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Everything posted by Olauron Mor-Galad
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*Missing String xxx* Mega Thread
Olauron Mor-Galad replied to Aarik D's question in Backer Beta Bugs and Support
Dialogue with Mukumu: Journal (use TAB key in Quests window): -
And Galaxy shows me 3.5 GB to update to 0.0.0.0021.
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[Description of the issue] Trying to load a game, to change major location or to exit an interior results in crash. [DETAILED list of steps to reproduce the issue AND what to look for] 1) Start new game. 2) Create a character. 3) (optional) Level up the main character to level 5. 4) One of the following: 4-1) (optional) Save game. 4-2) (optional) Enter the mill interior. 5) One of the following: 5-1) Load saved game. 5-2) Exit interior. 5-3) Change map location using global map. 6) Loading screen appears and in a few minutes game crashes. [Expected behaviour] Loading a village area or a selected area. [Other remarks / Comments] This crash may be caused by starting a game on not a modern system. But it is absent in the "Known Issues" list and thus it is not clear whether the developers are aware of it (I'd not count the "Optimizations - We have not fully optimized the game yet. You may notice that load times and performance still need to be improved" issue as it is not a matter of time and performance but a matter of unavailability to play). [Files] output_log.txt and error.log (renamed to error.txt for uploading) are attached. crash.dmp and report.ini are empty. [special] DxDiag.txt is attached. output_log.txt error.txt DxDiag.txt
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New Kickstarter incoming
Olauron Mor-Galad replied to C2B's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Obsidian’s Bold Future: Eternity Meets Skyrim, A Second KS -
Kickstart Backer Badge
Olauron Mor-Galad replied to Gfted1's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I'm missing a K-badge too. -
New Kickstarter incoming
Olauron Mor-Galad replied to C2B's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
It may be something based on the Pathfinder ruleset. A VtM:B successor would be rather interesting as well. -
Update #28: What We're Up To
Olauron Mor-Galad replied to Adam Brennecke's topic in Pillars of Eternity: Announcements & News
I will disagree with you. You can just manage an optimum of price/weight. As for Skyrim... You know, there is no weight restriction unless you feel the need to be able to run all the time.- 189 replies
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- Project Eternity
- Official Update
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(and 2 more)
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Update #28: What We're Up To
Olauron Mor-Galad replied to Adam Brennecke's topic in Pillars of Eternity: Announcements & News
Delete your browser cache and reload. I can't see the new image even in another browser. I've never been on that page in that browser. Thanks! I guess they've left something for the 16th level. Something like a foot.- 189 replies
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- Project Eternity
- Official Update
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(and 2 more)
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It is already been said that they are going to post updates every week or two.
- 214 replies
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- project eternity
- update 27
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I'm looking at what Peter Jackson did with King Kong and The Hobbit. Production videos every several months are very welcome. I just hope that we will be able to (pre)order those wonderful Collector's editions of self-funded projects. I'm not really interested in digital goods. He should be named Hercule It is not only a reference to the famous Hercule Poirot but also a joke about his short stature (Hercule = Hercules).
- 53 replies
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- project eternity
- interview
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Call me when using a few exits in a dungeon causes all enemies in that dungeon to explode and drop dead. Until then, don't spit out a moronic argument and call it "logic" Ingame effect doesn't matter. Pretending something doesn't exists never restores broken immersion. Thus an argument "You don't like it - you don't use it" is useless. Why would I not use something? More importantly, why would my character not use something that he will use at the heartbeat? Am I forced to choose between metagaming and breaking immersion? I think not. And if not, "don't use it" is not a valid argument.
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The Endless Paths should be feared. The Endless Paths are named "Endless" for a reason. Easy exit on every level just breaks the whole thing. Not following. "Endless paths" simply suggests that it's a path that goes on forever. Putting exits in it every few levels does not suddenly make it not-endless. If it was meant to trap the player for 14 levels without respite they'd have called it "the unescapable endless prison" Exactly. But 12th level is technically a 3rd level if there is an exit on level 10. Not "endless" at all to my taste. If it is an easy exit then any adventurer could use it to go out. Yet adventurers were lost. I'm not talking about trapping. The entrance is open.
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The Endless Paths should be feared. The Endless Paths are named "Endless" for a reason. Easy exit on every level just breaks the whole thing. It is acceptable though to create exits every 4-5 levels. And not an easy exit. An exit should be a reward. Be good at exploring the last 4-5 levels and you'll be able to open this secret exit. For example, there is an exit on level 5 (in case of "every 5 levels"). This means that a player should do something on levels 1-5. There is an exit on level 10 - a player should do something on levels 6-10.
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I'm trying to look at it from the developers' perspective. The instances of random encounters are generated at run-time. It is not hard to add an objective with the assigned experience during this generation. Not random groups of enemies already have statistics. It is not really hard to add some group identifier to link an enemy to an objective. An option to turn on/off this kind of objectives is not a time consuming feature. Balancing will eat some time for sure. That said I really don't need such option as I'm pretty happy with no experience for killing. But there are some players who are not happy. I'm trying to point out that they are "fighting" wrong obstacle. They are "fighting" a system (objective-based) while it is better to "fight" an implementation. Exp-per-killing can be implemented in the objective-based system, the only difference is getting experience per group of enemies (a group of 1 and more) not an individual enemy. Edit: typo
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Congratulations to Obsidian, backers and other role-players! This is a milestone indeed
- 94 replies
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- Project Eternity
- Kickstarter
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I would say it can make balancing easier. Not necessarily though. It is absolutely possible to automatically assign an objective (hidden from the player) to every stack of non-quest enemies. This will allow those who desire to grind as much as with the exp-per-kill system, just get experience not per one enemy but per group of enemies. This however allows pretty easy not rewarding for the same quest twice or thrice (speech + mass kill; stealth + mass kill; etc.). Being able to grind or to raise your level through exploration (and killing enemies) is a matter of implementation not a matter of system (objective-based or exp-per-kill) itself. Edit: I would even say that it is really easy to implement an option for a player to toggle on or off regarding experience for dealing with random groups of enemies in case of an objective-based system. Not easy in case of exp-per-kill system.
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Health and Stamina system is really great. It encourages both tactical and strategic planning, it can differentiate classes a lot. Just imagine how different will act classes with high stamina / low health and low stamina / high health. The barbarian example proves that the developers already look at this opportunity. An objective-based experience can be interesting. It solves some problems yet doesn't create problems itself. Even every random encounter can be assigned with a hidden objective so that a party gets experience for "Dealing with encounter".
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They were (almost) stated as companions in the update #15:
- 92 replies
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- project eternity
- update 23
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Upper Tier Question
Olauron Mor-Galad replied to Ashram's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
"Yes" to the sold out $5000 and "no" to the $3000 and the remaining $5000.