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Everything posted by Luckmann
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Behind the Curtain!
Luckmann replied to GordonFreeman's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Well that requires you to be a backer, though, and I sincerely doubt GordonFreeman is, based on his post. -
It's been discussed before, and yeah, there is weather (at the very least rain) but it's not variable, it doesn't come and go like in the IE games (BG1 at least had it, with random lightning to boot). Someone in the previous thread mentioned that in one of the previews/trailers, you see variable rain/rain in an area that doesn't always show rain, but that was specifically scripted for that trailer, because when it comes to trailers, dishonesty is what's being served, apparently. But yeah, there's weather, but it's not variable, it's static, afaik.
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Update #89: Backer Rewards
Luckmann replied to BAdler's topic in Pillars of Eternity: Announcements & News
Your "Game Over" screen should've included Smokey the Bear. Oh, no, I didn't die, I mean, obviously.- 95 replies
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Honestly, "Loot Area"-looting is great, while infinigold merchants and infininventory is just plain rubbish. So I'm right up there with you. At this point, with the current mechanics, they really could just convert loot to gold right away and it wouldn't make a difference. It's the exact same thing, because we won't be passing on any loot whatsoever anyway.
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Yeah, that one really wasn't much of a problem, just minor things. But there are portraits that I don't think are even salvageable in terms of the art style. No amount of "passes" will save them, they need to be scrapped and redrawn.
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My old school solid UI mock-up for Pillars of Eternity
Luckmann replied to Grotesque's topic in Backer Beta Discussion
Really? Because I'm almost 100% sure that I assigned select all to number 0. I think it was reassignable. I only have BG2 installed at the moment, and nope, not possible. Apparently it's hard-coded. Even changing it in the keybinds.ini does nothing. Well the devs also don't seem to care overly much about a good solid UI, so the discussion is really purely academic. For my sake, all of the non-essential menu buttons should be in the lower right (the most useless corner), since you'll never really use them commonly, and the most common functions will be accessed via hotkey anyway. -
Someone correct me if I'm wrong but I believe it was confirmed that companions will in fact leave your party if you act against their wishes too much. [...] Exactly. And I think that's the only qualifier, and it'll probably come with 16 different warning signs along the way. With only two potential backups along the way, there's not going to be a lot of leeway when it comes to do's and don'ts. Well, actually three potential backups, one of your party of six is your main character after all (I'd be mighty impressed if someone managed to piss off their own character that much!). You are, of course, entirely correct. My bad. Which from a roleplaying perspective is just all kinds of dumb.
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My old school solid UI mock-up for Pillars of Eternity
Luckmann replied to Grotesque's topic in Backer Beta Discussion
I know, and it was annoying as all hell that you couldn't reassign it, especially since placements don't tend to correspond across different keyboards. I always, constantly flick down to the lower-right corner, still, to this very day, and I'm so glad it's placed in such a way that it's practically impossible to accidentally hit something else or miss it, but I'd still kill to be able to reassign it and forget about manually pressing it forever. -
My old school solid UI mock-up for Pillars of Eternity
Luckmann replied to Grotesque's topic in Backer Beta Discussion
Retrain it. That corner is prime real estate. -
My old school solid UI mock-up for Pillars of Eternity
Luckmann replied to Grotesque's topic in Backer Beta Discussion
I already answered that one for you. Your muscle-memory really just comes from the fact that the IE games for whatever reason wouldn't let you assign the Select All button, forcing you to press Select All incessantly. If it was hotkeyed somewhere reasonable, say, right to the left of "1" instead on the ass-end of the keyboard, you'll probably end up using that anyway, fairly quickly. -
More immersion isn't always better, cf merchant gold limits in TES games. It can make sense, but it winds up about as fun as getting cold and wet every time it rains in-game. I want both those things. I was profoundly disappointed (in hindsight, I don't know why I expected otherwise) when I first saw the icy water outside of Windhelm in Skyrim, jumped in, and didn't suffer.. anything, really. Nothing at all. Wet and cold in frozen water, dressed in metal from top to toe, just.. nothing. I don't just want gold limits, I want gold limits, diminishing returns on sales, a finite backpack, encumbrance rules, and survival modifiers; reduced sight when it rains, party morale penalties when hungry, starvation and attrition rules.
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*cough* Divinity: Original Sin *cough* Also of course Shadowrun and Wastelands 2. RPG games don't seem so niche now... And a bug-less release of anything, OS/Game/Software etc. is impossible. Don't even try, you can't. You can't even patch out everything. Such is the way of software. Well to be fair here, try is exactly what you should do. You just shouldn't expect to succeed. But you should absolutely, definitely, positively try.
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I doubt that would be very constructive. If you actually care about WL2 crashing, then sending, or encouraging others to send/submit, detailed support tickets to inXile's support e-mail or on their forums would possibly prove just as effective - if not more. Ironically, after the recent patch (which wasn't the balance pass some had hoped for) some people complained (and cited "people on steam being very upset about this!", to paraphrase wildly) about the fact that inXile had prioritized bug fixes over balance.. I'd be more upset if RPS made another easy-target piece and inXile paid them any attention.
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And with only 6 Talents throughout the game, I'd still not consider it a worthwhile investment.
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Also one weapon set more, which is substantial in this build. Out of curiosity - were those any special blunderbusses? (also, to reiterate previous question: why blunders, not arquebuses?) Blunderbusses fires several weak projectiles that have problems punching through armour effectively, while the Arquebus fires only a single bullet, but does higher damage. Therefore, with the Penetrating Shot talent, Blunderbusses benefit exponetially more (it gets -5 DT on each of the projectiles, after all, while the Arquebus will always only do 5 dmg more at best).
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I think you are mixing your vids up. We're talking about the Blunderbuss Rapist, not the Estoc Musketeer you just put up. An extra weapon set is important for this one.
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Judging by Sensuki's video of blunderbuss build - it is powerful, not broken. There is no workaround for reloads (after firing guns are empty). But if you fire 4 guns into fray one after another with just 0,5 sec weapon change between that - most of the fight is over and you can reload freely. If you roll sucky on damage though.. the character is reduced to a single ranged weapon per usual. I actually asked before I saw that video, but yeah, it's plenty powerful. Thematically, I don't see anything wrong with it, though, and it's kinda cool to have the option (unless they "fix" this) to just switch weapon and keep shooting. After the last shot, you're obviously no better than anyone else. That said, it does annoy me that it's the Aumaua that can do this properly, because I have no love for them.
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This didn't even occur to me, my first thought was that they were for Paladins that wanted to focus on killing Vessels and Spirits, which.. apparently is two different Talents.
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Someone correct me if I'm wrong but I believe it was confirmed that companions will in fact leave your party if you act against their wishes too much. [...] Exactly. And I think that's the only qualifier, and it'll probably come with 16 different warning signs along the way. With only two potential backups along the way, there's not going to be a lot of leeway when it comes to do's and don'ts.
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The obvious answer is to make Weapon Switching only usable outside of combat.