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Luckmann

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Everything posted by Luckmann

  1. Afaik, display issue, as View619 said. The issue with the wording was pointed out during beta but nothing has been done about it yet. It should say X damage each Y for Z.
  2. And if that's answered, I'd also like to know why all the .cs-files aren't externalized so they can be edited individually and just dumped into an override folder of some sort.
  3. This has been brought up many times with feedback to Obsidian during the beta. Every location including going in and out of a house is a different map. Going into a house is similar to going to a new wilderness map or new city map (eg, travelling from Copperlane to Brackenbury). It's not like the IE games where you can have half your party outside and half inside a house because you can't split your party over two maps. And it's why you get exploration xp because you've now entered a new map. I find the design quite odd and they should have done the same as the IE games. This is probably a stupid question or idea, and I've heard this explanation before, but I can't help but to think.. well.. can't they just make it one map? With the stairs essentially being a "teleport" from point A to B? Why is it a cardinal sin to keep two floors or two areas of the same building on the same map? Do they absolutely need to be separate? Same thought occurred to me for the areas of the keep itself, like the Library. I'm playing my next playthrough with commentary on, and the Library was apparently conceived as a place where you could go and place your books, but no way no how will I ever go there for something like that. It's bad enough that I ahve to go to the main keep to pick up stuff from the chest.
  4. I do not agree that the Stronghold and the Endless Paths were necessarily unnecessary bits, but at the end, I generally agree with you, and I think it would've been preferable if they had simply said "We're going to cut the Stronghold, because we do not feel we can do it justice, and would rather expand upon other things". Same thing for the Endless Paths. The vast majority of the Endless Paths already feel like stand-alone dungeons largely disconnected from eachother, with no real sense of internal ecology or interesting puzzles. Exactly what I'd like to see in wilderness areas, not in a megadungeon. 5-10 wilderness areas with 5-10 dungeons, or an extra map or two for Defiance Bay, or just more content and feels in Defiance Bay, instead? Yes please. And I feel that the Stronghold detracts more than it adds, simply because it doesn't really feel relevant or soulful, it feels like something that's just there, like much of the backer content (the items, the NPC:s and the memorials; the Inns are actually really great, except The Wailing Banshee, which.. doesn't actually have anything, once you've actually established the Inn).
  5. There are at least two cloaks, one unique one and one generic one, that gives an Aura of Stealth, increasing Stealth by +1 (...wee). The range of the aura is unlisted. The aura itself also do not behave like other auras, but counts as an item bonus, which makes sense, but is counter-intuitive. My proposal is to not call it an aura.
  6. There's also selection bias. The poll only includes people who care enough about the game to create a forum. More dedicated gamers. Well they didn't create a forum; it's the official forums, after all. That being said, we are of course talking about the dedicated fanbase. From that POV, I don't think there's any meaningful selection bias, because I don't think we're interested in what those that aren't fans are interested in. A marketing department might be, but down that route lies Hell and mediocrity.
  7. You're talking about the wrong quest. I'm was talking about the Prison of Ice quest, without ever having talked to Rymrgand or even intending to pray to him. I even made it clear that "I suspect that if you choose to perform the quest relating to Rymrgand, the quest and location takes on a whole different feeling, but it should be able to stand on it's own merits, not necessitate another quest to have a reasonable degree of interaction."
  8. Well while that makes it impossible for us to take a look at the current situation, it would still be wise to post the savegame just so QA can look at the triggers and see if they can find what causes it. Triggers are stored in the savegame, and clearly something didn't trigger properly (or triggered by mistake).
  9. Don't you get tired of creating new topics on the same thing?
  10. And he Kickstarted some lame documentary film about some Japanese village that worship cats! So ,my first suggestion about him staying at home worshiping cats was actually pretty close to reality ... Cat people.
  11. wot? BG1 and BG2 were both real time with pause, not turn-based. Not really sure about that. Bioware developed the BG games, Black Isle published them so not necessarily any design involvement. Some Black Isle peeps do work at Obsidian but, again, Black Isle didn't make the BG games. They did make the IWD games and PS:T and the console hack 'n slash BG:Dark Alliance 2. Everything else you said was pretty much spot on. There's probably more people on Obsidian that worked with BG than there is left in "Bioware", though.
  12. First up, this place: There is a quest associated with it called Prison of Ice. It starts in Galawain's Maw, given by Larha, to free her sister, Alwah, to investigate why things are getting cold. Alright. So far so good. And then you go there, and a priest - Vesgel - approaches you. You cannot even ask him about Alwah. Would that be stupid? Maybe, it would certainly tip your hand, that you are looking for her. Would he deny that she's there? Probably. But it's odd that you can't even mention it. And then it continues in that same vein. You have to actually sneak around the entire place, and if you are ever discovered, the entire temple goes hostile. And then you reach the high priest, Glasvahl, and he simply tells you that they've got something going on, but doesn't explain what or why, and you cannot even really ask. You also cannot bring up Larha or Alwah. The only option seems to be to either leave or attack him. There is no meaningful interaction of any kind with him. As you continue savescumming and sneaking to avoid having to murder the entire temple and everyone in it, you eventually come across Alwah, and can tell her to wait there until you clear the way, or to make a break for it and run. If you choose the latter, the entire temple goes hostile again. So now you sneak all the way back to Glasvahl, and only now can you bring the issue up with him, convince him to release her, and suddenly you have access to the entire temple and can tell her to get the hell out of dodge. Also, finally, as you approach Glasvahl even at a distance, you are forced out of Stealth as dialogue initiates. I think you can all imagine what happened when the party is on a map where discovery anywhere on half the map results in everyone going hostile. Finally, there is a single guard outside Alwah's cell that actually doesn't go hostile even if she sees you, which is likely purely a technical issue. The entire thing feels very.. unfinished. I suspect that if you choose to perform the quest relating to Rymrgand, the quest and location takes on a whole different feeling, but it should be able to stand on it's own merits, not necessitate another quest to have a reasonable degree of interaction. I think that: You should be able to bring the issue up right away with Vesgel, and if you push it, it could result in the aforementioned temple war. You should also be able to immediately bring it up with Glasvahl, if you run into him before you've found Alwah. There is no need for a great change to the dialogue beyond that point; it could be resolved peacefully or aggressively. You should be able to bring up the ongoings with Glasvahl. He is clearly not hostile, but you should be able to push him on what is going on, even if it results in a fight. All the issues here comes down to dialogue choices, no tangible changes in what actually happens, but you should be able to ask reasonable questions that your character might pose. Doing Rymrgand's quest or not, there's a lot of dialogue that should probably be pulled out of that quest and made into part of basic dialogue, especially pertaining to Glasvahl.
  13. Alright, so, I ran into another oddity in a quest, and instead of creating thread after thread on issues that may or may not be minor, I thought I'd create a dedicated thread for Thematic, Narrative or Quest issues that aren't strictly related to bugs or technical problems and oversights. This includes plot holes that becomes apparent during play, strange results from doing quests in ways that doesn't appear to be intended, and a general feeling that something is unfinished or unpolished. Things that do not strictly fit the bill of what would go into the Technical Support forum or in a bug report, but could still be tangibly improved or fixed, either in patches or expansions. In order for it to not completely devolve into a bunch of opinions, some ground rules: The issue must be tangible in some fashion. This could be that a quest is unfulfilling or lack an option you'd expect based on the rest of the game or the setting, or simply has very odd results. "Ciphers have more character reactivity than Druids" is correct, but intangible. Saying "Druids are involved in quest X, but you cannot react like you would expect to react based on X, Y, Z" is tangible. The issue must be possible to address within the constraints of the game. Consider what is reasonable. An extra dialogue option or an added way to solve a quest might be appropriate if you're a Priest of Eothas, but expecting a separate quest-line that takes you across multiple maps because you're a Bleak Walker may not be. Suggest improvement. Nobody likes a whiner. There is no need to be exhaustive, and I understand that in a thread like this, it will often come down to feelings or thoughts rather than hard facts; "I think X is odd because Y"; but even a "maybe if we do XYZ instead of ABC? I don't know, it just doesn't sit well with me, it doesn't feel like it makes sense" is acceptable. Again, consider what is reasonable and can be expected. With that said, unless a moderator takes offence, feel free to double-post as long as they're on separate issues, since there might be a timespan between the discovery of each issue. I often notice things as I play myself, and I specifically felt like creating this thread so I could contain it in one thread, instead of creating thread after thread and decide whether it's a "Story" or a "(Technical) Issue".
  14. For a quick reference, out of the 41 people that have voted so far, 87,7% have voted for the same level of voiceovers as in PoE or less. A mere 12,2% desires more, while almost 61% have specifically requested less. We need a larger sample size, though.
  15. It's a drop from 1/2 to 1/4. At level 12, in 1.04, Grieving Mother should have 70 base Focus (maximum 140 Focus). In 1.05, this should become 35 base focus. So it appears correct, yes. Personally, I think that's... a bit too huge. I was really hoping for a nerf from 1/2 to 1/3; 1/4 seems.. draconian.
  16. This. I think it's funny that in PoE, the general greetings are so few and far between that they feel almost out of place when they pop up, despite the fact that a lot of other dialogue is almost fully voiced. I would really have preferred a few more good lines of general exclamations from "chaff NPC:s" whether it's barkeeps dippin' into their own ale or whatever, determined by subgroup.
  17. Dammit, people, I had never noticed and now I won't be able to unhear it. This is a curse, I tell you, a curse! A pox on your father's navel and a pox on your houses! EEeeeeeeeeiiii! *runs off cliff, ears covered*
  18. It's just him using hyperbole. Also, there may be some that sing songs about you, but it's not enough to affect the faction as a whole. There's a corner pub somewhere in the outskirts of Twin Elms, by the borders of Eír Glanfath, where some people are singing a lewd song about Corejec the Necklacer.
  19. No, he should be fine. The situation you are talking about is when you accept a specific quest from either of the three factions, you get locked out of the other two. If he's done Winds of Steel and saved the Crucible Knights from their Forge Knights, this shouldn't happen. It's the defining quest for gaining their loyalty and be named a honorary justiciar. Reputations also do not matter at all, you can be an ally or a hero of the other factions, which is an oddity on it's own - being a hero of the Dozen yet they refuse to even talk to you just because you've taken on a quest - not performed it, just taken it on. So there's some wonkyness. But that's not the problem, here, or shouldn't be a problem, anyway. Omicron, is the leader of The Knights of the Crucible still alive? Go and check. Also, if you could post your savegame somehow, that could be helpful. I'm not sure if I can help you, but at the very least, if everything checks out but the triggers are still shot, QA will want to take a look at it.
  20. Because the community shouldn't have to do it. You could just as well apply that line of thinking to bugfixing, because hey, community patches! I like mods, but I want a consistent gaming experience, and mods usually end up being arbitrary messes of odd mechanics and decisions that doesn't mesh with the functionality of the rest of the game. That being said, Obsidian doesn't really seem to care about consistency issues either, so I'm not sure what is better or worse. Sufficient to say, "better modding" is an extremely hard thing to do. The game is actually already quite moddable, if you jump through the hoops. Even if they'd externalize all the .cs files for you, it's still not an easy game to mod. I propose you take a look at the files. It's.. dense. And it won't be fixed, because that's how Unity works.
  21. At least 5 people should be euthanised for the good of the game and the project's future. Also, I've said it before and I'm saying it again; if the goal is to convey feels, focus on a more uniform art style (Calisca's portrait still looks like a placeholder, and is essentially just a variation of other, also old-placeholder-art, player portraits) and add more portraits for important NPC:s.
  22. I'm not sure where to even start. I just.. what? Like.. how? No, wait, scratch that. How are you even alive? Which is funny, because you don't even need to do that in PoE.
  23. I honestly thing that they lack offensiveness across the board. They are far to focused on tanking overall, I think. They really could stand to have some more offensive Abilities that can be used independently of what weapons you choose.
  24. Yeah, they haven't even implemented separation of Neutral NPC:s and Allies, the Priest/Paladin Dispositions fix, nor the fix to movement recovery. I think that changes are based almost entirely on popularity or the perceived number of people that are asking for something. I would not be so quick as to attribute something to the IEMod itself or the arguments on the forum, since they seem to pay very little attention to either. This is not me trying to drag down the IEMod at all, it's an amazing piece of work. I just don't think that it sparked the coming change.
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