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Everything posted by Luckmann
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When using Escape, Devil of Caroc (I have not tried it on any other rogue) stutters forward for a split second, gets stuck, and then teleports to the intended location, provided she did not die in the from the initial stutter. But worse than the stutter/getting stuck, after the teleportation, Engagement is not broken. Case in point: The Devil of Caroc is the selected character on the far right. She's teleported from the blue-haze-explosion on the far left, where she was facing the three leftmost drakes at once. It is not just visual, either; once she moved, all four drakes with which she was engaged insta-gibbed her (nevermind how she got caught in the engagement of the rightmost drake). I've tried this repeatedly, and it consistently does not break Engagement, no matter the distance. And much like Cato's repetition regarding Carthage, I must remind everyone that Engagement is a fundamentally broken and useless mechanic that only creates stagnant, confusing cluster****s like the one above, even when it works as intended, and when it does not (as is often the case), insane frustration.
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Spell mastery
Luckmann replied to Skladzien's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I really wouldn't mind having rest limitations and upkeep mechanics, but Obsidian seems to have been rather hesitant to include the latter, before. If anything, I'd like to see resting restricted further, where you can only rest in designated areas, and become automatically under attack (without consuming your supplies) if you try to rest in many areas. Making camp next to a group of enemies, inside a dungeon, should never be an option - nor should it be an option in a city, on the streets. This would, obviously, necessitate a rebalancing of rest-related game mechanics, but I'd still love to see it. -
Too fast leveling ?
Luckmann replied to Vampire's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I'm honestly not a big fan of the blanket +/- % modifiers. I'd prefer it if it would scale upwards - to me, it's an overall pacing issue with the game. I think costs should scale upwards by formula, meaning that the step between level 11 and 12 is substantially higher, by percentage, than the step between 1 and 2. I remember making a suggestion for a fixed progression table, somewhere, but I can't be arsed to find it, since it doesn't really matter anyway; mods so far only support blanket percentage modification anyway. -
Order to Play the Game Through?
Luckmann replied to B_Dubb_B's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
You can't start White March until you've done the start of Act 2, so this doesn't make sense to me. -
Spell mastery
Luckmann replied to Skladzien's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Oh, well, yeah, that could work. Especially for those that are already full spontaneous casters, like Druids and Priests. -
Spell mastery
Luckmann replied to Skladzien's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I dont think thats the real issue. I think the issue is as of a week ago of the 11 classes none of them were truly Vancian casters, and now there is 3 that pretty much are. I think there was a fix for a problem that didnt exist. (were an overwhelming majority of players dropping every non caster from their party after level 9 or so?) And did this fix really improve game play or just make it more tedious? Meaningful strategic choices are not "tedious", but more to the point, this problem very much existed. The enormous bi-level power spikes of post-level-9 casters was always an issue, but the issue was limited in scope pre-expansion. With 4 more levels, two entire spell ranks suddenly became per-encounter. It turned what was a notable quirk into an insurmountable gulf. The system needed to die before the game was even released - the only problem here is that it took until the second expansion to fix an issue many of us saw from a mile away. That would only lead to you going through your prepared spells like a checklist in combat. There's no reason to compromise on this issue - the system as it was was always broken, and a "spell mastery" feature was always a reasonable option to give potentially starved late-game casters an available option. Making all spells in a given rank once-per-encounter would still give you an inordinate number of very powerful choices not in any way reflected by any other class' available options. I'd maybe, maybe possibly consider it if you had to shell out a Talent per spell rank. -
Too fast leveling ?
Luckmann replied to Vampire's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I haven't played the expansions, but if the main game is any indication (and I see no reason why it wouldn't be), you could probably cut XP by upwards 50% and still easily reach the level cap. Before the expansions, you capped out at about 2/3 through the game, and they only add 4 more levels - you could probably have capped out those 4 new levels without the expansion content, really. -
[v3.00.929 PX1-Steam] Sagani and her talent Agile Retreat
Luckmann replied to ignus's question in Patch Beta Bugs and Support
I just noticed that Sagani had this Talent, and although I have no experience with the bugs, I must ask - is she even supposed to have this Talent? It's not a standard Talent, and it also means that she's got a talent extra compared to anyone else. Was this intended to be applied to Itumaak? It's relevant to know when it comes to the level of annoyance of this bug. If she just loses a Talent she's not supposed to have anyway, I really don't care, and I'm not going to be retraining her anyway. Edit: Upon leveling her up to level 2, I did not lose Agile Retreat, when I took Resilient Companion, btw. -
Zahua "Infinity" Damage Taken
Luckmann replied to Claytron_Device's topic in Pillars of Eternity: Stories (Spoiler Warning!)
He hasn't taken infinite damage, dummy. It clearly says he's taken -Infinity in damage. Duh. -
Devs aren't obligated to anything, but we're talking specifically about widely requested, basic functions; or at least most of us are. The amount of people using the IE Mod isn't really relevant to the discussion, except as something to point to as evidence that it can be implemented fairly easily. There's really no excuse for the UI to still be locked into a horrible mockery of good taste, and there never really was an excuse for Neutral NPC:s not having their own selection circles, and there's still no excuse to not have an option for better experience pacing, or Favoured/Disfavoured bonuses not working for CNPC:s. Or not having a walk toggle, for that matter. In some cases, the IEMod mucks about with core functions and assumptions, such as Per-Encounter Abilities and Resting Supplies and stuff like that. It's understandable that no such options would be included in the base game, for obvious reasons. But most of the stuff people want are either considered straight-up fixes - fixes which could be optional or not - or largely cosmetic issues or issues of pure usability. Basic stuff.
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It is indeed a failure on Obsidian's part when there are people (I'm one of them) who will not buy their product unless a third party mod, which for the most part provides basic options/features/improvements that should be in the game anyways, is updated for it. In other words, we shouldn't even need the IE Mod. What it does should already be in the game. Especially at this point. Many of the features you want IEmod for I do not want any where near the game. It is simply not possible to satisfy every single person, hence the existence of mods. What, and why?
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Saving was always fast for me, even on my old rig (pre-SSD). What was a life-saver to me was changing Autosave from triggering after entering a locale to before entering a locale. Really just... weird to have it any other way. I'm getting the feeling that Obsidian depended a bit on the IE Mod and felt they didn't need to put some of the really basic stuff into the game, because modders were there to fix it for them, a painfully common trend among developers these days. But given that the IE Mod doesn't seem to be getting updated, with the current developer MIA and the older ones obviously disinterested, that probably wasn't wise.
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I think a lot of people want a lot more than that, really. But I agree that it's odd that such basic thing aren't implemented in the base game - the decisions to not have neutral NPC selection circles and walking in the game stands out to me as real "but.. why?". I had completely missed that the IE Mod now had working non-funky walking, though. To me, it's mostly about the UI, the added console functions, and increasing experience needed to level - the flat % way the IE Mod does it isn't perfect, but it's better. The fact that the IE Mod also fixes Dispositions for CNPC:s is also pretty neat. It's a bunch of small things, really. But mostly it's the UI and neutral selection circles. The base UI has never improved (in fact, it seems to have gotten worse).
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It exhibits a "sticky" behaviour not exhibited by any other sub-hotbar in the game. This is easily tested by creating any character with spells or similar. If you press the Hotbar button for 1st-level spells, the 1st-level spell sub-hotbar opens up. But as soon as you do anything else, such as move your character, the sub-hotbar closes. But if you so much as hover over the Backpack hotbar icon, the item/equipment sub-hotbar pops up and does not go away until you either change character, or open up another sub-hotbar. Very inconsistent and annoying behaviour.
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Third Expansion
Luckmann replied to cwi87's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Not true. CRPG stands for Club of Refined and Prestigious Gentlemen. This is true, as clarified within the Codex. -
Pretty much melee. Ranged DPS is still a Ranger's purview. But Fighters are awesome What I don't like about that is that while Rangers are good for ranged DPS, they are also extremely capable in melee, and you can easily make a very good melee ranger build. Rangers, at the end of the day, play like.. rangers. Obviously. Melee or ranged, a ranger always plays like a ranger, and it'll always be vaguely nature-based and have a pet. A Fighter, though, will practically always be melee and engagement-based. The reason I've supported more ranged support for Fighters in the past was because I wanted to be able to build a combat/soldier-esque archer archetype.
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I've been playing the T:ToN beta. Lack of interactivity is not one of its problems. There is a lot of text, but there's a crazy number of ways situations can be resolved. It's extremely non-linear and reactive. As to the "flashbacks" (they're called 'meres' by the way), they also work really well. By and large they're mini-stories which would've required a lot of resources to develop as full gameplay. As CYOA interludes they expand the depth and breadth of the game in ways that just couldn't have been done without, like, five or ten times the budget. They're well thought-out and overall well written, and they all reveal something significant about who or what you—or someone else—are. Planescape: Torment rewarded reading. T:ToN perhaps even more so. If you don't like to read, it most definitely isn't the game for you. However, it is not an interactive novel: the way the text is structured could not have been presented as a book, film, or any other medium. It is a game, right down to the parts where you read something, reflect on it, and choose what to do. In a way those parts are a throwback to the glory days of Infocom text adventures, although much easier. That's also why it is going to have a pretty selective appeal, and I'm sure a lot of players will simply give up on it, simply because interactive fiction is almost dead, and therefore unfamiliar and off-putting to them. Sounds promising. A lack of reactivity was always one of my chief complaints with the narrative in PoE.