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Wormerine

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Everything posted by Wormerine

  1. Did you move supplies into ship’s consumption que (ship management, the most upper right inventory box). Crew won’t eat supplies from your general stash. I have reported an issue I encountered with splitting stacks of item in ship management view - not sure if it’s the same problem you have. Or something completely different: https://forums.obsidian.net/topic/96080-problem-with-splitting-stacks-of-items-in-ship-management-view/
  2. All I am going to say is I pretty much disagree with everything you've said there. I don't see how it is less roleplaying with a slightly dimwitted gorilla who loves his hamster. Seems the heart of roleplaying to me. Joe Hmm... I am not really sure what you disagree with. It is not “less” of a roleplaying if you create Minsc like character, but other builds aren’t much on an option in D&D 2nd ed. Archers with medium/low dexterity, melee fighters with medium/low strength or wizards with medium/low intelligence are just wrong character choices. Game asks you to choose your sex (your preference), race (your preference) and class (your preference) and than asks you to distribute attributes but this time it’s a multiple choice with good and wrong answers - you either invest in few attr your class benefits from, or will have a bad time. Pillars tries to make this part of character creation also more of a choice. Especially important as in PoE your attributes had impact on conversations. You can distribute attributes as you would with Minsc in BG and you will still get more or less a similar character archetype.
  3. To me that is a big minus. It shouldn't take an applied mathematics masters degree to figure out to make a fighter who is strong enough wielding the weapon of their choice to do massive damage and take damage, AKA either Minsc or Dorn. Or how to make a wizard on par with either Edwin or Dynaheir. This is a simplicity that doesn't even exist in PoE I. Not that you can't build them, but it is a simpler design in BG/D&D. Well, but building a melee combat specialist who hits hard, and can take a lot of hits is still easy - favour strength, resolve and constitution. Same with casters - resolve will give you the biggest boom. But they will suffer in other areas. Why have attribute system at all, if your class defines what attributes you have to take? At this point you might tie attributes to classes and not allow players to distribute them at all. A big boon of PoE system is that, like me, you can create character by your roleplaying desires and have him work fine, even on a hard difficulty. I will leave min-maxing to rocket engineers.
  4. I think the challenge of optimizing a build in POE is partly a byproduct of something POE does well -- the attributes are (generally) useful for any character and so huge variety of builds are "good" in the sense of being viable. I also think you may be overrating how straightforward optimizing was in the IE games. If you're a first-time player with no detailed knowledge of the game mechanics, how do you know what amount of DEX is "good enough" for a fighter? How do you know how far you can drop your mage's CON? (never mind advanced questions like "when should you dual class?"). I'm not sure a smaller number of useful stats for a given class actually answers much of the optimization question, and it brings real risks that a player will unknowingly create a build that is not just suboptimal but unworkable. Yeah, I think this is what PoE does well. What it doesn't do well is explain what description: "extra point of Dexterity adds +3% extra attack speed" means, and how does it interact with different weapons and fighting styles. The thread about action speed is still beyond my understanding calculating animations, recoveries, it's all a very tangled mess. I think PoE is fine on a basic level (having 60% hover over an enemy is way more readable to me than behind the scenes literal dice rolls) but when you try to understand its subtleties, it becomes very unaccessible. I still don't get how people achieve those insane DPS builds and how they find wizards to be underperforming. But then again, I thought I understand PoE system, and than dived into some of the thread here and I accepted that I know nothing.
  5. I think the expaction is that you will view gods in PoE as D&D style, or Olympian style. Reveal at the end is less about what they are, or questioning their power, but asking: should they exist and should they have this power and do they deserve to have such profound influence over people. To me it was less about Gods, and more about humanity. Do people deserve to know there is no higher power? Is higher power really reliable if it was created by humans? I am still trying to figure out what my orlan merchant would think... hopefully deadfire will help in making my mind up.
  6. April needs to come now. We are becoming paranoid. As far as current system improvements I want clearer feedback. If something doesn’t work, I want to know why. If I am about to empower an ability I would like to know what it will do. If I add points to migh/resolve/dexterity, I would like to be able to figure out how it will influence my performance. Cant make conscious and satisfying decisions if the system is so obtuse. Still as Sedrefilos said: I will probably enjoy my first play through regardless. I usually start understanding systems somewhere in the last 3rd of a playthrough. At this point, I am finally tackling deadly enemies and can’t powerthrough them. At this point you discover these nuances like items buffing constitution on your tank not stacking...
  7. Good question. Isn’t there like a secret end game file, which is made upon completion?
  8. It aint Diablo. Difficulty is there for your enjoyment. If you want to play on "story time" mode, go for it. Same with scaling - if you prefer consistant difficulty than use scaling.
  9. Hopefully there will be a UI overhaul for 1.0 release - we know that some elements will change, and hopefully better scaling will be implimented as well. Many of UI elements right now feel like they are placeholders.
  10. Is there a dedicated button for splitting items? I know you can do it by doubleclicking an item, but it causes issues, at least in ship management view (it doesn't seem to be an issue in an inventory screen. I was playing around with food and tried to load a specific amount of water unto my ship: The problem arises that when you click on item, it is moved into your "hand" and when you click second time it is put back and moved to the front of the row: My cursor isn't visible on the above screenshot, but it should be hovering over where hardtracks are, while the water was moved to the front of the row. But not a big deal, because I am still splitting water, right? Wrong! Because after splitting I have split hardtracks. So the only way to split item in ship management view (unless there is shortcut to access "split" screen without doubleclicking, but I haven't found it via experimentation or keybinding screen) is to first move an item into the front of the row, and than double click it.
  11. Jumped into the game and found some confusing results - they seem to work as intended but with much less impact than I assumed. Is there anything special currently about your ship (injuries, damage etc.) Here are my experimentations and results. For simplicity sake I used water only and only played around with food: Test one - are moral stable when using neutral quality food (rice&water): It seems so. Sailed for couple days like that and moral didn't change Test two - keep the water but use hardtracks (-1 to moral): Again, repeated it couple times over, with the same result. I assumed it will be -1 moral per consumed hardtrack, not total. Test three - mix food (heavily in favour of hardtracks) and see what will happen: While most of sailors ate hardtracks their moral didn't change. Coupld be abused by splitting food in the way that majority of sailors get hardtracks and few get good stuff, to avoid penalty with minimum cost.
  12. I found PST quite memorable. Remember the first time you woke up in the mortuary again? Yeah, but using the same tricks over and over again will only take you that far.
  13. Google translate for a win. Interesting bit is that Josh might do a more comprehensive PnP book in the future if the Guidebook ends up being popular enough.
  14. How about we use a more historically informed pronaunciation? https://m.youtube.com/watch?v=qYiYd9RcK5M Whenever director or an actor you can’t go wrong with John Huston.
  15. @Fackman, respects. Recently I did a polish translation for a movie for my sister, and wow, it took much more work than I anticipated, and I was already using a template from English subtitles. It must take a commitment to translate a whole RPG, especially that Pillars isn’t always the easiest fiction to translate.
  16. Style of beards in Deadfire never bothered me, I wouldn’t be opposed to seeing more types, even if I wouldn’t use them. Dwarf or not dwarf i prefer my beards trimmed and modest, but if I do “everything bad” playthrough and want my Watcher to look like a homeless person it could be useful.
  17. Civ6 Rise&Fall. Pretty good. Didn’t spend too much time with vanilla but from little experience I have - expansion is certainly fun, but isn’t a “must have”. Would play with rather than without, but changes made aren’t game changing enough, to be a must have. Still new approach to eras is interesting, I like loyalty mechanic, making aggressive expansion still a valid strategy, while bringing some challenges with it. Governors are ok. Making my way through Owlboy.... really disappointed. Art is impressive, but that’s about that. Gameplay is really really basic, mechanics poorly expanded upon and gimmicks make basic gameplay elements like exploration or combat more fiddly or boring than refreshing. Story treats itself very seriously, which with cartoonish design of the world just doesn’t work for me - it’s like Mario talking about cancer, it’s weird and uncompelling. About to do the final level, so maybe it will all come together and redeem itself, but so far it has been a chore to play though.
  18. I found Dunkirk to be a very good battlefield campaign adaptation. Good spectacle, great sound design, not very interesting and forgot about it as soon as I left the cinema.
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