
teknoman2
Members-
Posts
1377 -
Joined
-
Last visited
-
Days Won
13
Content Type
Profiles
Forums
Blogs
Everything posted by teknoman2
-
Ranged combat mechanics
teknoman2 replied to Mico Selva's topic in Pillars of Eternity: Stories (Spoiler Warning!)
apparently you never tested the effects of an arrow to an armor... neither did i for that matter but i did watch a show about medieval warfare on tv. the design of most metal armors, is such that most arrows will just slide to the side if they do not connect at a 85-90 degree angle, and will rarely cause more that a few scratches to the wearer if they do not hit a weak point, especialy from longer ranges. also the quality of the arrow is important, as low quality arrows will never pierce an armor. now for non metal armors, like leather, it was usualy made with a pading of tightly woven linen underneath, that acted like today's kevlar. so it is safe to asume that ranged attacks made with any but the highest quality bows and arrows, would cause far more graze hits than normal ones -
Money balance
teknoman2 replied to jethro's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
i would rather be filthy rich and have nothing to do with the money, than find myself in situations where i need something and i cant get it and i have no way to make the money i need because i finished all the game except for the last part of the main quest -
Item Durability
teknoman2 replied to Sensuki's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
well the durability thing is a complicated matter and my policy is to let the devs do as they see fit and judge the result. however by puting things in perspective: the idea is to make crafting skills viable for more party members than just one dedicated to the profession. that's good as a thought, however by having a single crafter, he can just repair the rest of the party's armor and weapons when needed. however if the repairs can only be done in a forge (not specified in the update), the party with damaged gear, will have to leave what it's doing for later or proceed with it's task at greater risk. if the repairs are done in a forge, then you have to pay the owner to use his tools or pay even more for him to do it for you and here's where the stronghold comes in. if you invest on making a smithy in the stronghold, then you can use it to repair your stuff for free, provided you do it yourself and not ask the smith to do it. and also, if the gear gets damaged too often, then you need more and more trips to the forge to fix them and you waste more and more money if you dont have your own forge, making the crafting skill useful for characters that use their gear often (a wizard that stands away form the thick of it, will probably never get his gear damaged, while a warrior will give and take blows that will ruin his armor and weapon at every encounter)- 176 replies
-
- 1
-
-
- crafting
- durability
-
(and 1 more)
Tagged with:
-
Crafting poll
teknoman2 replied to Kronos's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
im fine with it as it is... and if they add the ability to mix and mach randomly stuff to see what comes out even better, but i wont really miss that feature if it's not there. and of course it would be nice to have npc crafters to make stuff if you cant, however they should charge you an arm and a leg for the work -
Because to see all the major content you have to replay the game, potentially many, many times. See The Cave as a good example of a game that was absolutely crippled by this desire to create "replay value." it's called replayability and has nothing to do with the game's length. if i am a priest of the god of death, i cant do the quests that are meant for followers of the god of life and vice-versa. the game will last the same if i follow either path, but i cant follow them both in a single playthrough. im not a fan of forced replayability (when i have to replay the game for trivial things that should not make a difference as oposed to logical forks on the game's path), but im even less of a fan of having the "you can do all quests no matter your allegiance" trend from the TES series.
-
Update #58: Crafting with Tim Cain!
teknoman2 replied to Darren Monahan's topic in Pillars of Eternity: Announcements & News
My thoughts in this: First issue: When unique items were in stores: * I don't want to buy unique items in stores I think the main problem with this is how much unique the item is and what kind of store. People like to think that unique items are rare,special things that can't be recreated and most people in the world haven't seen. When you can buy it from a store, it looses something af its allure. Possible solutions: Make a reason for the store to have them. Maybe a realy special store that it's difficult to gain entrance and deals only with special items? Bonus points if the seller is unique himself. (I don't think I ever heard anyone complain about the "Adventurer's Mart" or the Collector's Edition shop but I may be wrong). This I agree with. An upscale store with a restricted clientele would validate the process of buying an expensive magic item. Or perhaps a high end auction house with limited and varying items for sale. a problem i often found in BG2, was that certain items were available in stores, but were too expensive to buy at the time, while when you had the money to get them you already had better gear. this is something that must be adressed. if in order to get the gold for the +2 sword at the shop, i have to clear a dungeon where i get myself a +3 sword, it is pointless to have the +2 at the store. also i will not have any reason to spend the money i made in the dungeon anymore and complain that im just hoarding gold.- 633 replies
-
- 1
-
-
- project eternity
- crafting
-
(and 1 more)
Tagged with:
-
Update #58: Crafting with Tim Cain!
teknoman2 replied to Darren Monahan's topic in Pillars of Eternity: Announcements & News
^ elvenskin leather vest defence 5 dexterity + 4 charisma + 1 50% resistance to sleep 15% resistance to magic -100% reputation with elves durability 98/120 materials needed 5 elf skins 2 elf entrails 10 female elf hair 1 scroll of dark binding the fact that it is recipe based and the crafting window will show what's possible to craft and what not is good. in NWN2 i really hated that i had to find the book, read it, go to the forge, put the items in, read the book again to make sure i didnt make any mistakes, craft the item, then go find another book for the enchantment. i hope though that we will be allowed to experiment with our ingedients, to make random items and save/learn the recipes- 633 replies
-
- project eternity
- crafting
-
(and 1 more)
Tagged with:
-
personaly, i always considered hit points as an indication of the characters ability to defend himself and not simply his health. for me, losing hp, is when you cant defend properly against an attack and lose your ability to concentrate, or your arm gets sore by a bad block, or it glanced on your helmet and got you dizzy, or you had to spin to deflect it on your armor making you feel pain, and generaly by losing hp your ability to fight properly is diminished until at 0 hp you dont have the strength to avoid an attack and get the single hit that actualy struck your body and kills you
-
OP did you expect a copy of BG with better graphics? BG and IWD were great games and nobody doubts it, however they suffered from the tecnical limitations of the time they were created. DnD rules, low res graphics, static world, minimal feedback, the spell part of the UI and many other things, were made as they are because the developers could not make them any other way at the time. in order to make an IE inspired game, it is not necesary to also copy the tecnical limitations of that game engine... you only need to get the atmosphere right
-
well to know what drops loot, you will only have to look at it. a wolf or a bear, wont drop anything besides maybe a pelt. a golem does not need to have on it any equipment, so it will drop nothing, except if it is an important guard and could have a key you need. a random group of bandits may or may not have something of value, but their boss will surely have. so in short enemies that dont have any equipment on them, will obviously drop nothing for the rest you have to take your chances
-
Why 9 Charakters only?
teknoman2 replied to Muschas1's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
^ better to have more companions with less depth? the answer is no. -
Why 9 Charakters only?
teknoman2 replied to Muschas1's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
even if there are 108 companions in the game, in the end you will choose those who work best with your main, and often they are always the same -
Some wild screenshots appeared!
teknoman2 replied to C2B's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
i think it's a bat winged pegasus or hippogryph -
Too much loot
teknoman2 replied to Sheikh's topic in Pillars of Eternity: Stories (Spoiler Warning!)
what i would do, would be to add a pack mule that waits outside the dungeon. you go in, kill stuff and loot them, then you go to the mule that has unlimited room and drop off what you dont need... then back in to kill some more. the unlimited deep stash and the limited usable inventory, is practicaly an implied mule -
Dragon Age. Devleopment 2003-2009. Quality = Garbage. Diablo 3. Development 200?-2012. Quality = Garbage. Not necessarily ha that reminds me that most of the people who loved dragon age 2, loved it for the combat system... i really cant believe that the part of the game that was ruined the most, is actualy the only plus that those who dont hate the game 100% find as the redeeming quality
-
and i have absolutely no problem with a game being too difficult, as long as the difficulty is rational. last time i played BG, i went in durlag's tower without a thief and i had to invent all sorts of tricks to get past the traps. that was not the game's fault. just as in the video it's not the game's fault that the 2nd guy walks over the trap without looking. however, if the game bends the rules in its favor it's not fun at all... like empire earth did, where the AI always had more resources than the player, while having no workers (and the player needed 30 or more to keep up)
-
i may not heard it right in the video, but i thought artificial difficulty was when the game used underhanded methods to keep the player from winning easily if he was too skilled or his character was too strong. oh and i just remembered one more thing about BG: you may only have one contingency active... it said when you tried to use the contingency spell while another was active. yet when i faced random wizard X, i was seeing RWX: contingency activated: enemy sighted RWX: stone skin RWX: globe of invulnerability RWX: protection from missiles ... RWX: contingency activated: 50%HP RWX: stone skin RWX: globe of invulnerability RWX: protection from missiles ... RWX: contingency activated: 25%HP RWX: stone skin RWX: globe of invulnerability RWX: protection from missiles so why did all enemy mages had at least 3 active contingencies, and i could only have 1? this is what i call artificial difficulty
-
im pretty sure, that in the combat messages about rolls, the game takes all variables into account, calculates the attack bonus and then adds it to the dice roll. after that it compares it to the AC and decides if it is a hit or miss. at least that's what i saw when i was fighting normal enemies: roll 13+3 vs ac-7=miss, roll 16+1 vs ac-5=hit, roll 4+2 vs ac0=miss
-
Can you give an example of punishing combat? I have watched the whole video and it clearly says if the rules are consistent, then the game is not punishing. The IE games had consistent rules, and they always gave you the tools to beat any challenge. wait what? consistent? when? where? it was all based on dumb luck most of the time, and often the battles were rigged to make them harder. want some examples? Sarevok rolled a 5, and had a +4 to his attack = 9 vs AC-9 = hit. now if i remember the rules corectly, to hit an AC-9 you need roll+attack bonus>=19. and i could accept that Sarevok, having the super magic sword, could ignore the dice and hit anyway... why did the same thing occur often with enemies that didnt even had magic weapons? My character had a +12 to his attack roll, meaning that he could hit anyone with ac up to -4, with a roll of 2. in fights against certain enemies, the dice rolled up to 5 consecutive 1 (critical miss) after every hit. after a certain level, ALL hp rolls at level up were automaticaly 1 i can keep giving you examples of how the AI cheated on core rules all day if you want