Everything posted by PrimeJunta
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Inventory Mod [16 Slots]
@Indira I agree, the sounds are pretty thing ATM. Perhaps to be expected, though. It would be good to get an update on the sound design from the horse's mouth in fact. We don't know what state it is currently in, nor what's planned which makes it a little difficult to make suggestions.
- How to Fix the Attribute Design in Pillars of Eternity
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Inventory Mod [16 Slots]
@Indira I know what you mean, but I get that kick e.g. from the identify rhumba. Memorize, identify, rest, rinse and repeat. Dragging icons around just doesn't do anything for me; feels like pointless busywork.
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Inventory Mod [16 Slots]
Mucho me gusta. Another vote for bumping the inventory to 16 slots, if a more thorough rework is off the cards. (Edit: although I would prefer an unlimited self-sorting party inventory. Playing BG1 and not enjoying the inventory rhumba.)
- Backer Beta Build 278 is live
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New BB Release This Week?
I'd rather wait until they have the new attribute system in. Somehow I'm not that interested in testing out a new build without it.
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Sensuki's Suggestions #018: Backer Beta Version Review v278 bb
Re durations, I'm not sure I agree that 5% is OP. If the base durations were nerfed somewhat so that INT 10 would be the "average," I don't think a 50% bonus on top of that for INT20 is unreasonable. At INT 3 the durations ought to feel "too" short, much of the time anyway.
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Sensuki's Suggestions #018: Backer Beta Version Review v278 bb
Oh yes, absolutely not! That would be bad. Bulletholes need tampons, at the very least.
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Sensuki's Suggestions #018: Backer Beta Version Review v278 bb
No, they don't, but I find them useful in any case. Supplemental information.
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Sensuki's Suggestions #018: Backer Beta Version Review v278 bb
I want clutter on my portraits. Those action icons are a really good way to see at a glance what everybody's up to.
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Sensuki's Suggestions #018: Backer Beta Version Review v278 bb
DON'T TOUCH MAH HALT!
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On character development/levelling pacing
Actually since taking a few pointers from Sensuki, the encounters in the BB are resolved pretty quickly too. Estoc, morningstar, and firearms FTW. Druid-wizard combos also rain death in a most satisfactory manner.
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Sensuki's Suggestions #018: Backer Beta Version Review v278 bb
Would you mind posting the document you're working from as well? TBH I'm not a huge fan of talky videos since I read so much faster, so if you already have the source material... I could then just skip through the video to look at the bits I didn't get from the paper.
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On character development/levelling pacing
I haven't heard about companions, but Adventurers' Hall companions will not be higher than your level minus one. Update on my BG playthrough, by the way. Playing with a four-member party, PC is a totally startscummed fighter-mage. I do like the pace of the level progression. I also dig the exploration. The combat, not so much. Frankly I like the combat in the BB more already. Party is between L4-6 so it's in the same ballpark.
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Sensuki's Suggestions #018: Backer Beta Version Review v278 bb
Dead can dance?
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On character development/levelling pacing
I liked the one that changed them into chickens. I WANT TO USE IT EVERY TIME
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DLC vs Expansion Packs
PrimeJunta replied to Intoxicated_Ant's topic in Pillars of Eternity: General Discussion (NO SPOILERS)Definitely expansions. Preferably big ones, and far between. DLC just tends to mess with the flow of the game, and I really don't want to start a new playthrough every time. Come to think of it, I don't recall playing much DLC worth playing, in a cRPG anyway. Expansions can be rad though.
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On character development/levelling pacing
Hehe, yeah, I sometimes get the feeling that I'm in the minority with this one.
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On character development/levelling pacing
I don't see the problem. Harder difficulty is supposed to be harder. You'll only take more damage if you don't play any better than you did on normal, in which case the limited resting supplies will bite you in the posterior. Isn't this how harder difficulty is supposed to work? Or do you feel that only individual fights should be harder, but strategic difficulty should remain the same? If so, I disagree. I especially enjoy games with limited resources where I have to think about what to use and when. (Which is why I really liked the Spirit Eater mechanic in MotB.)
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On character development/levelling pacing
You mean, the game gets harder when you up the difficulty? Imagine that.
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On character development/levelling pacing
I like it.
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On character development/levelling pacing
DoT is bugged. I suspect once they've got that sorted out, poison won't be anywhere near as punishing as now. Nor do I think poison will be as frequent an occurrence on average as in the beta. Give us some potions of antidote and ways to craft them, and we're good.
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On character development/levelling pacing
Do you? How so?
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How to Stop the item drops
Hey, good investigation. They did mention something about a hairy secondary weapon slot related bug; this might be it.
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On character development/levelling pacing
The reasoning is something like this: in the IE games, how deep you could go was (often) limited by your party's priest's (or druid's) reservoir of healing spells. This had two implications: (1) every party "needed" a priest or druid, and (2) the priest or druid spent most of her juice on heals rather than all the other cool spells (unless you had more than one). So Josh's solution is to get rid of the mandatory party healing battery and give each character one instead, thereby freeing the priest and druid to use their other spells, or players to go without a priest or druid altogether, without gimping their party more than they would by foregoing any other core class. The reasoning is sound IMO and does make for potentially more interesting gameplay. It just falls down somewhat ATM because the priest's spell selection is a little dull, so she's been turned from a heal-o-mat into a buff-o-mat. That's easy to address just by giving her more and more interesting spells. I do know I often played with multiple priests/druids for this very reason. Not so much more healing capacity (I'd be out of other spells etc. by the time that ran out), but to get access to all the cool divine magic while still retaining the healing capacity. (I don't think rest-spamming has anything much to do with this mechanic BTW. It doesn't really affect it one way or the other; in both cases you need to rest when your strategic healing runs out.)