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Reshy

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Everything posted by Reshy

  1. If you wanted, you could always allow the option to rest *without* the supplies, but you get a random encounter guaranteed. The random encounters in the BG series always interrupted your rest. It was implemented to make it "dangerous" to rest in the wilds. If you'd get a random encounter guaranteed with this setup, you'd never be able to rest outside. Well you can, but this gives incentives to use camping supplies since camping in the wilds is no longer an infinite use option, it's very limited. On the flip side, you can easily just travel across the country without ever having to risk being waylaid by brigands or threats. In PoE I've very rarely actually used the campaigning supplies, less than maybe a dozen times the entire game. Oh I see you meant optionally rest without supplies. So have both options available. I misunderstood. I don't see why you'd want to pick the option to rest without supplies if you're guaranteed to get interrupted though. Camping in PoE also gives bonuses. I've chosen to rest quite a few times before a battle just to have those bonuses. Also on PotD you lose health a lot faster because battles in the beginning take a long time because of the enemy stat boosts. Of course you could always save before a fight and if the fight doesn't go as you wanted reload so you don't need to use supplies, but yeah whatever. I think the system is fine. The "waylaid by enemies" in BG was a random encounter when you travelled from point A to B. I don't think you should be interrupted while resting. If anything the number of areas where you're allowed to rest should be minimized. I have two save files specifically for combat, called Fight Sav and Post-Fight Sav. I use those slots constantly for each encounter.
  2. So, how does awakening work on non-sapients that have been at one point or another a sapient? I'm asking as at the end of one of the quests in game you find a stag that allegedly has the soul of someone long dead. The stag dies before it can really be explored what could or might happen, but it does make me wonder what would happen in that case. Since as far as I know, the soul can literally inhabit anything and there's always the potential for awakening it's kind of disappointing in a way that PoE doesn't actually explore that aspect of things when it makes up awakening being a big freaking deal. To a lesser extent this could apply to races that are also sapient just very different, say a Vithrack or a Dragon as both are shown to be sapient to some degree. Though again none of these are explored in-game as far as I am aware (Not done white marches or the burial pit so I may be wrong). I know Blights are, allegedly, kind of like this but they're just mad spirits (In the pretty typical insane = violent manner) and thus have basically no characterization to them besides for them being a hazard that you have to beat to death, which is a bit of a missed opportunity now that I think of it.
  3. If you wanted, you could always allow the option to rest *without* the supplies, but you get a random encounter guaranteed. The random encounters in the BG series always interrupted your rest. It was implemented to make it "dangerous" to rest in the wilds. If you'd get a random encounter guaranteed with this setup, you'd never be able to rest outside. Well you can, but this gives incentives to use camping supplies since camping in the wilds is no longer an infinite use option, it's very limited. On the flip side, you can easily just travel across the country without ever having to risk being waylaid by brigands or threats. In PoE I've very rarely actually used the campaigning supplies, less than maybe a dozen times the entire game.
  4. Having this same problem as well, that character is pretty much breaking the game just by recruiting them.
  5. Now it appears that I cannot change my party out either. http://steamcommunity.com/sharedfiles/filedetails/?id=787881978
  6. If you wanted, you could always allow the option to rest *without* the supplies, but you get a random encounter guaranteed. This, a thousand times this. If there's a quest which starts after a random chance encounter* that's great. Having a bunch of Hobgoblins spawn with a 10% when I sleep, forcing me to either waste time reloading, or waste time auto-attacking them to death, that doesn't improve the game or the experience. *make sure the chance isn't too low and/or guarantee it after a certain number of failed chances. Honestly though I'd rather scripted traveling encounters instead. Personally I liked Dragon Age's version of it, which occasionally had important things going on. I mean in this game you already have random assassins attacking you at random times, but they don't really add anything to the game. Having traveling encounters or scripted encounters that happen at certain points of the game (Like you're all alone at night in brighthallow and assassins have drawn your companions away and you have to fight or sneak your way out of traps they have rigged around the area. But the encounters could also take other forms, like stumbling a cache of items hidden in a long forgotten place. Having encounters happen on travel rather than on rest would make players feel like using camping supplies is more important than saving the coppers and journeying back to brighthallow to rest up for free with buffs. Because if you make them happen on rest, then there's even less reason to use camping supplies than there already are.
  7. It is in the house at the top of your screenshot. You have to be in stealth mode in order to locate it. Ah, I had done that before. I managed to find it though, thank you. For some reason it wasn't detecting until I trampled the party all over it in stealth mode.
  8. Hello, just after recruiting the druid to the party I went to the dungeon in the area, killed the spider, and got the soul spear, and then returned to the keep to rest. However, I keep getting booted to the main menu with the game claiming that there is "corruption" happening. Anyone know why this is happening? I can provide my save file if it'll help, but I'm kind of stumped.
  9. I would rather random encounters for travel instead of Resting. Because, frankly, if they did that then they'd have to compensate by giving more generous uses of rest abilities. Not to mention it already is mitigated because in most cases you can just walk to the entrance (which has already been cleared out) and run to town to rest with bonuses.
  10. Hello, I've been looking for the Starlit Garb, it's supposed to be in one of the Elms' Reach Dwellings, but I've checked all three and haven't found it. Anyone able to show exactly where it's located?
  11. 1. Class and race-specific content: The class you take in the game seems to have little impact on events in the game. Nobody reacts to you being a wizard for instance, not even Aloth seems to react to you being say a Wizard. Putting in class specific quests and dialogue choices I believe would be good at expressing the point of the classes and where they fit in, as opposed to relying entirely on our foreknowledge of what these classes are and what they do. This is doubly so with race, where it's barely brought up, even if you're a godlike. There's no quests regarding race, and no responses either. Godlikes are supposed to be feared (if not hated) but it almost never comes up. So more ways to make your race feel meaningful would be appreciated. 2. More variety and distinction in races. It seems to be a problem I see with a lot of fantasy games relying on the same Tolkien races of Human, Dwarf, and Elf which is fine and all, but they don't really add much to the experience. As mentioned above your race almost never matters, and moreover you're with the exception of Godlike all of the other races are just reskined humans with 1-2 different features. You have Short Humans, Stout humans, Pointy-eared humans, and then you have Godlikes which personally were the only race that looked appealing to me. I mean heck, Skyrim has races like the Khajiit and Argonian which add more interest to the world as a whole just having them as an option. They're pretty much synonymous with the Elder scrolls series as a whole. I feel that due to the lack of distinction between races, and the over-reliance on pre-existing races it prevents the series from really developing iconic races. And, if I may be honest, Humans, Elves, and Dwarves are basically creatively bankrupt with how often they are used. I'm not saying remove those races but make them more distinct, rather than them being a reskinned human with slightly different stats and fluff. Main thing though is consider bringing in some unique races, look to sci-fi if you can't find it, but heck in D&D there's dozens of races. Killorens, Raptorans, Aarakocra, Changelings, Warforged, Shifters, Dromites, Kenku Thri-Kreen.... There's so much variety in I enjoy, and then I look at the sorry list of races in Pillars and find myself frustrated. 3. Allow your companions to make dialogue checks for you and greater impact on interactions in general. There are some options that require say Might. Now I'm say a wizard so my might isn't the greatest, but I brought along Edér I should be able to use his Might in place of my own, albeit with minor changes to dialogue. You can't seem to do that in this game though, so it makes things far more restrictive as to what you can or cannot do. I used to do this in Shadowrun Dragonfall, I would always bring along Eiger, who was a Troll, for intimidation purposes. But in this game you just can't do that, most encounters have NPCs acting like you're alone, with some of them even going so far to pick a fight with you when you outnumber them. 4. The combat system doesn't feel particularly tight, it feels like it's trying to ape Dragon Age Origins, but not as well. It's also inherited the problems of both a real-time combat system and a turn-based combat system. The game moves in real time, which hinders the strategic element of the game, necessitating constant pausing to be effective which doesn't mesh well with the experience. So it's like the game is trying to be diablo but more strategic, but faster-paced than shadowrun returns, but ends up doing neither well. 5. A Fast Travel screen, if I've cleared out an area or are in a town and there's nothing blocking my travel, I should be able to open up the world map and directly travel without having to find a corner of the map. 6. Dedicated mod support, modders can keep a game alive and in people's memory a lot longer than it otherwise would be. 7. Make martial classes (Paladin, Fighter, etc.) have more class-based abilities. Right now they're basically a trickle that you will only ever get maybe 3-4 of at any one time. Giving them maybe a system to "learn" combat techniques like wizard spells (but more reusable, if weaker in effect) would make them more engaging to play. Passives are nice, but they don't add an engagement value to the class. 8. Better Formation Pathfinding. Right now your companion's formation is not very consistent, often devolving into a standard "line" rather than maintaining the formation wherever they go. This weakens the effectiveness of the formation since it tends to just not function unless the encounter comes to you. 9. Prestige/Specializations for classes. I'd like to see more ways to distinguish between classes, which can be accomplished by splitting them into sub classes that give unique abilities. For instance, you might have a wizard who's specialization improves their martial combat capabilities a little bit, putting them closer to a fighter in terms of viability along with special spells or abilities only they know. Another might be a specialist class that focuses on spamming low-level spells at the expense of higher level ones, for instance they might get some few spells as "encounter" spells rather than per-rest. Options like these would make each individual wizard feel more unique without needing to multiclass.
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