Everything posted by Multihog
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Sid Meier's Pirates of Eternity impression after 20 hours
Multihog replied to Almaar's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Ah, TW3, the mindless dotted trail-following simulator. Easy fix for that: turn off dotted trails. You forgot the little detail that the game is unplayable without that; it's built around that trail. Even the devs stated that it's not playable without it. You are talking about the dotted trail on the minimap, right? Yes, but it's not limited to that. The problem also manifests as step-by-step instructions when it comes to quests, every quest involving holding R2 and activating glowing objects. It's just overall brainless gameplay. Better than I could explain it: https://img.fireden.net/v/image/1486/42/1486422191070.png TW3 is everything wrong with modern RPGs. Ah, I see, you're one of those guys. Yes. For good reason.
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Sid Meier's Pirates of Eternity impression after 20 hours
Multihog replied to Almaar's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Ah, TW3, the mindless dotted trail-following simulator. Easy fix for that: turn off dotted trails. You forgot the little detail that the game is unplayable without that; it's built around that trail. Even the devs stated that it's not playable without it. You are talking about the dotted trail on the minimap, right? Yes, but it's not limited to that. The problem also manifests as step-by-step instructions when it comes to quests, every quest involving holding R2 and activating glowing objects. It's just overall brainless gameplay. Better than I could explain it: https://img.fireden.net/v/image/1486/42/1486422191070.png TW3 is everything wrong with modern RPGs.
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Sid Meier's Pirates of Eternity impression after 20 hours
Multihog replied to Almaar's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Ah, TW3, the mindless dotted trail-following simulator. Easy fix for that: turn off dotted trails. You forgot the little detail that the game is unplayable without that; it's built around that trail. Even the devs stated that it's not playable without it.
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Sid Meier's Pirates of Eternity impression after 20 hours
Multihog replied to Almaar's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Ah, TW3, the mindless dotted trail-following simulator.Similar to BG2. I agree with OP,Witcher3 is a new BG2: an open game with bunch of well written, engaging linear adventures. Personally, I don’t feel like Deadfire is a pirate game. I spend most of my time in good, old fashioned dungeon adventuring. I am having increasing worries about narrative design (be it story or companions) but I will withhold my judgment until I beat the game. Saying TW3 is "the new BG2" is a disgrace. TW3 is a mindless game that doesn't challenge the player intellectually whatsoever. You don't even need to listen to any dialogue or read a single line of text to finish the game! It's barely a game. I actually put this to the test: I finished 3 quests in the game while ONLY looking at the minimap and spamming the action button with the audio muted. Comparing this to BG2, which is an immersive game where the world and dialogue actually have something to do with gameplay, is insulting. In TW3, what you're supposed to do comes from the step-by-step list the game provides you with and the almighty dotted trail instead of the world. It's dumbed down trash. This is how you don't make a game: https://steamuserimages-a.akamaihd.net/ugc/91602195869626006/A9BC9E79398AA65CA37DDA7D4F267ED915331631/ This is how you make a game: https://steamuserimages-a.akamaihd.net/ugc/929301838903550287/CDC248076BF6DA27F2DEE84F9F780CCA2C789BDF/ https://steamuserimages-a.akamaihd.net/ugc/885378750237167335/94E764F0FDB7CC93625C69678BA3DABCE6533266/
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Suggestions for improving the AI behavior system
Multihog replied to Multihog's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Yeah, this. Currently there's no way to prevent your people from wasting AoE spells on isolated enemies. This system is quite flawed, actually. Very lacking in many ways. Also, how come modal abilities aren't included at all? I'd also like to see some kind of a rank system like DA:O had. [Enemy: Rank is Normal/Veteran/Elite or Higher] or something along those lines. In DA:O, that way you could reserve your most powerful spells for the more dangerous enemies and not have them wasted on trash mobs.
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Suggestions for improving the AI behavior system
Multihog replied to Multihog's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)*High five*
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The voiced narrator is really distracting.
Multihog replied to Verenti's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Yeah, that's it. Almost every line she delivers sounds overly emotional towards the end of the sentence. I can't quite describe it, but "cadence weighted with pathos" seems right. Agreed that the rest of the voices are great, though. I used to be against full voice acting due to reading faster than the voice acting, but I've grown to enjoy it quite a bit.
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Do most people really play the hardest difficulty level?
Multihog replied to Tattyblue's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)I played PoE1 on PotD. I started on Veteran but found it too easy to the extent where I was bored with the combat. I restarted on PotD, and it was a blast throughout. The superbosses were a lot of fun, and Llengrath took me like 20 tries or something, but it was an incredibly rewarding victory in the end. I liked how it was crucial to learn how the status effect, stats, and other things in the combat system work instead of just effortlessly blowing stuff up on a lower difficulty. You'd really see the effects of a major debuff on the enemies. I'm playing PoE2 on PotD too, and so far it's easier than 1, but that's already being addressed by the devs.
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Sid Meier's Pirates of Eternity impression after 20 hours
Multihog replied to Almaar's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Ah, TW3, the mindless dotted trail-following simulator.
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The voiced narrator is really distracting.
Multihog replied to Verenti's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)I don't like the narrator either. It's like she's trying too hard to sound "epic" or something, and the result ends up being unnatural and cringy. I can't stop paying attention to it, and it all but destroys any mental image I'm getting from the text. Yeah, I just reached the excavation site too, and man was the narration annoying there.
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[POTD Difficulty] Launch NOT tuned discussion thread
Multihog replied to Haran's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Hmm, thanks for the heads up. I think I'll hold off on continuing until they beef up the difficulty. Gaming without challenge is quite boring, so I'd rather not ruin my first playthrough.
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Anyone else having trouble making a character and sticking to it?
Multihog replied to Zander72's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)No. I choose one and roll with it. Even if I end up disliking it, I can make up for it with the party. It's a bigger deal in something like NWN, where you only control one character.
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How does bonus stacking work in PoE2?
Multihog replied to angryusaman's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)What kind of douchebag reply is that? Do you not realize that the only reason Google is filled with information is because someone ASKED for said information in the first place (outside of articles)? Whatever you search for, the answer is often found on a forum of some kind. Not like this.
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Suggestions for improving the AI behavior system
Multihog replied to Multihog's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)And why exactly shouldn't it be robust enough to play the combat for the player if they are able to design behaviors complete enough to replace human input? I don't see any reason to cripple it, and I'm sure Obsidian didn't make it lacking on purpose. Like I said, it's an interesting, valid, and fun way to play the game. It becomes sort of a pre-planning/management game, always improving and patching holes in the tactics that you've designed. Then once you've near-perfected it, you can just marvel at the results. You should try it in Dragon Age: Origins (with the mod I mentioned in the OP.) And I'll tell you that there's nothing OP or gimmicky about characters automatically running away from melee. Dragon Age: Origins had that, and it worked perfectly. It's also super easy to do yourself: just pause the game, and tell your guy to move away. This isn't Starcraft 2. Agreed. I have no idea why they didn't do this.
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the decision to not give casters a lot of spells (like POE1)
Multihog replied to moxsapphire's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)I'd say having more choice, which leads to interesting combinations and more potential playstyles, trumps precise balance in a single-player RPG. Besides, having a lot of spells and a balanced game aren't mutually exclusive.
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the decision to not give casters a lot of spells (like POE1)
Multihog replied to moxsapphire's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)I agree, but I used a lot more than 2-3 myself, especially when it came to priest spells. I loved the vast selection that allowed for so much freedom in playstyle. I can't help but feel restricted with the new system. Sure, the extensive selection of spells meant that there was a learning curve to mastering the spellcaster classes but, in the end, it was well worth it. It was reminiscent of—like you said—D&D and Baldur's Gate 2. I agree that the new system appears to sacrifice freedom, choice, and healthy complexity in favor of accessibility and a shorter learning curve; in other words, it wouldn't be entirely wrong to say that it's dumbed down.
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Suggestions for improving the AI behavior system
Letting the players essentially craft their own AI via this interface is great, but I feel it's missing some crucial options: 1. Include items such as potions instead of just abilities. This would reduce the burden of item micromanagement. Example: If [self: Health < 30%], [Consume: Potion Of Moderate Healing] or [self: Threatened by Multiple Enemies], [Consume: Potion Of Ultimate Badassery] 2. Allow the switching of weapon sets. Example: [self: Enemies in Melee Range > 1], [switch to Weapon Set 1]. This is for the purpose of switching between ranged and melee automatically, and why not for other purposes such as switching between different melee weapons as well. 3. Make an automated auto-attack behavior type that makes a character attempt to keep their distance from enemies, i.e a ranged character fleeing from melee enemies—also maybe one that makes ranged characters attack targets but not move automatically. 4. Add an [Enemies Clustered, At Least #], so that AoE spells don't get wasted on single targets. 5. Include modal abilities. 6. Add some sort of way to distinguish enemy ranks/challenge ratings so that the player is able to specify that they want a certain spell/ability to be used only against strong or weak enemies. For example: [Enemy: Rank is Normal/Veteran/Elite/Boss] 7. Make a search function or find a better way to sort the different functions. As of now, it's too cumbersome to always scroll through the massive list of conditions. Maybe introduce filter tabs. 8. Instead of having fixed [Less Than 50% Health], let us type the exact value we want. 9. Allow more debuffs as conditions. Example: I want my Paladin to attack the enemy he's cast Sworn Enemy on. However, I can't specify "If:Sworn Enemy - Then X" (Some of these ideas are copied from other people's posts who contributed to the thread. Thanks to them.) Most of this—and much more—was possible in Dragon Age: Origins, which this system was inspired by. With the Even More Advanced Tactics mod, by carefully designing the AI behavior, it was possible to finish the entire game on the hardest difficulty without ever manually commanding anyone, and I did that. It became by far my favorite way to play the game; it became its own game within the game, a very unique experience.
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UI becomes unclickable (videos attached)
My experience so far has been marred by a bug that prevents me from clicking the UI, either parts of it or sometimes all. It doesn't seem to be tied to any specific situation, but I suspect it MAY have something to do with the Steam overlay because when my UI was entirely unresponsive, opening and closing the Steam overlay fixed it for a while, but it doesn't completely go away ever. Either way, as per bug reporting guidelines, I've included a save file regardless. Another symptom not shown in the videos is that buttons in menus get stuck down, and I have to click them twice. Here're a couple of videos demonstrating the issue: Completely unresponsive interface: https://www.dropbox.com/s/kh24of9qb225tvn/2018-05-10%2023-13-41.flv?dl=0 Unreliable inventory buttons: https://www.dropbox.com/s/jvy2sbnjj0bllv8/2018-05-10%2023-27-14.flv?dl=0 As you can see, this is game-breaking, and I can't play like this. It affects every part of the UI, from the inventory to the options menu and everything in between. Since "Error You aren't permitted to upload this kind of file", here's the save file https://www.dropbox.com/s/ks9mw6hkje7u4s1/Dorf%20%28f93e5bbd-1f36-470d-9e3f-7767b98c9e9e%29%20quicksave.savegame?dl=0 DxDiag.txt
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Parry, evade and block animations
Multihog replied to Aragorn83's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)This was the #1 reason I enjoyed the combat in Neverwinter Nights. Playing the game felt like playing some map editor due to the incredibly blocky environments, but the combat was satisfying because the characters actually did some sidestepping, parrying, and blocking instead of just standing there trading blows. Dragon Age: Origins was also amazing when it came to combat animations. It's unfortunate that the fights in PoE2 will, just like in PoE1, once again look static, but the combat log gets most of the attention anyway, so it's not a deal-breaker or anything.
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age distribution of PoE players?
I didn't really grow up with these old school cRPG (too busy with RTS games) style games but instead got into them when I was around 18 years old. That said, I hope younger people also get into the genre so it doesn't eventually just die off due to a lack of audience. As of now, I suppose it's in a healthier state than it has been in a long time. I have to say that I'm not at all surprised that most people here answered "I have finished multiple times" :D
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PoE2 ANTI-wishlist thread. What should remain the same?
Yeah, good points. It's already easy enough to protect your backline. And if nothing else works, just find a doorway and block the enemies with your tanks.
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PoE2 ANTI-wishlist thread. What should remain the same?
No taunt, for the love of all no taunt please! Why? And yes, I agree about the dungeon crawling. It's an important part of any RPG like this!
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Class popularity
The druid is probably my favorite class. I like the shapeshift, nice AoE spells, some healing and debuffs. The druid has it all. That better version of returning storm is just ridiculously good. Least favorite is the Chanter. This class always just felt weak to me and more like a liability in my PotD run.
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Pillars of Eternity: My Experience $50 Later
This pretty much sums it up. It's not perfect by any means and has plenty of shortcomings. It's still a pretty good game, imo. I'm having a hard time getting into BG2 after playing PoE. I always considered the Infinity Engine a bit clunky feeling, but now after playing PoE, I really miss a lot of the improvements from it.
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JOSH SAWYER REGRETS: Hard counters, sillier companions, and more
Yeah, I liked the floaty banter too. It doesn't interrupt whatever you're doing.