/o so I could write out all combat logs to a file (for regex parsing) Making in game DPS meters--eventually after I practiced with above ^ text files. Change the formula to finding hidden objects and add a Search Skill that would use perception/intelligence instead of Mechanics/actively Sneaking to spot hidden objects/caches. Removing the Character Portraits to maximize screen real-estate by having just vital information associated with our on-screen character display Remove the ability to fast travel Respawn areas cleared after X amount of time These are few things I would do for myself, personally, if I could easily mod with support documentation and means to implement my ideas which many of these (of course not all) I've done from NWN to WoW to Fallout 4 to ESO and many more games that are accessible to us hobby coders.
  24. I would like to obnoxiously update my own quote to this: If they just pumped 600k+ (from the last couple and the upcoming Stretch Goals) into mod support then we could just make AI & UI Customization and, I've seen many times in the past, localization is done by the community because the game is easy to mod. It's a win-win situation for everyone in more ways than one. Maybe I should of used three wins. lol
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