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ledroc

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Posts posted by ledroc

  1. thanks for the feedback everyone.

     

    Here is my intent. Allowing restat doesn't mean people have to use it.  It's the same with retraining. How many people felt the need to ever retrain any of the companions?  But didn't you like the idea that you could dump that if you wanted?

     

    I think the ideal scenario is to set the companions stats and skills when you meet them but allow you to retrain them if you want.  The majority of people would never push the button but some of us would like to.

  2. Ok, so here's my dilemma. I love the companion stories, I love them talking and interacting etc. It seems in Deadfire it will play an even bigger role.

    I know that you can retrain companions and change their talents etc but not their primary stats. It would be really nice to have the best of both worlds. I find myself rolling characters at the Inn because I have something in mind, where the companions might not have that same idea.

     

    For example, I assume most people play Eder as tank. What if I wanted him for another role?  Hard to do that without changing his primary stats around.

     

    Thanks for a great community

  3. I just use the strategy guide and it drastically sped up the game for me.

     

    Sure it sort of breaks the "immersion" but then Im not stupidly sneaking through rooms for no reason

     

    and for traps I just reload if they hurt too bad.

     

    Call it "cheating" but my time is limited so these are my options.

     

    I would much prefer to have a rogue type character always on

     

    Wasnt that what happened in BG with Imoen? the rogue chick?

     

    she would find stuff all the time.

  4. first, LOVE this game, having lots of fun.

     

    So, I found myself in an usual situation I was in a battle and one of my characters ran out of endurance but kept standing up.

    Battle finished and everyone "reset" except him.

    Can't find a way out of it, I can't select him, can't move him, etc.

     

    I finally quit the game and reloaded but it was right after a really tough fight that I won with only 1 person left standing so I'm a bit bummed.

     

    anyone else had that situation?

  5. Ok, first off I LOVE this game, I think they hit a home run.

     

    The only thing that bugs me a bit is the scouting.  The movement is too slow and there is no option to just turn it on individually all the time for the characters you want. ie. the rogue types.

     

    Therefore, I find myself just ignoring most traps and if I get hurt too badly I just reload the save game.

     

    I don't want to spend my entire time hunched over creeping around at half speed.

     

     

  6. Just curious if anyone has seen anyone from Obsidian respond in these forums? If so, is there a way to sort or search on posts that have a response by a member of the staff?

     

    Speculation is nice but I would love to see any feedback coming the other way as well.

     

    If you do have any posts with Obsidian responses can you link them so I can see what they look like?

     

    Thanks

     

    Maybe I can query on author name etc.

    • Like 1
  7. How would you determine it, ledroc? Would you go aggro on the guy with the highest hitpoints and the best armor while seeing 3 powerful spellcasters behind him with almost no hitpoints and no armor?

     

    No, but I wouldnt allow some archer sitting in the back constantly shoot arrows at me either. There just needs to be some better intelligence built in than most games currently have.

     

    Good graphics are easy to program, good AI is not

  8. I like the idea of enemies that vary in perception and intelligence and choose targets based on a variety of factors, including both proximity and who is hurting them most.

     

    THIS is the intent of the poll, which is essentially "aggro"

     

    How does the AI decide what character to target and make that dynamic during the fight? That is the real question

     

    What math determines that?

    Is it random?'

    Is it based on damage?

    Is it based on perceived threat?

    Is a caster in the middle of casting a spell and should the enemy interrupt that spell?

     

    All of those actions generate "threat" or whatever you want to call it and the AI should react to those factors

  9. That's just bad AI. It has nothing to do with aggro. Play BG2 with the SCS mod and you'll find that every enemy makes an instant beeline for your spellcasters just like you would.

     

    Yes, that is partly my point, you needed a mod to make those games better when that intelligence should have been built in

     

    Its also not just heading for the casters its being able to pull that attention away from the casters. Otherwise there is really no point to beefing up armor on a melee character

    You bring them along to soak up damage

  10. I think maybe an example would help

     

    you have the following party members

    1. thief

    2. mage

    3. fighter

    4. cleric

     

    Your thief hides and backstabs an enemy, the enemy turns and attacks the thief

    the mage and fighter join in and land some big attacks

    the enemy continues to attack the thief

    thief runs away, enemy follows

    party switched to ranged weapons and spells and continue to attack the enemy

    thief continues running around a table playing a game of tag with the enemy

    enemy dies while completely ignoring the mage and the fighter

     

    Edit: if you are wondering this is exactly how the BG games work

  11. and if you are wondering what the advantage to this system is, just play BG1 and take out the ogre with a level 1 party. All you need to do is hide behind a tree and shoot arrows at him and he never leaves the first character that attacked him.

     

     

    Essentially called "kiting" and usually an easy exploit to encounters where ranged characters aren't targeted

     

    Makes for a fairly boring game if your #1 damage comes from arrows and those characters are never in danger of dying. Not very realistic if a monster is getting shot at 100 times and just keeps ignoring it because the thief tastes good

    • Like 1
  12. As long as it's somehow balanced I don't have a problem with it. So your strength designates your carrying capacity and your armor counts against that.

     

    so if you chose to play a character that has a high strength, wears plate armor but casts spells, great but his/her spells shouldn't be as powerful as someone that has a higher relative "intelligence" or whatever the spell casting stat of the day is.

     

    There needs to be a trade off, otherwise all your party would be spell blasting plate wearing fools

  13. Just wondering what people thought about having some type of aggro (aggression) table in the game.

     

    For those that might not be familiar this is where your party generates "threat" by their actions. Most of the time this is damage to a specific character or monster. The more damage you do the more threat you generate and more likely that monster is to attack that character.

     

    This is also where the term "tanking" comes from. This allows your character to artificially generate threat in order to keep the monster's attention and to soak up damage. Most likely to protect your more fragile rogues and mages.

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