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Luckmann

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Everything posted by Luckmann

  1. In a nutshell, no, not really. The only "hard" reactions I've noticed have actually been those that results in immediate issues that actually ruin the game and feels arbitrary, out of place, and actually the opposite of being reactive (because there's no actual reaction, something just.. doesn't happen). Orlans get a bit of dialogue here and there. Durance will flatly tell you that you deserve to be enslaved and killed. [...] That's hilarious, because if you're a Priestess of Eothas, he couldn't give any less of a flying ****. You can't react to the fact that he participated in purges against your faith, and he doesn't react to the fact that you are a priestess of a god he considers dead and gone, and good riddance. There's zero commentary, zero overlap, zero reactivity. This also goes for Edér, by the way. I was playing a Deathlike Bleak Walker Paladin, and not only did the fact that I was reacting to her being a godlike feel out of place, but she also does not react to the fact that you are. I was expecting some extra dialogue, but.. nope. Nothing. Not a peep. Ciphers have like 17 unique dialogue options (which already feels pretty low), and the closest contender has like 9 or something, I think. Druids? 1. One. Relatively speaking, Ciphers just gets showered with unique options and unique actions. Everyone else can hope for a comment or two at best, that never really changes anything.
  2. Really? Now I need to go back there and get it, just to check.
  3. Obsidian is not related in any way to the development of the IE mod. ...unfortunately.
  4. If you actually read/listened to the dialog with the dwarf woman hanging from the tree, rather than clicking through (which is what you had to have done in order to miss this), then it wouldn't be so confusing. Yeeaaaah that's, just, like, a theory, man. Aloth also thinks that your key characteristic is being Awakened, but I'm not so convinced anymore. The way I understood it, those torture visions happen at places where tortures by the inquisition took place, or rather, your older incarnation witnessed them while he worked for Thaos and the Inquisition. Maybe in Defiance Bay that wasn't the case, for whatever reason? What happened at Ondra's Gift in particular isn't related to your time with the Inquisition, but to the Dyrwood's battle for independence, afaik. But you see people left and right, sometimes just walking across the street, too. What you say might be true, and I'm convinced it is true to at least an extent, but you also see souls of all kinds here and there, some recently deceased (Bear-mauled guy, Kid in Ondra's Gift) and some that died at least a decade ago (Temple of Eothas). But suddenly Defiance Bay appears mostly devoid of these random flashes. It's odd. And I'm willing to accept the whole "over the course of the game"-thing, but I still feel it should've been conveyed to the player, and if it's intended to be gradual, that still doesn't explain why you'd jump at the chance of fixing this. If the "you're going mad" is gradual, then the push on you, your reason for investigating this issue, should also be gradual. But it's right after Caed Nua, straight to Defiance Bay, and whoop, the Leaden Key are clear antagonists and you're no longer sure why, and I have no idea why I'm even investigating this in this manner. Maybe they shouldn't have put it in a straight line, but instead found some other reason for you to go to Defiance Bay, where you stumble over one of their three ongoing plots, while your insanity also builds up and is conveyed unto the player, and you start investigating the leaden key, and then the necessity of further investigation and to de-Awakene your soul becomes more and more apparent? I dunno.
  5. I mentioned this in another thread some time ago, and I'll mention it again here. Remember *those* enemies in *that* game? You know which enemies I'm talking about. You know which game. I'm talking about the trolls of Baldur's Gate 2, that frustrated everyone the first time they met them, unless you already knew you needed fire or acid. I'm talking about the Pyramid Heads of Silent Hill and the freakish nurses. I'm talking about the Cliff Racers of Morrowind that were just ridiculously broken. I'm talking about the gibberlings that just rushed you in Baldur's Gate, after you set foot outside of Candlekeep. I'm talking about the Cazadores of Fallout: New Vegas, until you learned to snipe those bastards before they got close. I'm talking about even creepers of friggin' Minecraft - kill them before they get close and explode or **** too late. There's so many games where you, when you talk to anyone that's played those games, everyone goes "Oh, have you met ... ?" or "Damn, remember ... ?" or "I did it this way ...". Pillars of Eternity just.. doesn't have that. It doesn't take any special tactic to deal with any opponent, and rarely does anything work much better than something else. No enemies are immune to anything special; Oozes could've been interesting if completely immune to blind or prone, for example, maybe even paralyze but nope. Trolls doesn't take flame or corrode to kill. The only thing that I can think of is "Remember those shadows right at the beginning? Those were mildly annoying." end of conversation. Why? Because hard counters are boring. Apparently. And the enemies doesn't feel like they do anything special, then, either. You can't do anything special to them, they can't do anything special to you. Except cheat with infinite spells and abilities, enjoy your Stuck. Pilot episode or teething problems, doesn't matter. Valid criticism is valid criticism. A lot of us knows that Pillars is possibly a good start, and may grow into something fantastic, but realize that in order for it to grow, it's issues need to be discussed, and as fans, we don't just discuss, we obsess. It is known.
  6. All hail Codexia. These three posts pretty much sums it all up for me. The review is melodramatic, antagonistic and unfair, but it's not really wrong, and when it's arguably wrong, the conclusions are still principally right. I think all the Kickstarter content is extremely lacking, except the Inns - but the game needed Inns, after all. The NPC:s are utterly jarring and terrible, the memorials is a study in literary travesty, and the backer items, all seemingly cramped into a single merchant, even lacks unique descriptions. The fact that the "Endless Paths" are a complete meh shouldn't come as a surprise to anyone by the time they've finished half of them. It sadly doesn't even compare to Durlag's Tower or Watcher's Keep in terms of puzzles, size or memorability. Yeah, pretty much sums it up this article/review/rant for me too. Pillars is not even close to perfect by any stretch of the imagination, but my main problem with it was the combat encounters feeling bland. The Stronghold being not necessary is true but didn't bother me at all since it wasn't a part of the main gameplay itself, imo. I just ignored it/didn't care. In workday week terms, it's like the early part is Friday (woot!), the middle part is Sun. night/Monday (sigh, back to work) and the last part/end is Wed night (closer to Friday!). Pillars never reaches any major heights but in the end all of the things I did like mitigated the things I didn't like, enough to equal something that I overall like in spite of a few glaring weaknesses. I still wish the combat had been more attention-holding however. It really does drag things down in the middle. Oh, also, this. ^ Except, as a person better than most, I do not mind the holier-than-thou tone. It might be entirely deserved, after all. The things.. *sniff* we endure with the peasantry.. *whipes a tear*
  7. I have a lot of saves, but the fact that you can't name saves makes it hard, but a bigger problem is really that the situations are well apart. I wouldn't mind if the game actually chalked it up to differences between me and the Doemenels.. but it actually doesn't explain it at all, which is what really pisses me off. If Doemenel just called me an idiot and said that I ruined his plans, even by accident, I'd actually be feeling much better. But as it is now, this is really the lowest point in the game as far as I've noticed. It's like they didn't playtest or iterate some of the quests at all.
  8. Only for you, the rest of us aren't bound by strict dichotomous relationships in regards to disposition. Also, what would be the "opposite" of Passionate and Clever? That's just based on Pallegina herself, though, especially the Disapproved dispositions of Cruel/Passionate. I could stretch myself to Diplomatic/Rational, although I still think Aggressive/Diplomatic makes a lot more sense, but Disapproved dispositions of Cruel/Passionate? I don't see that at all. Remember that the Brotherhood of the FIve Suns is political in nature and represents the Valian Republics, it would make no sense for them to be overly aggresive, cruel, or passionate. People judge their nation based on their actions. Being Aggressive doesn't mean that they can't be used to represent your nation. Strength is respected, both within and without. Having Aggressive as a Favoured Disposition does not suggest national belligerence. From that POV, Cruel might be an issue, yes, but I think it's pretty hard to argue that they'd be Cruel or Passionate, anyway. But that in no way suggests that they'd actually disfavour Cruel or Passionate, either.
  9. Source. Source for what? The statement to continue where you left off? It has been said numerous times. It's probably there somewhere in the Announcements section, also read and saw it in various interviews. IIRC Josh himself said that. As for the other stuff: common sense and my own speculation. Still not going to take your word for it. Source. I don't know about the Valian Republics, but the idea of setting a sequel elsewhere sounds good to me. In fact, depending on how ambitious they were, why not 2 or 3 different areas? Also, while the NPC's in PoE weren't bad, I'm not exceedingly attached to them, plus the fact that the ending made it appear that they each went on with their own lives after the events of PoE. So why not just go with a totally new set of companion NPCs in a sequel? The advantage of this, to reference Luckmann's concern, is that the writers don't have to make any assumptions about who your PC's closest companions were in the first PoE. New adventure, new area(s), new companions. For an expansion, I could see the devs putting its new map areas in the NE of the existing Dyrwood map, because if you take a look, it's rather obviously empty. White March then for XP? Or Eir Glanfath. Both, hopefully. White March sounds great, and Durgan's Battery sounds like it could be a really nice hub/mega-dungeon/durlag's tower-kinda thing. I'm not sure I want another mega-dungeon, but the potential is great. And that huge swath of forest that is Eír Glanfath is just begging to be explored, and could very easily be tied to both companions and the main story. My top hopes are still for core game and story improvements, added quests and wilderness areas, and expansions of the cities, as well as new, well-integrated CNPC:s.
  10. In Heritage Hill, you can pick up the Task Safe Haven, which involves the Valtas family. During the course of this task, you find a will, that mentions that should Lord Valtas die with no heirs, the estate and all assets falls to the Crucible Knights. There is, however, a heir. Saeda Valtas. My immediate assumption was that should she die, the Crucible Knights will benefit, which is a fun twist to the fact that the Crucible Knights are supposed to be the good guys, the police of Defiance Bay, and I thought it was an interesting option for an **** nobleman or knight that may support the Crucible Knights. But as the Task continues, you meet her, and there is no option to anything of that effect, and the only way to resolve it seems to be to tell her to get safely out. If you kill her, the Task fails. Not a true technical issue like the others, but I thought it was worth reporting anyway, since it's ****.
  11. You're doing nothing to help this discussion. Also, you are misinterpreting the words you are quoting. Yes, there is consistency in always applying 25% of the appropriate DR to all lash damage. There is also inconsistency in it, in that the percentage of damage reduction applied to lash damage does not scale based on the percentage of damage the lash does. That is the inconsistency that this thread was created to discuss. So, while you are correct that there is also a consistency that exists, it is proximal to but not the same as the actual problem. Of all the actual bugs that exist in this game, why focus on Nerfing an ability (and (arguable weak) classes that make use of it) for the sake of making it "be more consistent in another, arbitrary way" .. Developer time is limited.. Wouldn't you rather have them work on stuff that is truly broken ? You "fix" this (keep in mind its currently "working as designed" - mind the dev post in thread) and then you must re-balance a few classes and abilities around it.. Priorities .. You're too caught up in "nerfing", which is just ridiculous. The reason people want to see it fixed is not because of balance. Fixing a systemic issue is not the same as nerfing something. In the capacity that this would nerf things, those things could be buffed to compensate. The system is already incredibly obtuse and you basically have to guess what happens when you do things. Working as designed does not imply designed well, but furthermore, he did not say that it works as intended, he explained how it currently works. But we know how it currently works (although it's nice to have it confirmed). We're just saying that it's stupid. And it's not a contest as to what is most broken or not. It's about discussing what can be improved and how, and why, not when. We have absolutely zero influence on how the developers prioritize. When I find a bug, should I not report that bug, thinking "Oh, I better not report it, or they may not fix this other thing I really want them to fix first"? Of course not. I've wanted them to fix the balance issues with the Attributes since well before Day 1, should we not discuss other things until then? Don't be ridiculous.
  12. If anything, it works extremely consistently they way it is now .. Every single,separate lash component percent damage goes against 25% of the appropriate target DR ...Can't get more consistent than that .. Yeah, no, that's not consistency, that's retardation. Consistency does not imply autism.
  13. Tried to solve this by manually spawning quest_item_heist_letter via the AddItem console command. It did not help. Any chance this will be fixed in 1.05? Because I honestly lost all will to continue.
  14. Yeah, this pretty much has to be a bug. It's not about asking for nerfs, it's about asking for consistent game mechanics that you don't have to make guesses on how they're supposed to work. If abilities are adversely affected by fixing this, they should be appropriately buffed to compensate. All the Enchanted Lashes you can make yourself are 25%, but there are items with Lashes of 10% (like Torch), and several abilities uses the Lash mechanics (such as Paladin's Flames of Devotion).
  15. I never had the option of gaining legitimate access to the archives, nor the option to talk to Grimda without mentioning Nedyn, related to this quest. You couldn't talk to Grimda and accept her quest to track down the missing scroll without picking a Nedyn-releated dialogue opion? (Not sure, but I may have visited Grimda and gotten this task before meeting Nedyn.) Completely different and unassociated quest. The quest to track down the scroll thieves is a Task called The Parable of Wael. Which.. actually does nothing to change the weirdness of the dialogue choices or the quest, then. All it does is give you access to the Elder Archives, which can already get through just entering Scouting Mode.
  16. The *machine* doesn't turn you into a Watcher, surviving the biawac does. Seeing Thaos is what triggers the Awakening. This is all fairly explicit. Why of course, it's all clear as mud.
  17. Yeah, the bell puzzle was good, an easy, short puzzle that really made me feel good for things to come. Then.. nothing. While PoE is great, I think "wasted potential" sums up a lot of people's feelings about the game.
  18. ...what are you talking about? Of course the XP will be like TotSC and not a BG2; BG2 is a sequel, TotSC was an expansion. And TotSC-like expansions are always better than glued-on DLC-like expansions that are short sequels that add nothing to the main game.
  19. The thing is, you're not. You're not sent there specifically to steal the book, and I cited the dialogue choice itself. If it was just a dumb choice that resulted in a "Oh, thank you for informing me!" followed by a loud "D'oh" on your part, the quest would be fine, and if the option was "An animancer named Nedyn asked me to steal the Theorems of Pangram from the Elder Archives" the situation would still be odd (because she never asked you to steal it), but the interaction would make a degree of sense. As it is right now, Nedyn asks you to go get the book, you go tell Grimda that you're there to get the book for Nedyn, and then the quest ends. No ifs, buts or whats. Or you go straight to stealing it, which is honestly just as odd, to most, I wager, unless they're specifically already playing as a thieving character. I never had the option of gaining legitimate access to the archives, nor the option to talk to Grimda without mentioning Nedyn, related to this quest.
  20. The execution pictures and such is... yeah. There's nothing really.. bad about it, either, it's just.. isn't that what you'd expect to see, anyway? Also, I just realized that Defiance Bay appears to be completely devoid of this stuff, despite the fact that Defiance Bay should be a massive nexus, a humongous cluster of souls, compared to the random roads of Dyrwood. Ondra's Gift should send you reeling. But there's nothing.
  21. Yeeaaaah, not so much, no. Some things have transparency, some things doesn't.
  22. Alright, so, this is a really ****ty seat to be in. Since this is fairly involved, I'll just go through my process and how I ended up in this situation. First, I went to Ondra's Gift and did the quest At All Costs. At the end of which a woman from the Doemenels show up. At this point, I sided with the Doemenels, because Mestre Verzano had attempted to trick me into delivering illegal goods. This was not because I mind delivering illegal goods, but because he put me in danger without informing me. At this point, the female Doemenel, who I do not believe I have seen since, tells me to seek out Abrecan Doemenel. I did not do so immediately. At a later point, while exploring Copperlane, I stumble upon a thieves hideout. They were planning a break-in, and attack me for interrupting their preparations. I kill them, and I pick up their plans, pertaining to the theft of the Heart of White March, involving Lord Reymont and someone called "AD". I want to stress that at this point, I actually have no clue who AD is, I did not remember that the head of the Doemenels is even called Abrecan. This starts the quest A Two Story Job. I head over to Lord Reymont's estate much later, when I happen upon it, I go inside, and I inform him of the plot, since I have no clue what the Heart of White March even is, and none of this actually concerns me. I suddenly get.. worse reputation with the Doemenels? Alright, fair enough, I guess, it's the price you pay for roleplaying, apparently I stumbled and bumbled my way into something bigger than I thought. Fine. Quest is at this point considered over. I however like the idea of having that bauble, whatever it is, so I break into the second story of Lord Reymont's estate and steal the Heart of White March, because that's how I roll. I may be overall honest and non-deceptive, but I'm not exactly the most lawful guy around. At this point, I decide to report to the Doemenels. After all, I have a reference, right? Oh, and also, I helped Medreth in Dyrford Village, that has to count, right? I talk to Abrecan Doemenel and.. nothing? He has nothing to do for me. He doesn't chew me out, or references a botched plan, or asks me to fix it. He mentions having troubles with his neighbour, Lord Reymont, but he actually doesn't give me any quest, tell me anything about the Heart of White March, wanting it, planning to get it, or anything, nothing. It's just full stop, no way to progress. I do the Task Hard Feelings for Bricanta Doemenel just fine, and can access their store. It changed nothing. At this point I shut the game down in disgust.
  23. The interactable door on the second floor of the Lighthouse in Ondra's Gift cannot be closed from the inside, once opened.
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