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Everything posted by Luckmann
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I just created a Wild Orlan Barbarian, and selected the The White That Wends Culture, and took Hunter as a Background. When talking to Calisca, I chose "I spent a lot of time living on my own in the wilderness"; it does not matter what is chosen beyond that. This results in a "No Background Selected" on the Biography screen.
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Mechanics: How much is enough?
Luckmann replied to Omnicron's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
It is never enough. -
Vast majority likes **** pop singers like Gaga or Spears. PoE was being marketed on KS as a IE spiritual successor and made promises they didn't keep. Opinions are like ****. It's all good to have one and be proud of it, but nobody really cares about yours nor particularly wants it shoved in their face. I don't know. Judging by a lot of threads relating to romances and incloooshion, some people are quite insistant about shoving **** in other people's faces. Or having it shoved onto themselves.
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Cutting down on stats serves no purpose in itself. There is no inherent reason that a 4-Attribute system would be more balanced than a 6-Attribute system just because the current Attribute Bonuses are lopsided. For my sake, there might as well be 8 like in Arcanum. The core of the Attributes is fine - the bonuses needs to be (heavily) adjusted.
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so adra. what are they? *spoilers*
Luckmann replied to apolloooo's topic in Pillars of Eternity: Stories (Spoiler Warning!)
They are crystalline coral with an above-average capacity to hold or channel essence. -
Why must you oppose Raedric VII?
Luckmann replied to Luckmann's topic in Pillars of Eternity: Stories (Spoiler Warning!)
...What? Just making the point that the dialogue options as listed there are not all lines stating opposition to Raedric or any problem with him or his plans. Both "Kolsc is your cousin?" and "Kolsc didn't send me." are fairly neutral dialogue options that then open further dialogue, including allying with Raedric. They at least provide the ability to be neither confrontational nor immediately all-in; you get some information, then make your choice. Yes? So? Of course there are dialogue lines that do not result in direct confrontation. It's covered in the thread. The point is that you either oppose Raedric (through 4-5 different options; some before reaching this particular set of choices, such as immediately attacking him because Bleak Walker) or you choose an option that likely makes no sense or is a lie. Also, "Kolsc is your cousin?" does not result in further dialogue that allows you to ally with Raedric. If you didn't notice, it's greyed out for a reason - it's already been used once. I didn't really consider it a lie. He asked me to go, I told him he wasn't going to tell me what to do. Me ending up there had nothing to do with him asking me. In fact I actually didn't end up making it there until I had already cleared all maps down to and a few past defiance bay. I agree, the line shouldn't be flagged as a lie, because it's entirely possible for it to be true. Yes, you'll run into Kolsc always, at some point, apparently, but it's entirely possible that you were already going there. The events at Gilded Vale really tries to hook you to go there to the point where it's almost odd that you have to fight or sneak your way in. I, too, avoided both Esternwood and Raedric's Keep until mid-Act 2, at which point I was around lvl 9. But.. maybe there should also be an option that is flagged as a lie. In case you actually want to lie. -
Why must you oppose Raedric VII?
Luckmann replied to Luckmann's topic in Pillars of Eternity: Stories (Spoiler Warning!)
...What? -
What are you even talking about? "You people"? I still care about contributing to the game. I do bug reports, I keep raising issues, I keep bringing up stuff to discussion, I comb through it for things that should be improved. What do you do, except brush issues off, act passive-aggressive, and label people left, right and centre? Saying that "we" helped create this is also wrong. I've been pointing out the very clear issues with the Attribute Bonuses since the current set first arrived, in BBv435, a build during which they couldn't even be tested properly, because Interrupt was broken and Dexterity worked in reverse! Then later BBv480 came, had kept the current bonuses, and then there was release. You have absolutely no idea what you're talking about. Not in relation to the mechanics, not in what constitutes constructive criticism, and not what "you people" are all about. It's not the AI. We're not *looking* for weaknesses in the system in order to "exploit" them. You play the game, you develop tactics. These tactics are infantile and simplistic, because much of the system is infantile and simplistic. It is not a single issue; it is a group of mechanics that together work to create rote, banal gameplay. What exactly is supposed to be the "exploit" here? Wherein lies the "cheating"? Wherein lies the "looking for weaknesses to the system"? Stop using these buzzwords to try to obfuscate the issues. They're real, and they should be discussed as real issues. ...but the AI could still use some work. No. Exactly where is that ship sailing? Free movement in combat isn't anything odd or strange. It's pretty damn basic. Now, I'm not saying that the game needs that, necessarily - not at all, I never have. As many will attest, I always lied the idea of the Engagement system, but in play, it has some serious issues, especially when taken together with all the other penalties to movement, both systemic (penalties to recovery for no reason) and fundamental (movement by itself has an opportunity cost to it). There's no merit to this claim at all. It's ridiculous. There's a lot of people that are consistently critical of the game and come with constructive criticism throughout the entire forum that still evidently care about the game. Myself, Gkthellar, Stun, Monte Carlo, and several others. I have at least 10 bug/issue reports in the last two days alone. Where is your contribution? This is nothing but non-constructive passive-aggressiveness on your part, a manchild that considered his own opinion so important that it was too good for the dedicated thread and needed it's own. If you actually participated in the conversations in a constructive manner, you'd know this to be true. But you're just a butthurt fanboy with no interest in actually discussing on a reasonable level, and it doesn't do anyone or anything any service - least of all the game. I wonder if it could be because Sensuki has an in-depth knowledge of the game and it's mechanics and have been contributing positively to the development of the game, and it's a damn shame that Sawyer has his own head so far up his own ass that he wasn't listening. The fact of the matter is that a lot of us still think that this is a relatively good game, but more importantly, that the game has the potential to be a fantastic game. That's where all the criticism stems from. That's why I still come with suggestions on how to improve even existing questlines. It's why we examine what went wrong with Defiance Bay. It is why we discuss the issues of the narrative either failing to motivate or rushing you with an ultimatum. It's why there's threads coming up with solutions to the armour dichotomy. Because not only do we nourish a faint hope that these things will be addressed by Obsidian revisiting established content either in patches or expansions, but in examining them, we hope that it will be improved in sequels. Free mv in combat is the root of the problem for ie BG-like crpgs. The bane of all. Most of known combat exploits stem from it. I'm sorry, but all I see behind your embellished words (besides attacking my person and zeroing in any value to any word I post) is how you too are so pissed that this game has engagement (although you backers has explicitly pointing out that it should be gone) and how pissed you are that the mechanics in this game aren't BG-like. There is NO point anymore in trying to explain to *you* people why PoE is a good game, with enjoyable combat. It *can* be improved, but the source material is good already. But you will fail to agree to that b/c *you* people refuse to accept the game for what it is. You are a minority though and I wouldn't bother a second less unless for the disappointment I feel for many of you, being so helpful during development and BB and now spitting poison for the game. One last thing, as it has been pointed out by a lot of people in the past, *you* people are backers who offer suggestions and not game designers to get things your way. Everyone that read my reply and then see your post knows that you are either a disingenuous and lying sack of manure, or painfully ignorant to the point of defending that ignorance by not even reading my reply. You, sir, are a buffoon. Yet you underestimate them to the point of saying that they cannot even handle PoE combat, without actively looking for cheats and exploits.
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No, god damn no. That's the opposite of a review. That's a simple rationalization of the persons own gut reaction and biases. A review is the opposite, namely a careful and honest analysis of the individual elements of the game, which then grounds a fair conclusion based on this, despite of what oppinion the person had prior to writing it. If done well, the conclusion is often supprising to the reviewer him/her-self. While true, that means that virtually all reviews I've ever read have not been reviews.
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Since this is the more serious discussion on the topic, I'm going to repost it here: Nerfing XP across the board isn't enough, imo. What's needed is to drop the murderhobo experience and the lockpicking/trap experience, and then increase the necessary experience for levels exponentially, so that higher-level requirements gets bigger than the lower-level requirements. My proposal was +3% per experience level. Currently it looks like this: Level 1 2 3 4 5 6 7 8 9 10 11 12 XP 0 1,000 3,000 6,000 10,000 15,000 21,000 28,000 36,000 45,000 55,000 66,000My suggestion would result in: Level 1 2 3 4 5 6 7 8 9 10 11 12 XP 0 1,030 3,180 6,540 11,200 17,250 24,780 33,880 44,640 57,150 71,500 87,780And:No bestiary experience. No experience for lockpicking instead of using keys. No experience from disarming traps instead of evading/tripping. No crazy 10-50% bonus for small parties. Reduce the experience awarded for bounties by ~40%. The result would be that instead of just shy of level 11 by the end of Act 2, you should be firmly in level 9, maybe just below, assuming you did ~7 levels of Endless Paths of Odd Nua. You would likely not reach level 12 until the very end of the game at best, which is as it should be. For reference, currently, assuming that you do ~7 levels of Endless Paths, you end up with almost exactly 50 000 experience by the end of Act 2. Or, in other terms, halfway between level 10 and 11. My suggested changes should bump this down to approx. ~40 000 instead - so in the vicinity of "firmly level 8/just about level 9". Which should actually result in a much better pacing overall.
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Probably just an oversight, but the conversation is missing a (Deceptive) marker and a [Lie] marker: This might be vestigial, suggesting that the three factions were supposed to be more involved in the main plot, but either way - The Knights of the Crucible definitely were not instrumental in aiding the investigation, and a Deceptive and Lie marker would clarify that this choice exists to knowingly glorify the Knights of the Crucible. I suspect that similar options exists if you decided to help other factions. In all honesty, if this is vestigial and since it is a lie, I see no reason to restrict this to the faction you helped, either. This is a good opportunity to change your support with a good Lie/Deceptive option based on your impression of the other factions.
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Nerfing XP across the board isn't enough, imo. What's needed is to drop the murderhobo experience and the lockpicking/trap experience, and then increase the necessary experience for levels exponentially, so that higher-level requirements gets bigger than the lower-level requirements. My proposal was +3% per experience level. Currently it looks like this: Level 1 2 3 4 5 6 7 8 9 10 11 12 XP 0 1,000 3,000 6,000 10,000 15,000 21,000 28,000 36,000 45,000 55,000 66,000My suggestion would result in: Level 1 2 3 4 5 6 7 8 9 10 11 12 XP 0 1,030 3,180 6,540 11,200 17,250 24,780 33,880 44,640 57,150 71,500 87,780And:No bestiary experience. No experience for lockpicking instead of using keys. No experience from disarming traps instead of evading/tripping. No crazy 10-50% bonus for small parties. Reduce the experience awarded for bounties by ~40%. The result would be that instead of just shy of level 11 by the end of Act 2, you should be firmly in level 9, maybe just below, assuming you did ~7 levels of Endless Paths of Odd Nua. You would likely not reach level 12 until the very end of the game at best, which is as it should be. For reference, currently, assuming that you do ~7 levels of Endless Paths, you end up with almost exactly 50 000 experience by the end of Act 2. Or, in other terms, halfway between level 10 and 11. My suggested changes should bump this down to approx. ~40 000 instead - so in the vicinity of "firmly level 8/just about level 9". Which should actually result in a much better pacing overall.
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Gilded Vale was great, honestly. Gilded Vale knocks the socks off all the districts of Defiance Bay save Ondra's Gift. Is a really well-made hub, both content-wise and stylistically. Which is probably why so many people get no feels for most of the Defiance Bay hubs. Dyrford Village could also have been better, it felt pretty small compared to Gilded Vale, more like a road-crossing than a village.
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if you think this is a troll thread, then Constantine's thread is a troll thread too. It's full of fallacy, bias, and lies. At least Sensuki made factual points in his OP. I think the term "troll" has lost it's meaning. It's just a slur by now. Troll implies intent, mostly malicious. Now, I make it a point to consider ignorance malicious in itself, but one should not be so fast as to point out maliciousness when retardation might do. The truth is that most "troll" threads created aren't created by trolls, they're created by idiots. Speaking of which. PoE. Oh come on, there's actually a lot of writing in PoE that is very good. I haven't caught myself groaning even once. The storytelling, the narrative, could be better, and I get the feeling that they cut stuff from the storyline itself, but the actual writing is good.
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Me too. Unfortunately, we'll have to find an idiot to do it, because none of the intellectually honest ones can do it to this one. Most of the initial posts before the thread veered off course was practically "This is a s**t review but it's still not exactly wrong". Then the fanboy brigade got their panties in a twist and sand in their vaginas over the whole thing and blew everything out of proportion like the prissy little drama queens they are. Indiralightfoot and at least 5 others did not see it.
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Why must you oppose Raedric VII?
Luckmann replied to Luckmann's topic in Pillars of Eternity: Stories (Spoiler Warning!)
And then you go stab Kolsc in the face in a small shack in the woods in an area you've already been. The "Side with Raedric"-option seems very uninspiring, and even locks you out of a lot of Raedric's Keep content. It's weird. -
The Custom Portraits Thread
Luckmann replied to Namutree's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
"Muh balance." -
What are you even talking about? "You people"? I still care about contributing to the game. I do bug reports, I keep raising issues, I keep bringing up stuff to discussion, I comb through it for things that should be improved. What do you do, except brush issues off, act passive-aggressive, and label people left, right and centre? Saying that "we" helped create this is also wrong. I've been pointing out the very clear issues with the Attribute Bonuses since the current set first arrived, in BBv435, a build during which they couldn't even be tested properly, because Interrupt was broken and Dexterity worked in reverse! Then later BBv480 came, had kept the current bonuses, and then there was release. You have absolutely no idea what you're talking about. Not in relation to the mechanics, not in what constitutes constructive criticism, and not what "you people" are all about. It's not the AI. We're not *looking* for weaknesses in the system in order to "exploit" them. You play the game, you develop tactics. These tactics are infantile and simplistic, because much of the system is infantile and simplistic. It is not a single issue; it is a group of mechanics that together work to create rote, banal gameplay. What exactly is supposed to be the "exploit" here? Wherein lies the "cheating"? Wherein lies the "looking for weaknesses to the system"? Stop using these buzzwords to try to obfuscate the issues. They're real, and they should be discussed as real issues. ...but the AI could still use some work. No. Exactly where is that ship sailing? Free movement in combat isn't anything odd or strange. It's pretty damn basic. Now, I'm not saying that the game needs that, necessarily - not at all, I never have. As many will attest, I always lied the idea of the Engagement system, but in play, it has some serious issues, especially when taken together with all the other penalties to movement, both systemic (penalties to recovery for no reason) and fundamental (movement by itself has an opportunity cost to it). There's no merit to this claim at all. It's ridiculous. There's a lot of people that are consistently critical of the game and come with constructive criticism throughout the entire forum that still evidently care about the game. Myself, Gkthellar, Stun, Monte Carlo, and several others. I have at least 10 bug/issue reports in the last two days alone. Where is your contribution? This is nothing but non-constructive passive-aggressiveness on your part, a manchild that considered his own opinion so important that it was too good for the dedicated thread and needed it's own. If you actually participated in the conversations in a constructive manner, you'd know this to be true. But you're just a butthurt fanboy with no interest in actually discussing on a reasonable level, and it doesn't do anyone or anything any service - least of all the game. I wonder if it could be because Sensuki has an in-depth knowledge of the game and it's mechanics and have been contributing positively to the development of the game, and it's a damn shame that Sawyer has his own head so far up his own ass that he wasn't listening. The fact of the matter is that a lot of us still think that this is a relatively good game, but more importantly, that the game has the potential to be a fantastic game. That's where all the criticism stems from. That's why I still come with suggestions on how to improve even existing questlines. It's why we examine what went wrong with Defiance Bay. It is why we discuss the issues of the narrative either failing to motivate or rushing you with an ultimatum. It's why there's threads coming up with solutions to the armour dichotomy. Because not only do we nourish a faint hope that these things will be addressed by Obsidian revisiting established content either in patches or expansions, but in examining them, we hope that it will be improved in sequels.
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Ondra's Gift was perfect. It felt lively, but not overly so, it felt like it was worth exploring, and had a couple of quests. The other areas feel devoid of life, and even the marketplace in Copperlane is basically a few MMO vendors neatly stacked in a row. First Fires is completely devoid of feels, and fails to convey the importance of the locale, and the ruined temple even feels out of place; it's been decades, and it's right next to the most important building in the city. Copperlane fails to deliver the impression of arriving to a bustling city, it fails at feeling like a market district, and the theatre and 2/3 of the map feels like meaningless filler, or rather un-filled and unfulfilling filler. Heritage Hill is basically a dungeon, but that's fine, it's meant to be. It's a bit much like a "the graveyard district", and it should've aimed to be a bit more "upper-class-gone-wrong". And it's odd that there's a massive pit there with a tower that apparently was starting to be studied only recently. Like what the hell, it must've been there for multiple decades, and why would there be a big dig in the middle of the most exclusive district? Brackenbury feels tiiiiny. It's essentially just two nobleman's houses that of course are essential to the story in some capacity or another. It feels like a minimum-effort afterthought to squeeze in some necessary bits. They're not out of place, but the district could've been bigger and tried to be a bit more of an "upper-class" merchants and bourgeoise area, as opposed to the nobility area of Heritage Hill. All of Defiance Bay completely fails to convey the tension that is mentioned in dialogues. It does not look like or feel like there's a crisis going on, or that there are refugees coming in front, left or centre. The bridge should be clogged with people. The guard at the main gate should stop you and ask you what business you have in the city, and complain about the peasants pushing into the city. There should be beggars throughout the city, and makeshift "refugee camps" in the outlying areas of Copperlane. There should be an altercation or two as peasants are pushed out of Brackenbury, and there should be all kinds of related issues in Ondra's Gift (A conflict between refugees and the woman that wants the Lighthouse? Forced/desperate prostitution?) I always preferred Baldur's Gate to Athkatla in almost every single way, by the way, but the only area that sorta hits the mark is Ondra's Gift, I think. The rest of Defiance Bay could use a lot of work.