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Kevin Lynch

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Posts posted by Kevin Lynch

  1. I'll just chime in that this happens to me since updating to 1.1. Crash on exit to the desktop from in game, after saving, not gameplay/save related). It doesn't create a crash log in the Steam folder, but does the usual Application Error in the Event Viewer:

     

    Faulting application name: PillarsOfEternityII.exe, version: 1.1.0.35, time stamp: 0x59aed1bf
    Faulting module name: unknown, version: 0.0.0.0, time stamp: 0x00000000
    Exception code: 0xc0000005
    Fault offset: 0x0000000000000000
    Faulting process ID: 0x4114
    Faulting application start time: 0x01d40019e75fec26
    Faulting application path: C:\Program Files (x86)\Steam\steamapps\common\Pillars of Eternity II\PillarsOfEternityII.exe
    Faulting module path: unknown
    Report ID: d639d06d-55d5-4003-a314-da524de56559
    Faulting package full name:
    Faulting package-relative application ID:

     

    From yesterday:

     

    Faulting application name: PillarsOfEternityII.exe, version: 1.1.0.35, time stamp: 0x59aed1bf
    Faulting module name: unknown, version: 0.0.0.0, time stamp: 0x00000000
    Exception code: 0xc0000005
    Fault offset: 0x0000000000000000
    Faulting process ID: 0x3948
    Faulting application start time: 0x01d3ff63a4dcc21d
    Faulting application path: C:\Program Files (x86)\Steam\steamapps\common\Pillars of Eternity II\PillarsOfEternityII.exe
    Faulting module path: unknown
    Report ID: 481c59ae-4d26-44ed-9039-961da916d3c5
    Faulting package full name:
    Faulting package-relative application ID:

     

    Not much info in there to help, unfortunately.

     

    [Edit] Corrected content to indicate crash happens when exiting to desktop from in the game, not main menu.

  2. You know, I can't really say right now what I'll choose. These days, it depends as much on what I've been playing recently in other games as it does on anything else, since I like to mix it up. Back in the IE-game days, it was easy, and I'd always start off with a fighter/rogue (either or dual) but I've since left that behind. With the different sorts of classes and races available in PoE, I think I'll wait until they've been set in stone before putting too much thought into character builds.

  3. Definitely companions created by Obsidian. If they have the type of depth, dialogue, and story that I expect, leaving them out will be like skipping a big chunk of the experience. And the combinations of companions combined with different choices throughout the game may make that experience very different each time playing.

     

    If I think I've seen all I can during some future replay, then maybe I'll consider creating my own companions.

  4.  

    By Brandon Adler, Producer

     
    pe-conversation-inn-580.jpg

    Is the way that Osmaer's dialogue is split up into four pieces indicative of the way multi-line dialogue will be designed throughout the game? My initial reaction is that it's unnecessary to have "Osmaer - " placed before each line as in this example as opposed to having a block with "Osmaer" at the top and the body indented. When there's no alternate character (NPC or PC) speaking between Osmaer's statements nor extra descriptive lines it may be cleaner to remove the extra identifiers. Would that work?

    • Like 5
  5. The more options the better. Definitely true in this case.

     

    I probably would play with green for my team, blue for neutral NPC's and red for enemies and keep them persistant. But I can understand why people would want to see them only when pressing a button or hovering over them like PS:T had.

    This is essentially my opinion on this, although I don't have any trouble with the design choice the devs have made. I believe more options for the player improve the experience if they don't take too many resources away from more important aspects of the game.

  6. It was definitely a mix of auto-pause and manual pausing. I generally had many of the auto-pause features on and paused the battles frequently to manage most every action of the party. Since I lacked multiple brains at the time, I could not realistically control the actions of multiple characters in realtime without having to let some manage themselves every once in a while. The AI was not up to the challenge of self-control.

  7. I wouldn't mind there being a walking set of animations, but I wonder if most people won't just default to running everywhere anyway, making it rather pointless to put the effort into it. I know I'd tend to default to running and then walk in situations where I'm following a slow-moving character or moving a short distance. I couldn't vote, because there's no option for voting for both.

  8. Random encounters-yes. Monsters attacking during rest-yes.

    Respawning enemies in the same areas you killed them already - hells to the no! For me this is single most loathsome feature that can possibly exist in a game.

     

    Ditto on this. Respawning is usually done in a very poor way, simply putting the same/similar opponents right back in the same place as before. However, I agree with what Fimbul said above: the respawning in an area because another group has taken advantage of the new emptiness makes sense to the gameworld and is something I can support. Only in that manner, however; respawning in general is just wrong in this style of game.

    • Like 1
  9. I'm not interested in combat situations that are outside the capabilities of the party for the entirety of the game. Even if a situation is impossible to manage upon first encounter (or first clues), there should be the chance of managing it at some later point. Otherwise, I'd think it'd become something that players would avoid on later replays and it'd be the equivalent of it not existing at all. After that first encounter/attempt, the player will realize the uselessness of the situation and will be unlikely to revisit it. That doesn't sound like it'd be a particularly useful way to spend resources.

     

    None of that precludes the addition of such encounters at points where they feel insurmountable to the player at their party's current level. That will give you the same feeling but grant the player the satisfaction of achieving victory before the story ends.

  10. I despise reloading and retrying combat situations after death. It's dull and needlessly repetitive and there have been times that I've put a game away and had to come back to it later due to the difficulty of particular battles. No developer would want people to give up on their game, even temporarily, so they should strive to ensure that either 1. the battles aren't so difficult that they require reloads or 2. the difficulty is easily adjustable at any given time so the player has immediate variable control over whether they want to rely on retries until success or not, and not penalize the player (in terms of xp) for that adjustment.

     

    The problem with #1 is that difficulty is so subjective that #2 almost needs to be the default, always, for any game. Since it's a single player game, this type of difficulty adjustment should be there from the start for those that want to make the game tougher or easier on the fly.

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