Everything posted by Wormerine
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Is there any chance that the AI can use their skills/spells as well?
Wormerine replied to Andoras's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)You prolly played PoE right after it came out and not after Patch 2.0 which added AI scripts for companions, right? Yes, is there AI scripts for companions in POE I?0:20https://m.youtube.com/watch?v=I0GvsA6exuY
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Health vs. Endurance/Health
But... why? The system clearly isn’t build for that. There is no resource management. Spells and abilities are per encounter. The only reason to rest are injuries (which you get on screwup, be it falling in battle or running into traps) and restore empower points. Resource management beyond combat level just isn’t really a thing in Deadfire.
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Please reduce the amount of loot
Wormerine replied to Celsius's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)I believe Josh mentioned those items are to be dropped as semi random drop (so dead xuaurip has a chance to drop a spear, or shield). Whenever it is still the thing, we don’t know, but stacking thing is in. So instead of 20 spears you will have a stack of 20 spears.
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PET NEST WITHIN KEEP (REQUEST)
Wormerine replied to TygerxEyes's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Hmm, I wonder what will happen to all our POE1 pets and especially space pig and obsidian wurm. I hope we'll be able to get them again in POE2 with cool bonuses. After Eothas' attack on Caed Nua they will all be scattered across the Deadfire. Gotta Catch 'Em All!
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Q&A Stream with Josh Sawyer & Brian Heins
Wormerine replied to Infinitron's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Say whaaat? Didn’t know I am participating in discussions here with such a fine and recognised crowd. I knew that the name sounded familiar, but never came to my mind that the inspiration went other way around.
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Is there any chance that the AI can use their skills/spells as well?
Wormerine replied to Andoras's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Tyranny combat better? Blasphemy! There is a promise of detailed companion AI, which should allow you to specify, what skills they use, in what situations etc. Hopefully, it will make for a more controlled and precise AI for those who don’t want to micro their entire team every couple seconds. It is not in the beta as of yet so it’s difficult to say how well it will work.
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How Does one get access to this beta
I would say backer beta is really for people who are interested in the project, want to see how it develops, want to give feedback and make sure it is the best game it can be (or it fits the most my taste:-P). As far as fun-buy it is not a good offer. It is not a polished early access game Klei tends to release. There is little content, its buggy, unbalanced, runs poorly. The benefit of such convoluted to pay paywall is that only people who are really interested in the project get in. And its part of crowdfunding culture by now.
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SAWYERISM BETRAYED - Might turns back into Strength, Resolve will affect spell damage
Wormerine replied to Infinitron's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Absolutely, if you focus on damage dealing spells it is a a very good idea. With the new casting system it is very valuable as you can cast a lot. But it’s not like giving strength to wizard is useless. There are builds you can do which benefit from strength (using summoned wizard or crowd control spells + damage from weapons) and that’s what makes this system intriguing. Different ideas for different classes might result in different attribute spread.
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Q&A Stream with Josh Sawyer & Brian Heins
Wormerine replied to Infinitron's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)I think it might be because there was no “preselected questions from twitter” section. Those tended to be the more condensed, informative parts of streams.
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Spitballing: Accuracy, attributes and defences
Wasn’t it just like that in old D&D games (always have been powering through those without really learning systems so can’t tell). It does make more sense, but it makes everything much more complicated. The question is, would it bring anything worthwhile gameplay wise? I don’t really see what it would add, except making things more convoluted.
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Campaign Difficulty Progression
Wormerine replied to tedmann12's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)I dont have the same issue If difficulty progression is done right. I do encounter the same problem, If enemies stay the same but they are simply higher level. While I prefer to face strong opposition in the late game (as a matter of fact I prefer when difficulty rises, not gets lower) it sucks if it feels that you fight same enemies over and over again. However, if you face groups enemies that you struggled to defeat before in smaller numbers, or had to outright avoid it can be super satisfying. One of my best RPG memories is facing Shadowbeast in Gothic. Shadowbeast lived deep in a forest, which you could go into at the very start of th game. Of course, one time I did take a shortcut through a forest and run into one. It was larger and more threatening than anything I saw till this point and pretty much killed me in one hit. I have been running away from it ever since. But now, many hours later, I am lvl 16 and I am talked with bringing horn of this thing. And so I set out to my doom. Still not a cakewalk, but now I could fight it and defeat it. Super satisfying.
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A different retargeting
Wormerine replied to tinysalamander's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)I could say it as a system to save clicks. You press spell you want to cast and the spell gets prepared, and when it is ready game pauses and you decide when you want to cast it. Of course, you might end up "preparing" spells by accidents, and can you "try out" spell before preparing it? Nah, I think change creates more mess, but I do see it working.
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SAWYERISM BETRAYED - Might turns back into Strength, Resolve will affect spell damage
Wormerine replied to Infinitron's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Wouldn't that be constitution though?
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PET NEST WITHIN KEEP (REQUEST)
Wormerine replied to TygerxEyes's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)"What are we going to do tonight Tiny Animat?" "Same thing we do every night Baby Lagufaeth!" Don't forget about Larry
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PET NEST WITHIN KEEP (REQUEST)
Wormerine replied to TygerxEyes's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Where, do you think. those "crew mutinies" are coming from?
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A different retargeting
Wormerine replied to tinysalamander's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)I doesn't seem bad, but I don't see a benefit of suggested change either. The only abuse I could think of is "preparing" spells far away from the fight and than running in and casting it with no recovery and no danger of being interupted. I think that you can't retarget spells beyond your range for a reason. Maybe a massive walking slowdown when "carrying" a ready spell (like in Magica) would prohibit possible casting-outside-battlefield: abuse.
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PET NEST WITHIN KEEP (REQUEST)
Wormerine replied to TygerxEyes's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)https://jesawyer.tumblr.com/post/168050660961/1-will-there-be-a-room-below-deck-on-your-ship I guess, that means "yes"
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Can we have more skill points on level up?
That’s what backgrounds do, no? Giving you a head starts on certain skills based on your past. As the system itself (taing certain skills with better results per invested point) I don’t think it’s necessarly. Fallouts were single character RPGs which meant even if you focused on 3 skills, at some point you might want to upgrade less defining skills. PoE is Barry based, which means you will probably pick 3 skills per character and focus on them, rather than spread around points with one character.
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Campaign Difficulty Progression
Wormerine replied to tedmann12's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)There is a point to be made that solution can be satisfying without being challenging. A good example of that is Portal. A very enjoyable game, which makes you smart, but most of the puzzles are really easy. However, because game engages the player (while easy, puzzles are creative and fresh and game doesn't hand hold the player) the game stays fun. The bigger problem comes, when game is designed around certain rules but those rules aren't reinforced strong enough, so even if you play the game in a "wrong" way it still doesn't matter - the game doesn't really engage player with its mechanics. And of course there is a satisfaction of "progress", clearing up map, increasing procentages, gaining lvls etc. Never got into those games.
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PET NEST WITHIN KEEP (REQUEST)
Wormerine replied to TygerxEyes's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)So ready to hunt:
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Can we have more skill points on level up?
I don’t think party assist to be a thing in scripted interactions. In those you tend to pick people who do certain actions, therefore only their skills come into play. Party assist is implimented to give your party’s social skills a role in regular dialogue choices, as otherwise they would be pointless.
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Remove Restrictions and let this game breath
Wormerine replied to Goddard's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)We still talking about writing AI which analysis situation and reacts accordingly. AI can’t think for itself, and will follow scripted reactions. Strangely enough, the more “intelligent” AI is, the more stupid it becomes ones you understand how it works. I played original XCOM for many, many years and never got bored with encountered, because AI is basic to the point it will often do illogical things and surprise you. New XCOMs have much more robust AI with enemies reacting to your move, focusing vonourable enemies, refusing to run throug overwatch, if it’s probably going to kill you. That also makes AI very predictable, and after couple of hours of game any resemblance of intelligence disappears, with AI reactions you can easily predict and abuse. I think this “simulation” is possible but in a much less wordy, procedural RPG. To me it seems like developing entirely different game, which doesn’t support the game you are actually creating.
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PET NEST WITHIN KEEP (REQUEST)
Wormerine replied to TygerxEyes's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)First of all there is no keep in Deadfire but you will have your own ship, which will act as one. Early in development some kind of room for pets on your ship was teased. Whenever it is still a thing, we don’t know.
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Form of the Fearsome Brute
HULK SMASH
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Josh Sawyer's tweets and teasers
Wormerine replied to AndreaColombo's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)...maybe dealing with publishers wasn't all that bad.