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Sensuki

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Everything posted by Sensuki

  1. Same. I don't have any trouble at all in those games, but in PE as soon as there's a few spells going off you have to wait for the FX to subside before you're able return to normalcy.
  2. Yes my videos could be more concise, although I am not proficient with any video editing software at present. For my next Version Review I am looking into learning how to edit so I can cut my clips down to be much shorter and concise. The reason I upload like this is because I can just record myself talking over an image/game, transcode to small file size and upload to youtube - very fast turnover time suited to doing smaller videos. However for longer ones - yep, need to use an editor. I also don't pre-write my speeches either, I usually have a couple of notes max but most of it is ad lib.
  3. tyme to upgrade that GPU IMO.
  4. Without being obstructive? WAT That is unobstructive. Notice how you can still see the building in the middle of the explosion. In PE Spell FX obscure units, and Chanter invocations turn the whole screen dark like a Planescape Torment Spell Effect .. just no. If a fireball goes off infront of a character in the lower angle outside, units behind the Fireball are completely obscured by it until the effect ends, because it lingers for like 1-1.5 seconds. IE Fireballs didn't have any lingering FX.
  5. Should try W7 64-bit tho - you have a 64-bit CPU Get it for free off da interwebz
  6. BG1, IWD1 didn't have trap xp - worked much better there.
  7. I've modded it out of the game, so if they don't do it by release I'll issue it in a Mod, along with removing Backer NPC icons and other things like that.
  8. Ahh yep - 32-bit windows ... there you go. Load times and Frame Rates are worse for me this build, but it's still stable. WTB Fix for jerky character movement though / Microstutters.
  9. PC Specs Hormalakh ? I'm sorry that you're disappointed and understand the frustration, although I've only had a single crash which I believe was in the last build ... but I have 16GB RAM.
  10. That was my point in the video. I had a feeling people vote for Lock/Trap XP because they want to be rewarded XP often.
  11. VFX in the IE games were in the RTS style - minimalistic, at least they were in the Baldur's Gate games. Since the developers of BG1 were working on an RTS prototype before it was turned into Baldur's Gate, they likely understood that the VFX needed to be simple. Non-persistent AoE spells should not have lingering effects. AoE Buffs and debuff FX should have per-unit FX rather than AoE, or at least, less emphasis on the AoEs themselves Lingering effects should be minimalistic as to not obscure the units on the screen When asked about VFX by me and some other interviewer, Josh has said they want the VFX in PE to be attractive or something, more modern. However like many other things I think they've misunderstood the reasons why minimalistic effects are important / were used in the IE games.
  12. Here is a video I made where I talk about XP Rewards in Pillars of Eternity. I usually stay out of those discussions because I don't find them to be constructive. However since Obsidian has changed their XP implementation, I find the new system to be imperfect and offer some suggestions on how to make it better. Long story short: Exploration XP should be rewarded for finding things in the areas themselves. It should only be rewarded for entering an area if that area was hard to find (such as the Dyrford Ruins). Lock/Trap XP should be merged into obstacle based XP, where if there are multiple ways to bypass an obstable, you should be rewarded for bypassing the obstable once, not for specific methods - such as picking a lock. Locks and Traps invidivually should not have XP rewards. I do touch a bit on Combat XP in the end as well. Let me know what you think. Previous Suggestions: Version Review v301 bb Recovery time should not pause while moving Revamped Character Creation Show Derived Stats during CC Talents and Feats Inventory Mockup v2 Desynchronized Character Movement Version Review v278 bb Cultural Gear Selection Navmesh for AoE Targeting Animations & Model Collision Inventory Mockup Dyrford Crossing Area Design Main HUD Mockup Beta Version Review v257 bb Fog of War Inventory & Item Tooltips Combat Feedback Comparison Re-wrote CC Class Ability Descriptions Item Descriptions and Contextual UI Rant Area Map Functions Main UI Tooltip Stuff Selection Circles and Targeting
  13. Previous system was okay, it's the RPG design that influences the player's skill choices. The RPG design does not promote dabbling. If conversations and scripted interactions checked multiple skills at once, then yes, people would dabble. Most of the skills combat bonuses are near useless as well.
  14. I never attack the boar anymore. It's pointless. Since the boar shares health with the Ranger and the Ranger has less DT and Deflection - just attack the Ranger. @Kjaamor. I haven't been fighting Medreth in the previous patches. I've been focusing on the Dyrford Crossing. That area is a lot better now, so I'm starting to branch out a bit. I have actually never completed the beta because of FPS issues in the Dyrford Ruins and Lle A Rhemen, so I figure I will just test the outer areas individually until performance is better.
  15. Okay so I'm working on some system design changes that should fix some of the issues related to combat. I've PM'd preliminary thoughts to Josh Sawyer just to let him know what I'm doing. Not sure if he'll reply, but I'm going to continue to work on the numbers and stuff and formulate it into something, probably a video and a document. It's more important that the backers (you guys) are receptive to the changes. Note: None of them have to do with Melee Engagement, so for those that are still resistant to the idea of removing it you can wipe the sweat off your brow. Some of the ideas we have discussed in this thread. So perhaps sometime soon, they will becoming to a thread near you. This was a helpful topic and it has given me a few ideas. Cheers.
  16. The game has an output_log.txt file that you could check to see what errors are causing the long hangs. There's a thread stickied how to find it in the Pillars of Eternity folder.
  17. I don't think rewarding players for just entering an area is a good idea though. The XP rewards should be for finding things IN the area - such as the hidden caches and specific locations / encounters. In the Dyrford Crossing for example, instead of XP for entering the area, XP should be rewarded for finding the hidden compartment in the Ruins wall, getting to the body with the note through the spider cave, finding the dungeon entrance and perhaps finding the Menpwgra/Forest Lurker encounter.
  18. In the second video, I'm still perplexed how the Monk guy died so fast ... I have a feeling that when Rogues use Escape, they get a Disengagement attack on the person they are engaging ... going to have to look into that.
  19. Yep. As I've been saying from the beginning the combat log is completely useless in PE. I like difficulty, so for me this new difficulty on Hard is pretty good, with some better balance it should be alright.
  20. Flat DR would make it super easy to balance the numbers. Super easy.
  21. http://pillarsofeternity.gamepedia.com/Pillars_of_Eternity_Wiki
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