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CAlmond

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Everything posted by CAlmond

  1. Actually, in this particular case they can. It's called options. I understand that you can have toggle options, but there's no way for them to know which ones players want a toggle for prior to releasing the game. For example, some people may like the narrator and most of the companions, but want to toggle specific companions off. Others may like the companions and the narrator but want to toggle the random NPCs etc There's too many possible permutations/preferences for them to make that kind of decisions before the product goes to the public. And depending on how it's coded, adding a toggle could be a very simple change in one location, or it could involve making 500 tiny changes all over the place. Or… you plan for it right from the start and then it will not require 500 changes all over the place. Like “tagging” voices or something. It isn't exactly rocket science. Well, since the game is long past that stage… who knows. I'd like to know whether it would be easy to do with Pillars codebase or not, though. In an ideal world, yes But I've been a programmer for long enough to know that things are never ideal. There are so many hacks and shortcuts that people often have to take not because they want to, but because they're forced to due to time/budget constraints or external factors. I remember in one of the companies I used to work for, well-meaning new guy fixed a spelling error in a bit of code that he was modifying. Turns out whoever wrote the code 5 years before that had consistently used the same spelling error across many things. So his tiny fix ended up breaking a whole bunch of things. He wanted to go through the code and fix everything, but his manager said no one's going to pay for the time needed to do it right, and he was forced to reintroduce the spelling error just to make sure things work again.
  2. I have the same level scaling options. Seems to work fine for me in terms of the actual mob difficulty. I haven't seen any skulls on my journal, but I'm also still early in the game and haven't seen that many quests/tasks yet
  3. my problem right now is that I can't easily compare aloth's grimoire to other grimoires. Or is there a way to do that in game that I'm missing?
  4. Agree with this, I personally prefer my narrators either old sounding or young sounding e.g. BGII (deep, old), IWDII (young)
  5. Actually, in this particular case they can. It's called options. I understand that you can have toggle options, but there's no way for them to know which ones players want a toggle for prior to releasing the game. For example, some people may like the narrator and most of the companions, but want to toggle specific companions off. Others may like the companions and the narrator but want to toggle the random NPCs etc There's too many possible permutations/preferences for them to make that kind of decisions before the product goes to the public. And depending on how it's coded, adding a toggle could be a very simple change in one location, or it could involve making 500 tiny changes all over the place.
  6. ah I didn't realise that it was meant to indicate the accuracy bonus. Thanks for the response.
  7. An absolute 100% run isn't possible lest you edit the files to allow faction cross-over, since there's one quest per faction that can only be completed following that faction (at least, this is the case to the best of my understanding). But this sort of cross-over is pretty minimal, and you can still complete about 97% of the game's content in a single playthrough otherwise. Is there a class with more possible quest than others? Or all classes have same % of quest possible? What is (in your opinion) best class to play, I think that maybe some "class quest" are more interesting (or funny?) than others no? There is no "class quest" as far as I'm aware. I personally enjoy chanters, cyphers and rogues. Rogues are also useful if you don't have the DLCs because the base game has no rogue companion (of course you could also just hire an adventurer). Some people don't really like Rogues, but my hired rogue works quite well and is the second highest damage dealer in my party after my PC, and percentage wise, she's done more crits than anyone.
  8. Hi, I need some help with the behavior editor. Possibly others can tell me how to do this, I've experimented a bit and so far nothing I've set up seems to work. What I want to do is set up a condition where a character will cast a buff on another ally, when that ally is in melee range of more than 1 enemy. As far as I can tell, none of the conditionals has the prefix of 'Ally' so nothing so far is working. Is it actually possible to set up this condition or not? If it's not possible I may just put it in the 'Always True' section instead.
  9. I found two small issues: There's a bullseye and arrow icon on the 'One-Handed Style' ability. I assume that's a bug and not meant to be that way? My character is a Cypher/Rogue if that matters. The second is that the game likes to autopause during the intro when you're following the ghosts in the In-Between. I haven't figured out exactly which option does it because I wasn't entirely sure what the trigger is. I did try and troubleshoot it myself, but I couldn't find it and didn't want to have to restart the game multiple times just to exhaust all possibilities. I've included a screenshot of the auto pause options that I had on at the time. When I turn off all autopauses the random pausing stopped happening. Here's a link with both screenshots: https://imgur.com/a/VWTVHhz
  10. For some people, it is better. At the end of the day, they can't please everyone.
  11. considering it's a normal work week, I likely would only have a couple hours to play today anyway, most of which will be spent on character creation, so I'm not too worried about encountering bugs and the like.
  12. I assume it's still the same: https://pillarsofeternity.gamepedia.com/Paladin
  13. I want Cypher/Rogue and Ranger/Rogue for PoE 2. Also I never felt priests were crucial in PoE, but that's because I never played PotD difficulty either.
  14. That's cos Firebrand had absurd damage. Blood Thirst is 'ok', zero recovery is quite nice, but that's on a Barbarian. If Bloodlust stacks with itself then that does change things somewhat, but even so: getting kills means you're probably winning the fight anyway. I always assumed that on kill abilities are generally about turning one small kill into an avalanche to destroy the enemy group. So they're not really useless. Even in fights you will clearly win regardless it can make you win quicker.
  15. i'm thinking cypher/rogue would be a great combo, but I wasn't in the beta, so I haven't had a detailed look at the abilities. I just think it would be fun to mess with the enemy using debuffs, then sneak attack them with pistols/bows from range with rogue attacks and abilities.
  16. Fairly sure it is. And yeah seems like the narrator is voiced during important story events, but not regular events. So you won't find the narrator chiming at you during ship combat for example.
  17. Or those for whom having companions to take along with you on your adventures is a huge part of their enjoyment of the game and now they have one less of those companions to take along. Enough with the straw man of people being unhappy over things being different. Well is 7 party members better than 6? Where does it end? well 7 IS the perfect number but in all seriousness my personal preference is 10, but while 10 is fun, 10 also gets unwieldy since you have too many things that you can do/too many things to manage. Personally I'm happy with 5, I assume they have had different party sizes during different parts of development and found that 5 was the right balance for this game. The only thing that I would hate is a party of 1-3 for a game like this.
  18. Not just the game industry, in most industries that I have worked with it's the same. And it doesn't necessarily have anything to do with lack of formal qualifications either. Documentation is often an afterthought done by motivated staff members in their free time during lunch or after hours, because nobody in upper management ever wants to set aside the budget for it. As soon as one project is done, it's on to the next. Personally I feel that bad management is rarely a personal failing of the managers involved. It's a cultural problem that exists in a capitalist society where upper management's priorities are often to do with things like share prices and share prices are generally affected by growth and market share and things like that. If you don't have real growth to make shareholders happy, what you can do is cut costs, this usually starts with small things like removing minor perks like the free weekly fruit basket, then minor day to day stuff like free printing(printing now charged to projects), then stuff that are seen as non-essential e.g. documentation. As for giving official positions to relatives, I don't like that in theory and yet my one and only experience in seeing that happen was a positive one. A company I worked with maybe 10-13 years ago now, the CEO/founder gave a fairly senior position to his cousin who had no formal qualifications and yet that guy was great. He wasn't only good at his job that he wasn't formally qualified for, he was also just an overall good person. Left that company on good terms because I was moving to a different city and they're still doing well today with the same CEO and his cousin running everything.
  19. There is only 1 hidden item in the starting area and yes 1 in mechanics will reveal them.
  20. As the title says, was just wondering if disposition affects a mercenary paladin, so not one who is my main character?
  21. From the info I know about PoE2, we have 7 companions and 4(?) sidekicks. Somebody earlier in this thread mentioned that you can think of sidekicks as Cernd from BG2, and I agree that sounds like a fair assumption. They have a quest where we can recruit them, custom portraits, custom voiceset and they might have minor interjections here and there, but no full banters with anyone. Somebody mentioned 250k for 4 of these sidekicks is too expensive. I actually disagree, things cost a lot of money to make, especially with full voice acting for every line. Logically speaking very few VAs will get every single line right the very first time. First they will need some time to read the script and familiarise themselves with it, then they likely need to practice to themselves until they're reasonable happy with it. Once they're somewhat happy and recording starts, the director might ask them to change certain things here and there. Put the emphasis on another word, say it with a different emotion, accent, faster, slower, crazier etc. All together, I expect every hour of voice work that gets into the game likely needs around 5 hours worth of work between recording, editing and overhead. That's one hour of voiced lines for a single VA, when you have lines from different characters that require different VA, the work likely needs to be spread over multiple days and weeks, which adds more overhead on top of the base costs. Each hour of work involves more than just one person, so multiple salaries need to be paid. And that's just the voice work, now you add the time spent on writing, design, scripting, modeling, animating, portrait, programming, QA, potentially new ambient noise etc. The costs will add up very quickly.
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