-
Posts
213 -
Joined
-
Last visited
Content Type
Profiles
Forums
Blogs
Everything posted by Rolandur
-
Semi-related to this topic, sort of: because the package I will be getting doesn't include the digital download do I have use an Add-on package to get the release copy? Most of the previous/lower packages do come with a digital download when the game is released. I'm confused but it may be a wording issue. No clue. Getting the package regardless once I'm past rent-check week (lol).
-
This is already how I play the game. I suppose it would be nice to lower the portraits of the characters so they're just horizontal health bars (probably would require UI modding still to do this) to gain even more screen real-estate; then clicking a health bar during combat would raise it to show the normal portrait (individually).
-
Being there's tons of ideas, comments, and fixes about all the major things people would like different/changed/modified/updated I'd like to focus this thread on all the small stuff. So without further ado here's my list of minor things I'd like to see in Deadfire that aren't really that big a deal but would make the game just a tiny bit better (of course this is all based on PoE1). Not being able to see into other rooms when you're not in that room; this is especially apparent in dungeons where you can see monsters behind closed doors IF that chamber is well lit. Matter a fact you can often see the entire room layout and all monsters near light sources while my avatars are on the complete opposite side of the wall. Not being able to click into the darkness to find hidden chambers; secrets should remain secret and being able to click beyond a wall allows the player to actively search for ways to get to the secret area, which gives away all the glory of finding secret areas. Zooming the camera when in narrative; I'd love to be able to see the grand details and artwork better when I'm focused on narrative. Really let me see who's talking instead of a tiny model. I often played fully zoomed in to my detriment of gameplay just so I can see the wonderful graphics when I'm being talked to. The ability to record [to a text file] all combat data in the Combat Panel; I add this to practically ever post/reply I make. hah! I have so much more but they're not really minor, thus not applicable here--plus who likes to hear some newb talk about how they'd do it. Have any more minor changes/fixes for all to make fun of. =) ~cheers~
-
- 3
-
-
Sorry about the bump but I feel so very strongly about this option. I understand many would never use this or ever care about writing the combat log out to a text file and there may be excuses too like min-max'ing and taking roleplay into the realm of rollplay. Again, I understand how asking for this option seems trivial, it probably is but it must also be trivial to add in an option to write the combat log to a text file into the game directory. Think of everything that could be done with such information even if it's just to make our characters better or to simply understand the game mechanics and the enemies we fight. It could highly benefit beta [and retail] as well because we could review our performance, put into databases, spreadsheets, build comparisons or class, abilities, attributes, damage types and provide the community with information with specific item performance and add layers of extra knowledge to wiki's and other community hubs. I've been searching desperately around the internet for over a year or more asking various folks how to extract this information in PoE1 to no avail but this new game in development provides the opportunity to ask to resurgence of the community on how they fell. I know I've been given my answer (due to no one responding to this thread; ha!) but I thought I'd give one last ditch effort all the same. I'll live without this minor option if need be, not provide any further fuss over it (no more self-bumps such as this one) but if there's a small chance I catch one person that would also like this option I'd like to hear from you and maybe, just maybe, catch the eye of developer. Thanks for listening to my [self-induced] desperation. =)
-
Fog of War in PoE1 usually disappears after a few minutes to never come back again [until loading a save]. So if that bug carries over I'm sure you'll get what you want. Personally, I like having the FoW and when it bugs out, like clockwork in the first few minutes of every load, I have to save and reload the most recent file to get the FoW back. I'm weird though and play almost fully zoomed in too until there's a battle.
-
Don't read this, go to the latest replies! lol For this game I was hoping to get a toggle in the options to write the Combat Panel combat data to a text file. I would love to parse this file and see how all abilities, melee, ranged, weapon damage types, vulnerabilities, etc interact with the targets we fight. If this is something not for you, I am simply asking for this as an optional toggle in the settings so you wouldn't have to use it. I understand we can mod the previous game and this information may be accessible (somehow) but I do not have the know-how to do so. Parsing though I can. Why I ask. Plus I like graphs, charts, statistics and applying the data [to information] to in game play.
-
While I'm bidding my time to pledge and absolutely will for beta access I'm not that enthusiastic about the latest Stretch Goal. Level cap being raised (16 to 18) also raises the question if it's necessary. Does having the cap higher mean there's going to be more content or will our character just be overpowered for the current content. More levels is fun when getting a new level but after you got your abilities and new stats what's the point if they felt level 16 was the correct level cap in the first place to keep the game challenging? E: the next goal I do like: a new companion; I was more expecting this (Companions) or new areas, or extended dungeons and more lore, additional side quests, more challenge settings, etc.
-
From the PCGamesN summary: "Combat-wise, Pillars II is set to offer a little more tactical challenge than its predecessor - which was, frankly, more than tough enough for anyone without a solid grounding in the Infinity Engine games of old." Doesn't sound like they're doing away with anything, including friendly fire, but instead are going to make combat even more challenging(?). This is good news to hear and very much enjoyed combat in PoE1 (including the 40 minute battles sometimes; lol). With that said the combat isn't want I'd like more challenging so long as nothing is really removed (FF being top choice to carry over). I'd like to see other types of mechanics and options added to the game to make gameplay more of a challenge: No initial, always updated, map systemMaps can occasionally be found as part of treasure or commonly bought from vendors for a price. The more rare the more expensive.Maps never show your position (no GPS) Dungeon maps are only part of treasure Caveat: I do not believe adventures should be cartographers (basically, no vocations/trade skills for characters! They are adventures unless it's directly required for game mechanics; see Vocations below for more). No quick travel. In terms of this game, at least, that would mean two things: going to different area must directly linked to the origin area (no skipped 2+ areas and simply adding travel time) and the area you wish to travel to must be adjacent to the border of the area traveled to. Darkness in dungeons: light source in hand is beneficial. Not having light source would NOT make the screen dark or hard to see but instead just make the fog of war closer to the party or character [if they wander off by themselves] without a light source. Creatures always re-spawn over time in all areas; native monsters and animals. Not specific story/lore NPC's [if killed or left the area] just to be clear. Stash is a physical object and we must travel there to use itMultiple stash locations are not tied together (if more then one location; base of operations) We never know an NPC's name until they give it to us (we ask) or there's a reason we know it (ex. Barek's Armory and Tidbits) Any found spell can be researchedResearch: spells added to a Grimoire take in-game days (Spell Level = amount of days) to research and add to spellbooks. Because actually doing the act of researching would be boring this would just be a mechanic of click-to-learn, and in X amount of days it would be scribed to the Grimoire. Spells of higher level than the caster could be learned as well but with a delta between the spell level and caster would be added to the research time. Ex: a 1st level wizard could learn a 3rd level spell but it would take 5 (3 [spell level] + 2 [delta]) days to learn. Researching spells higher than the caster level costs exponentially more. Casting spells higher than the caster level has potential to fizzle, backfire on the caster, or cause system shock. Scaling hazard mechanic based on delta. Not resting after X amount of time has detrimental effects similar to the current Injury (from knock outs) system in PoE1. No their shoulder doesn't pop out of place because they're tired. =) Friendly fire also includes ranged characters having a small chance to hit front-line characters on Misses and two handed weapon wielders also having a small chance of hitting nearby characters on Misses. Normal casting FF rules apply (no additional penalties for 'ranged casting').Dexterity and Perception lower, and eventually negate, these small chances of being hit (reflex) on the defenders part when a Miss of the initial target happens and/or based on the Accuracy of the wielder that Misses the initial target.
-
From an RPG aspect of story [and character] continuation this seems like a poor choice to take. Though coming into PoE 2 at level 16 (or even ~10) would seem just as odd. I hope there's good reasoning (very detailed story) behind this or this may turn out awkward to play. I'm sure I'll get over this apprehension as more news comes out about the game and at the precipice of launch. PoE will always be one of my favorite RPG's but I just don't know how level 1 character will be applicable.
-
Five or six, doesn't matter to me because they'll just balance the game for how ever many we can have in the party. Friendly Fire on the other hand must be an option that is part of a challenge level (be it PotD or an Expert setting that can not be turned off once a game has started). I understand this is small fries for some of you but it really would be the true deal breaker for me if it was not included with this game; yes I want FF and I understand why some don't. Sorry, I already feel defensive about this feature being I'm not seeing anything about it yet.
-
Sounds like the recent hobbit movies used your session for inspiration. =)
-
I hope this doesn't come off as bitter, because I'm not, but I don't know how else to say it: Real modding, with scripting, and API, UI widget modification that doesn't involve file hacking that actual game files. LUA and XML come to mind. It's all the rage! Basically, entry level modding without having to download third party hex editors.
-
*Initial* Load takes much longer *now*
Rolandur replied to Rolandur's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
Negative, no anti virus on this computer (aside from windows firewall and defender). I just stay safe with gmail and running NoScript/AdBlocker on the browser. Has worked well very well [for a mostly-gaming-only computer]. Whatever was causing the issue has cleared up so it's a bit confusing and difficult to diagnose. I did use the Asset Bundle Extractor on a few unity/asset files but only on files I copied out of the game_directory to another folder [on my desktop] to have a look at the contents. Never Imported or replaced the files copied out of the game directory. -
Write-out the combat log to text file
Rolandur replied to Rolandur's topic in Pillars of Eternity: Modding (Spoiler Warning!)
Fantastic! I'll grab iemod and start learning how it's made! I'll be back in six months. -laughs-