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Everything posted by AeonsLegend
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The issue there is that companions in the Baldur's Gate games aren't really all that fleshed out across the board (or at all if you look back at the first game). The more correct comparison would be Planescape: Torment in this case, and that game for example has half as many characters, yet clearly places its emphasis on depth over breadth instead. Similarly several other games that fancied themselves spiritual successors opted for less companions that were more fleshed out and reactive instead (see the Dragon Age games, Pillars, Neverwinter Nights 2, etc). The issue with your statement is that you limit your choice for this game to how another game implemented it. In my proposal all characters are fleshed out.In that case I hope you have plenty of money to throw at Obsidian and a willingness to wait at least 7-8 years for them to finish writing all their companions, because it'd be a hot mess otherwise.I like the way you think of everything as a roadblock. The topic asks what you would like to see. I post what I like to see and here come the people complaining on why it cannot be done. Lol. Classic. Explain, not complain. I don't think anyone here has anything against your proposition as an ideal - heck, I'd love it if it were possible - but have merely pointed out why it's not feasible. Resources are limited so one usually has to opt between depth or breadth. Sidekicks came around precisely as a compromise in order to offer a larger roster, yet as you see in practice, they hardly could be fleshed out to the same degree even a Baldur's Gate companion could. Sigh, if everyone in the world would limit their thinking the way you guys are doing then we wouldn't have airplanes, computers, movies and video games right now. Seriously though, you throw the lack of funds at me as if it is an undisputable fact that there is no way around. Come on. What if. What IF Obsidian all of a sudden has more funds to throw at this game. (God forbid, this is impossible I know! lol. Smh) What if then they look at the forums and see what people want? Oh they only want 1 single more companion. Let's add that. And they think they're doing us a favor, while they are in actuallity responding to a limited view of something that people want, but are afraid to express because they didn't think it was possible. Broaden your mind man. Stop living limiting yourself and ask for what you really want. It doesn't matter if the devs can't do it. Hell, 99.9999% of the people here don't actually know what is and isn't possible at any given time at Obsidian. The only people that can do so work at Obsidian and they will make their choices based on the funding and resources they have. Maybe they will sway towards more companions and not do that awesome CGI trailer that no one really cared for anyway. The devs have spoken about the work it takes to make a companion several times before, so we do have an idea, if not the full picture, about what Obsidian can and can't do, and what they're willing to do or not. Furthermore, dreaming is fine but I assure you that planes and videogames weren't made just by dreaming them: if you want to see your dream actually come to fruition in some fashion, you have to propose a more tangible means of doing it; otherwise all we're doing is the equivalent of saying "I want to be rich", or worse, you're making a demand so grand and vague that their response may well be "more sidekicks", and completely miss the mark to what you and everyone else want, if they don't ignore it altogether as a thoroughly unfeasible request. You see, I don't attack what other people want, but people feel the need to attack what I want because of an inkling of knowledge they have to say it aint possible. I'm not the one living in a dream, you are simply living in a world where everything just isn't possible. The question was what I wanted, and I gave it. You want to be limited because the devs say we can only do "this". And even though "this" might change in the future you cling to this for no reason.
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It requires either prior knowledge or very careful play or both. I remember this thread: https://forums.obsidian.net/topic/76920-triple-crown-order-of-the-stick/ with cool stories and screens, then s/he met the boars in Magran’s Fork: https://forums.obsidian.net/topic/76920-triple-crown-order-of-the-stick/?p=1653883 gg I'd like to meet the person who plays Trial of Iron on any game at highest difficulty without prior knowledge and beat it. I dare to wager a bet that it has never been done before. Plenty of people finished Hardcore/Hell Diablo 2 on their first playthrough. Yea that doesn't count because those people completed normal mode and nightmare before playing Hell. Because you need to unlock those difficulty modes. So they had prior knowledge and skill to be able to play this.
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Let's look at D&D which has some of the most complex class and multiclass systems of any game currently available. What spot is the fighter in? It is almost always used as either a minor multiclass or an even multiclass. This is because of stats, feats and the ability to wield more weapons/armor, nothing more. There is no specific fighting style and a pure fighter class usually does very poorly unless he is in a high enchantment world. And even then there are so many more better options than a pure fighter. In the end though. Is fighter bad? No. But is it interesting? No. I think by far the POE fighter is more interesting than a fighter in D&D, even more so in POEII. Are there better options? Perhaps yes and maybe after 1.1 he is weaker and only viable as multiclass if you want to min max or play for efficiency. The problem is not that the fighter is going to be worse, the problem is that it doesn't have it's own role to play that some other class can't do as well.
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The issue there is that companions in the Baldur's Gate games aren't really all that fleshed out across the board (or at all if you look back at the first game). The more correct comparison would be Planescape: Torment in this case, and that game for example has half as many characters, yet clearly places its emphasis on depth over breadth instead. Similarly several other games that fancied themselves spiritual successors opted for less companions that were more fleshed out and reactive instead (see the Dragon Age games, Pillars, Neverwinter Nights 2, etc). The issue with your statement is that you limit your choice for this game to how another game implemented it. In my proposal all characters are fleshed out.In that case I hope you have plenty of money to throw at Obsidian and a willingness to wait at least 7-8 years for them to finish writing all their companions, because it'd be a hot mess otherwise.I like the way you think of everything as a roadblock. The topic asks what you would like to see. I post what I like to see and here come the people complaining on why it cannot be done. Lol. Classic. Explain, not complain. I don't think anyone here has anything against your proposition as an ideal - heck, I'd love it if it were possible - but have merely pointed out why it's not feasible. Resources are limited so one usually has to opt between depth or breadth. Sidekicks came around precisely as a compromise in order to offer a larger roster, yet as you see in practice, they hardly could be fleshed out to the same degree even a Baldur's Gate companion could. Sigh, if everyone in the world would limit their thinking the way you guys are doing then we wouldn't have airplanes, computers, movies and video games right now. Seriously though, you throw the lack of funds at me as if it is an undisputable fact that there is no way around. Come on. What if. What IF Obsidian all of a sudden has more funds to throw at this game. (God forbid, this is impossible I know! lol. Smh) What if then they look at the forums and see what people want? Oh they only want 1 single more companion. Let's add that. And they think they're doing us a favor, while they are in actuallity responding to a limited view of something that people want, but are afraid to express because they didn't think it was possible. Broaden your mind man. Stop living limiting yourself and ask for what you really want. It doesn't matter if the devs can't do it. Hell, 99.9999% of the people here don't actually know what is and isn't possible at any given time at Obsidian. The only people that can do so work at Obsidian and they will make their choices based on the funding and resources they have. Maybe they will sway towards more companions and not do that awesome CGI trailer that no one really cared for anyway.
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So what you are saying is that you spend weeks looking into one of the most powerful and broken builds and are now disappointed when it is no longer? And without even trying it out and see if it is actually so underpowered against the rest of the game, you are giving up on it? Monks were so overpowered at launch they mad the entire game easy mode. They needed a nerf. He said a build he "liked". Doesn't imply powerful.
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It requires either prior knowledge or very careful play or both. I remember this thread: https://forums.obsidian.net/topic/76920-triple-crown-order-of-the-stick/ with cool stories and screens, then s/he met the boars in Magran’s Fork: https://forums.obsidian.net/topic/76920-triple-crown-order-of-the-stick/?p=1653883 gg I'd like to meet the person who plays Trial of Iron on any game at highest difficulty without prior knowledge and beat it. I dare to wager a bet that it has never been done before.
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1. Yea, I didn't like this at all either. It really forces you to play a MAD character. I'm pretty sure a fireball shouldn't do more damage because I got bigger muscles. 2. Funny thing this. There is an option in the difficulty screen in POE I that allows you to turn off infinite stash. They seem to have removed this in POE II. 3. I think the game lacks any form of proper healing spells as well. Doesn't make the game unplayable, it just makes your priest a bad wizard.
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Chanter, Priest, Druid, Cipher, Paladin and any combination of those with any other class that complements it in either martial prowess or support abilties should be fine. Make sure to take a concentration buff or passive ability if you plan to cast spells on the front line. I do feel that any caster on the front line is wasted, because if it is there it could be at the back while someone more effective can be at the front doing damage.
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Tax too much, or just uses CPU? There is a difference. If it simply gets your CPU to high percentages without overloading your system then there's nothing wrong with the programming. There's nothing wrong with a CPU that gets used to full effectiveness. It's what it was made to do. Just now, as I was ambushed by the enemy fleet on my way to Ukaizo, the CPU usage spiked and the fan went nuts during the 'text adventure' section when there was literally nothing going on (and I have to stress this again - I have never heard my CPU fan so goddamn loud no matter what game I play). So yes, the game taxes the CPU too much since there's no way a static image and some text that popped up after the enemy boarded me should push the fan to the limit). If a maxed out Novigrad during a heavy storm and dozens of NPCs milling around in and out of buildings (that don't require any loading) taxes the CPU less than staring at a couple of low-poly models in Deadfire (with everything set to low at 720p - I tested it to see whether there'd be any changes), then the problem is with the game. Honestly, I'm no longer interested in the excuses some of you guys are peddling. Fan turns on because it needs to cool not because your CPU is busy. This could simply mean your pc is not cooling properly. Of course it could mean multiple things, but seeing as I do not have your issue I do tend to lean towards a simple cooling issue.
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Hm, they probably should remove on crit completely. Given that some chars can crit almost any time it makes it either far too strong or far too weak depending on the character/build. You can't balance that.
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Which was it for you? You may take into account the time you fought this fight. For me at max level I had the biggest challenge fighting the Fampyr lord in the south east of the map, but the one fight I had to come back later to was the random encounter in Dunnage. Forget the name. Also Yseyr was pretty challenging early on.
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I don't know. I think it is very unlikely. Eothas was the first and only God to ever interfere directly with mortals. I doubt the Gods will do much after letting Eothas freely destroy the wheel. As they stated even then they are there to observe and guide. A war would make no sense when keeping all that's happened in mind.
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Please elaborate. What could they do instead? Usually I am extremely doubtful when I hear someone claims something is very easy to do. Alright. First off you need to have a system that focusses on abilities rather than stats. Stats are what always makes you > enemy without requiring skill. This is bad. You want to become stronger? Sure give more hp, more strength and such. But adhere to the 20-50% rule (depeding on game type). A single person doesn't become 10-100000x stronger as most RPGs use. To counter this (JRPGs mostly) games use a lineair game design so enemies are scaling with progression rather than your level so you can still overpower them if you wish. Open world can't handle that because you can go anywhere you want. So devs create a level scaling system or fixed level points in the game to either force you to take a select path or allow you to wander anywhere you go without feeling really strong. The thing is, why level up at all then? The point is, focus on abilties and make those abiltiies more efficient and focus as little as possible on stats. This works from tactical RPG's to action styled RPGs. It is the only way to prevent the necessity of level scaling and to prevent you from stomping the enemy. Hopefully we will see such systems. I would like to play something like that. Are there any such CRPGs already? Not very many. I think Deus Ex does a good job. The Witcher comes to mind as well. Any game that doesn't suffer from scaling issues either uses a lineair approach to progression (Classic Final Fantasy) or uses fixed level points to force somewhat lineair progression (Baldur's Gate). Any other open world RPG game does very poorly in both story delivery and level scaling. It's a well known issue.
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No matter how well you re-tune encounters, if one effect type is plain better than the other options (which was imo the case with -recovery), it is always going to eclipse the others. Recovery and action speed are the two stats that are universally useful in every action every character takes, and the values were too high for how much potency these effects bring to the table. I'm all for better AI and ennemy variety. But I don't see how you put recovery in line with everything else in the game without nerfing it. Better AI and enemy variation is not going to make all classes/builds equal. In fact it is better if they are more unequal, but better at something specifically. This way you are forced to bring an entire party with a decent setup rather than focussing on a single build. Is this thwarting all those solo players? Yes. Will it improve the game? Yes.
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Thing I did was before I went to Neketaka I avoided most naval combat and while exploring Neketaka I accumulated such a vast amount of money that I was able to buy a junk with the best weapons before leaving. Naval combat was over in a few turns even vs experienced/heavily armed ships. Never needed to board either.
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[1.1b] Crew no long participates in deck-to-deck combat
AeonsLegend replied to a question in Patch Beta Bugs and Support
Hm, I noticed that crew disappeared from combat on deck as I gathered more party members. This is on current patch and maybe by design? -
Yea I think Fampyrs are pretty much the strongest enemies in the game due to their stats and domination. You will need to focus on countering Intelligence attacks. Many classes have this as a passive, but there's items as well that do this. Mind you, you only need this on your frontline. So your watcher and Eder should focus on that if you want to fight them. Fampyrs domination attacks are weird, they seem to cast them even if stunned or paralyzed.
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*pulls out box of crayons* When you press TAB, it highlight items you can interact with. If you've already interacted with said item, the highlight color is amber... if you haven't interacted with that object yet, it is blue. If you try and loot an object containing cannonballs, for example, and your ship has max cannonballs, you can't loot them.. and the color of the highlight remains blue. So hours of gameplay later you waste time rechecking stuff you forgot you already tried to loot. Lol, yea I know how that works. So you want the game to lie to you? What if you run out of, say, cannonballs and knew there was a place you didn't loot yet to pick them up and they are all marked as looted? Your suggestion goes against the entire system. I myself am completely fine with leaving things incomplete, unlooted, unmarked. God how much pain would I have to endure in life if I couldn't. My god you are one clueless simpleton. Holy cow. Just run along little kid, you're obviously salty and having a bad day. Lol, so much hate.
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Well the chapter 2 of Baldur's Gate 2 is exactly the same situation, your dear Imoen is taken to spellhold while u can adventure around doing sidequests. But nobody complain it in bg2? Hm, i don't really recall exactly how it handled the quests there, but I think BG didn't have a quest log as we have come to expect from games nowadays. It just had a journal of what you did and found. So it is not that you adventure away without complaint, it is that you don't know how to go to spellhold and one of the quests you do will lead you there. It's not pointed on a map with a flag and instructions on how to do it. As far as I know anyway. Good old days.
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The issue there is that companions in the Baldur's Gate games aren't really all that fleshed out across the board (or at all if you look back at the first game). The more correct comparison would be Planescape: Torment in this case, and that game for example has half as many characters, yet clearly places its emphasis on depth over breadth instead. Similarly several other games that fancied themselves spiritual successors opted for less companions that were more fleshed out and reactive instead (see the Dragon Age games, Pillars, Neverwinter Nights 2, etc). The issue with your statement is that you limit your choice for this game to how another game implemented it. In my proposal all characters are fleshed out. In that case I hope you have plenty of money to throw at Obsidian and a willingness to wait at least 7-8 years for them to finish writing all their companions, because it'd be a hot mess otherwise. I like the way you think of everything as a roadblock. The topic asks what you would like to see. I post what I like to see and here come the people complaining on why it cannot be done. Lol. Classic.