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About Arhiippa

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    Enlightened Cynic of the Obsidian Order

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  • Pillars of Eternity Backer Badge
  • Lords of the Eastern Reach Backer Badge
  1. Right click Pillars of Eternity in your Steam library, choose properties and under the local files tab you'll find "browse local files" button. I'm obviously assuming you have PoE on Steam.
  2. No I'm not. The idea is to retreat from the front line away from your attackers, not two metres back so they can still hit you. Like you can in the IE games. But that extra space might let you use another character to step in and force the enemy to let the retreating character retreat or give room to any other tactical options that would let you achieve your aim of letting that character to escape melee. But that will only apply if there are some tactical tools to use in such a situation. But just letting characters just walk away from an attacking enemy without any repercussions or consi
  3. No, you need to make a tactical retreat when your units are in melee and have taken damage. The moment you move at all in melee combat, you suffer an instant disengagement attack that has no animation. Therefore it's usually a bad tactical decision to move at all, once in melee. Well, that is my point. Controlled withdrawal should be a reasonable option, but right now it isn't. I still don't want it to be too easy, but it should be a viable option. The rogue already has an ability that let's it escape engagement without attacks, perhaps other such abilities or other tactical options could
  4. While I'm not happy with the current feel of combat, I'm still hopeful for the engagement mechanic to show it's worth. Right now the problem is that it isn't balanced to reward tactical play. If the movement speed of the enemies was slower and there were options for dealing with engagement, it might be possible to make a tactical retreat a viable option and that would open up many tactical possibilities. I still don't think it should be too easy to just run away from melee, but right now it's usually completely undoable.
  5. This. Not only is the balancing work very much unfinished, but the encounter design within the beta content is unlikely to be very representative of the whole game. While one can get a feel for the system from the beta, the limited scope of the encounters doesn't really give a broad enough picture of the tactical possibilities to make definitive judgments about the merits of different armors. Hard to be sure, but I don't think there is anything wrong with the armor system that isn't fixable with better balancing and more varied encounter design.
  6. It seems that I'm going against the grain here, but I like many of the design decisions that seem to really annoy many people here. I don't see any problem with characters being faster with no or light armor. The nude ranged characters are overpowered only until they run into an opponent that can exploit their nudity and butcher them from afar or corner them in melee. This is purely a balance issue, although both in encounter design and number balancing for the armors. It's not like archers were as heavily armored as heavy infantry or cavalry in real life either. Armor for a ranged charact
  7. After about two hours of playing the beta I'm starting to like it. Graphics, music and writing are mostly very good, although the characters models in character creation are quite ugly, but since I won't be looking at them too closely during the game it's not a big problem. At first I thought the combat was very hard and too fast, but after playing a bit more I'm starting to change my mind. Thus far this beta seems very promising and it will probably get much better when the worst bugs are taken care of. Right now it's a bit hard to be sure which negative aspects are caused by bugs and which a
  8. I voted FOR. While I see a point in rewarding player for challenging fights, I don't see why the player should be encouraged to become an extinction machine and killing everything that moves within the vicinity of civilization. There are much better and subtler ways to reward and encourage exploration. I wouldn't mind a system that tracks character's actions and gives slight bonuses to abilities that the characters have used a lot, though. Not huge ones, but just enough to give the feeling, that they have honed their skills by using them consistently.
  9. I think good = sacrifice is an oversimplification, but I do like the idea of some good decisions being costly in game terms. What I want to see in this game is a world that reacts believably to your actions. Some times people who are too nice get taken advantage of, some times evil people get to be filthy rich and respected, because they can manipulate the system better than people with more scruples, sometimes those same evil people slip up and have to face the consequences, sometimes not. I don't want to know I'll get similarly rewarded regardless of what I do. I want to think about the cons
  10. I'd like this to be optional. For my own games, I'd probably want to have NPCs gain some experience while waiting, but not 100%. Luckily, all Obsidian has to do, is to implement this in a way that lets modders can offer a way to set the percentage exactly where you feel it should be.
  11. BG style works fine for me, but it would be nice to be able to have different character's inventories open at the same time.
  12. I for one would definitely like to see dialog options integrated into combat, but only in a very simple way. Since the system is realtime with pause the pausing part itself wouldn't be a problem as long as the dialog options could be handled from the combat interface. Just having options like demand surrender/ask for parlay/surrender would be great and they could easily be handled as actions that take some time to perform and either succeed or not depending on how the battle is going, how diplomatic/intimidating the character speaking is and what are the exact circumstances. Now, if there
  13. Considering that there will be subraces for every race, it would be kind of weird for those subraces to all have the same stats, so I'm guessing there will be human subraces with some bonuses and maybe one baseline vanilla subrace.
  14. Generally those kinds of quests are at best useless filler and at worst forced grinding, so I won't be missing them. That being said, I can sort of see a place for them to flesh out the world if they are used right. I probably wouldn't bother to do any random FedEx- or gathering-quests, but there will be big cities in the game and big cities will need messengers and such continuously, so it would fit the gameworld quite well for at least some of those kinds of jobs to be open to the characters. Still, I'd rather see the time and energy spent on something more interesting.
  15. True. If and when Kicking It Forward starts to kick in, the effect will be even bigger, but I do see a slight risk there. If Kicking It Forward will increase the chance of projects getting funded in a big way, it might start to draw in more of questionable projects.
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