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FlintlockJazz

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Everything posted by FlintlockJazz

  1. Yeah. I don't ever give him the armor. He's a.... um.... well the forum won't let me say that.... but yeah. Kill the SoB, he's not worth the air he breathes. I usually give the evidence to him and still manage to get the armour, he seems to grow as a person as a result and a lot of his issues is down to basically having to cover up the fact that his soul in a previous life just happened to be on the other side and will therefore suffer for it despite not even remembering it himself. He was a victim of a unfair system too, and has a point that it doesn't matter what he was in a previous life.
  2. Deadfire is the place of origin, and hunter is her profession, neither of those are her class... Dunno where the hell Arch came into it. Does it actually say Ranger on your character sheet?
  3. Yeah, you'll know which quest locks you in as they will warn you that it will annoy the other factions, once they start saying that about the quest what they really mean is that it will lock you in. At that point don't go any further in any of them until you know which one you want to sign up to.
  4. This. They have constantly been patching it, whereas most games these days get one or two patches and that's it unless it's an MMO. These other games have bugs that are never resolved, for instance a friend of mine encountered a game breaking bug at the end of 2013 Tomb Raider this very month, that has been known about and yet has never been fixed. He managed to get around it by looking up how other users had dealt with it, not because of any help or patching from the developers. If it wasn't for these other users he would never have been able to finish his game. Bioware games are notorious for bugs, yet apart from DA2 (which I believe has still not been fully fixed) which was an exceptionally buggy game even for Bioware no one seems to bat an eyelid. I personally have noticed that games tend to increase drastically in the bugs when an expansion is released, with the games that have lots of expansions often being unplayable for the first few weeks, thinking it's a universal issue that occurs due to the drastic changes they make to an already existing game.
  5. +1 million. + another million I'll see your 2 million and raise you a gazillion! Hey, romance is already in the game! It just skips out on all that unnecessary "getting to know them" and jumps straight to what the player really wants: to pay for a fade to black. The Salty Mast has romances for all! On a side note, I'm surprised no protest group has made the claim that Pillars is pro-prostitution: you not only have the chance to engage in the activity but you gain a game bonus if you do, without any of the negatives (like crabs). And remember you are not paying them for sex, you are paying them to leave afterwards. Just like real life relationships!
  6. +1 million. + another million I'll see your 2 million and raise you a gazillion! Hey, romance is already in the game! It just skips out on all that unnecessary "getting to know them" and jumps straight to what the player really wants: to pay for a fade to black. The Salty Mast has romances for all! On a side note, I'm surprised no protest group has made the claim that Pillars is pro-prostitution: you not only have the chance to engage in the activity but you gain a game bonus if you do, without any of the negatives (like crabs).
  7. I'm not sure on where people seem to be finding all these bugs? I mean, I've come across some but no more than most other games these days, I've had worse, utterly game-breaking bugs from other games (including one that forever ****ed a playthrough, because due to the nature of the game you could never have more than one save) and they never even got patched out in the end. Baldur's Gate still has bugs to this day (not counting unofficial patches to try to fix them), at least Obsidian is still patching it.
  8. So, it's not just a money sink. It's annoying money sink you can't opt out from It was another resource management, and a minor one. One that would have added to the atmosphere without being too intrusive mechanics-wise. Yet had you spoken with the backers back then it was like Obsidian had asked them to shag their own mothers. Now you have players asking to replace a straightforward magic system progression with one that will drag out mob fights while actually making boss fights easier despite their intentions to the contrary. People are weird.
  9. Too many threads here I think. Any mention of something would be lost in the mass and a real nightmare to search for later. SA only has one thread dedicated to Pillars of Eternity and you can get a list of all posts by one member for any specific thread, so searching is easier. That and I think the developers (of any company) quite often avoid their own forums due to the number of haters that seem to frequent them. After Pillars was released the amount of hate that came from posters here about anything and everything, including personal attacks on the devs themselves. I noticed the devs seemed to become less present over time during development too, partly because they were working on the game but also I think some of the responses they were getting from backers kinda put them off. It's like when people put videos up on Youtube: you never look at the comments if you value your own self-esteem and sanity.
  10. Hey, don't blame me back when it was still being debated I was pro-mana system over Vancian! Though I wanted to keep the ability to find and scribe new spells, but dunno if that would work with a mana system. Anyway, there were some decisions the backers made that I have to admit were rubbish, such as the protests against the durability system that was proposed when most of them clearly had not even read about the system being proposed (it did NOT destroy or break weapons as most of them were crying about, it actually provided a very minor penalty when the durability ran out, something like -1 to accuracy or something, and it's main effect was that it was going to provide a cosmetic effect of the weapons and armour looking worn out, which would have been cool when deep in the dungeons, so basically people cried about a cosmetic effect).
  11. Oh, and people will of course then feel the need to respec their wizards when this change hits, but with the fact that all learned spells get lost and they have to spend money to re-learn them...
  12. Obsidian merely just merged and then implemented both of them. Thank Bob they didn't go with the first suggestion purely, then the spellcasters would have gotten EIGHT spells per level (one per encounter for each spell plus the four resting ones). Not at all broken for boss battles....
  13. She actually does that if you 'fail' her quest I believe.
  14. This is my thought too. Trash mobs I won't waste the per rest spells on, which means this change is going to drag out the mob fights more as I conserve the spells for the important stuff while being made more powerful for the actual important fights... I'm totally sure this will add sooooo much tactical depth...
  15. Yes, that is exactly what I'm saying. Assuming that Josh was communicating clearly, what this means is that casters' level 1 spells will go from 4/encounter at level 9 to 4/rest + 1/encounter at level 9. Which means, in practice, that in the most important fights - the boss fights that you rest up and get prepped for - casters are going to be stronger. i.e. they won't be able to nova more often come 9th level any more, but their nova will get bigger instead. That's... a really good point. I didn't think of that, and assuming they don't put their mastered spell in the grimoire either then they will also increase the number of spell choices they get to make too to five. This also makes the suggestions some people made in the other thread also potentially even worse (I include my questions about increasing per rest spells amongst that).
  16. I believe it replaces the nova rather than adds to it. About that: Emphasis mine. What you're saying would be more reasonable, yes, but it's not what Josh said. Wait, am I understanding you right? I think you were saying that they would continue to be able to blast out spells per encounter in addition to this change, but from my reading the quote says " the current switchover of low level spells to per encounter is going to be changed. Instead, the "Vancian" casters will pick a spell of that level or lower as a mastered spell." with the bold bit indicating this is a replacement not an addition.
  17. I don't understand your question. Are you talking about the number of casts for one spell-level or the number of spells you have access to for any given level? I mean will the number of spells per level per rest go up for the lower level spells or will they be limited to the maximum of four plus talents per level still. i.e. will it go from 4/rest at level 8 to 3/rest + 1/encounter at level 9, or 4/rest + 1/encounter? I read it as the latter. I meant is there any sign that the per rest spells will increase in number now that they are no longer per rest? Currently all spell levels seem to max out at four spells per rest/encounter, with the lower levels switching to per encounter instead of increasing in number. Now that they are no longer going to switch to per encounter I sure hope they will increase in number beyond four per level now.
  18. I believe it replaces the nova rather than adds to it.
  19. I don't understand your question. Are you talking about the number of casts for one spell-level or the number of spells you have access to for any given level? I mean will the number of spells per level per rest go up for the lower level spells or will they be limited to the maximum of four plus talents per level still.
  20. Apparently you shouldn't underestimate a developer's willingness to take the player's shiny things away. In case Something Awful acts up again, here is the quote : Interesting, does this mean the number of spells per rest will go up for lower level spells once you get to level 9 then? And what about the Druids and Priests: they don't need a grimoire anyway so it won't be as big a deal for them.
  21. If you increased your pledge by $8 when backing the game then you can put a request in. If you didn't then I don't think you can.
  22. I did wonder why her 'body' was just a breastplate and didn't give anything special. Maybe
  23. Embrace Pallyhood my friend. I have a warm set of Plate armor for you and your pick of the litter of shields, weapons and 2handed weapons. Being an almost unkillable asset to the team is fun. Also I used to play very defensively with the Paladin and its boring. With full faith and conviction and weapon and shield style (I only switch to it when I am heavily focused, fighting a big hitter like dragons or blocking door way) your defenses are more then enough even on PoTD. So spec (if you want) for some righteous kick assnes and help your squad slaughter their foes with your awesome buffs! and heals! Oh I fully intend to! Paladinness has returned to call to me like it did in the old days of BG1 and 2! Onwards to glory!
  24. Just to provide an update for those who might be interested: While I intended to create this character after my current playthrough with my ranger, I found myself with just my laptop over the weekend which did not have the latest game save for my ranger (and the most recent one lost at least 20 hours progress), so I decided to start my Nature Godlike Kind Wayfarer Paladin then. I must say he is beyond awesome! :D Will be progressing him when I'm just with my laptop until I finish my ranger playthrough, but it is a struggle to fight the urge and give in to Paladinness...
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