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Sensuki

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Everything posted by Sensuki

  1. It wasn't his fault, see my previous post in the thread. Either way he died to bugs though. Honestly I feel sorry for Obsidian having to rock up to Gamescom with that build
  2. That's only because the screen is too small. If you were watching a 4:3 screen that was as wide as your PC monitor but taller, it would look way better than 16:9 IMO. I have a 22" LaCie ElectronView III CRT monitor, and it's pretty good for 4:3 games and 4:3 media content (such as The Wire).
  3. Do you know if any of the devs actually replayed the Infinity Engine games during the development of Pillars of Eternity for research? We know that Steve Weatherly and Adam Brennecke played Icewind Dale 2 at least a little bit at the beginning, but that's about it. Recently we've heard that all of the T:ToN guys at inXile are all replaying Planescape Torment for research, which I thought was a very healthy thing to do when making a spiritual successor.
  4. Nah they've always said they'd do a Solid UI
  5. Enchanting Accurate Weapons with accuracy bonuses - issues
  6. *WARNING* - This could be based on vastly out of date information, as we're now a month behind In this video I enchant a Fine Spear with the Accurate 2 property. The Accurate 2 property suppresses the 'natural' Accurate property of the weapon. While I expected this behavior, there needs to be something done about how this is displayed. Because even if Accurate 1 was being displayed properly, it doesn't give the player any indication of the fact that the bonus is suppressed (and I'm not even 100% sure if it's supposed to be suppressed, since it's supposed to be a 'natural' weapon bonus). Then it brings into question what it does for the maximum amount of enchantments / quality of the item. Because it has suppressed the natural bonus of the item itself, the item is now 'worse' than what it would be if I had applied an Enchantment that was not an accuracy-related one (such as a damage type lash) and it is also possibly taking up an enchantment slot as well ? So I'm not sure what should happen here, but I think this should probably happen *If* the Accuracy bonuses aren't supposed to stack, then you should not be allowed to enchant 'Accurate' weapons such as spears, daggers, clubs and rapiers with the 'Accurate 1' property - because it wouldn't even work, and if you enchant one with the 'Accurate 2' property, it should override the Accurate 1 property completely, like delete it from the item and replace it, so it's less confusing to the player and it doesn't take up a potential 'enchantment' slot The Accurate 2 shouldn't probably bump it up an item tier for the purpose of value because you're getting less than half the Accuracy bonus. But yeah I can see a few potential issues here with other types of enchants too - something I think I'll dive into for the next patch, but I think this is an important one for now.
  7. I suggest you go read everything over again, but I suppose that won't help. I don't think there's a single person here who'll agree that we argued those two points or anything in any of your paragraphs even happened. Seems to be an illusion in your mind. The part about arguing something must be changed or it will get bad press is hilarious - that sounds more like something you did I also like the bit about me reporting posts hahah, any moderator here should be able to confirm that I have not once reported a post on this forum.
  8. We've known that since 2013 actually.
  9. He posted it on twitter/Something Awful when I asked how recovery time worked back in early September. Those numbers are out of date because recovery time factor is now 1.4 or something instead, so everything is a bit slower.
  10. Nah it wasn't, they changed it so that NPC circles didn't always show (moved the feedback slider down one notch). You could of course, change it back - like I did.
  11. You read the Josh Sawyer quote I posted in that thread in the beta forums right? They added Merchant Gold for a reason, but removed the reason for adding it and changed it to something else. The function is now defunct.
  12. No point until after the next patch anyway. It takes time to adapt the mod to a new PE version.
  13. All you have to do to bypass it in the game currently is close the shop interface and open it again. It serves no purpose other than an annoyance - which is why it's being removed.
  14. By posting you'll (hopefully) gain a few levels in getting across your opinion
  15. Yeah glad to see vendor gold removal - it was a left over from another idea and was just causing annoyances.
  16. No, Josh said on SA today that all merchants will buy your stuff for the same price every time
  17. Poorly optimized games run better on faster CPUs. If you have a less powerful CPU (eg. i5 750 or something) and try and play the hilariously unoptimized Satellite Reign beta, your computer will cry. The PE devs are more concerned about memory management for Pillars of Eternity because they want to try and make sure that 32-bit machines don't have issues with the per-process memory limit of 2GB ... so I dunno how much CPU/GPU optimization they'll end up doing. Hopefully some of it at least.
  18. delete / lock thread pls Merchant Gold is being removed
  19. The 'stat sheet code' has nothing to do with how damage is calculated. It's a separate class altogether that merely handles the character sheet UI. There is a large CharacterStats.cs file that has a few classes in it that stores pretty much everything stat/mechanic/calculation related - damage calculation is in there, and handled separately from attributes. There used to be only 4-5 things you needed to change to mod an attribute - a few values in CharacterStats, one in the CharacterSheet, CharacterCreation and some string entries. Now it's a bit more complicated than that, there's some 'Calculate...forUI' methods that I need to look at as well.
  20. I laughed at Adam Brennecke dying to the beetles twice in a row, but that beta build was stuffed up man - there were so many bugs with selection and commanding of party members that I died too on my first go as well and ragequit lmao - so I take it back.
  21. Well Brandon said the panel would be similar, so I would assume you'd get the same five devs in attendance, plus the marketing director.
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