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Osvir

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Everything posted by Osvir

  1. I've built a Duelist/Fencer Rogue and Cipher (Rapier and Padded). It tends to become more of a Supportive Melee unit in my experience. I focus Dexterity, Perception and Intelligence. Cipher is better than the Rogue at supporting (Eyestrike is AoE, for instance, and has Mental Binding and Psychovampiric Shield). The Rogue has better melee capabilities. This type of Fencer is not a tank, but it can take the attention from 1 or 2 enemies and tends to have high attack speed and interruption.
  2. Any chance I can have your Steam account for a week? I can continue on my save file on my Steam later. o:)
  3. The "Like This" button? Sorry I couldn't resist xD
  4. @Luckmann: People screw up all the time and, being able to make amends for those mistakes and come out on top is only a good thing. It'd be really really bad if it had been "Damn! I made a mistake, oh well, now I have to reload the game". As for having to fail to achieve my situation? Not at all. My Barbarian, my Wizard, my Chanter, my Rogue and my Priest are all pretty mobile during combat even if I prepare, only the Fighter is static but has tools to become mobile (Knockdown). Whilst you have a point that "People get better" that works in your disfavor as well, because eventually a game can become nothing but a calculator because you get so good at it. There is no dynamic in hitting an "exact number" every time. Thus min/max optimise is the least dynamic choice. Just saying strawman-ing
  5. This quote is taken out of context, you can click on the Chat Bubble Icon in the top right corner of the quote to be taken to the original post about right................ here...VV 1) Just wanted to say that. Make your Rogue get focused/targeted by several enemies. Cast Fireball ontop of the Rogue and all the enemies. Do Escape with Rogue. It's extremely satisfactory when it hits right :D 2) I can attest that, I move more in combat when I haven't prepared, when I stumble into an encounter. Then my entire combat phase is more active in moving around. When I spot an enemy and prepare ahead, they pretty much just stand still statically. I.E: I have to react and adjust my tactics if I get surprised by an encounter, whilst preparing ahead, I can become an iron wall. Makes sense, doesn't it? I feel that combat is dynamic in this way, and lots of things happen during combat which allows reactivity, which allows for mobility and me switching/changing my tactics (Which is why I don't have much problem with recovery rate penalties when moving). I fought the Beetles right before that little island where you can go into the Dyrford Ruins. I deliberately moved around a bit to see how much it affected my advantage and disadvantage and... well... not much at all. I considered that "My character will lose some recovery time by moving over there but, it's a better position so it is a win situation for me" (I'm playing on Path of the Damned also). It also helps if you have different weapon sets, most of my characters have a ranged and melee, and re-positioning myself happens often due to it.
  6. Don't misunderstand, this thread is great feedback for your mod. It was a question to Flow. Let me elaborate: Why should Sensuki include this feature into his mod if people were against his position on Slow Recovery Rate while moving? E.g. it matters to Sensuki's mod.
  7. It matters for Sensuki's mod. Why should he make it if everyone would be against it? *shrug* With that said I agree with your position, this thread reeks of "I THINK THIS THING SUCKS AND I CAN CHANGE IT BUT I THINK YOU SHOULD DO IT INSTEAD!". Don't be insulted by the capital letters, I'm simply parroting the thread title.
  8. @Sensuki: Great adds more tactics to consider, like I said in my other post. When you play chess you don't think about your immediate move, you think 3-4* moves ahead, or, well, if you want to be good at chess you think 3-4* moves ahead. The only issue I see here in terms of that is that... there is no movement indicator or movement feedback like there is in Divinity: Original Sin with Action Points. "How many action points does it take to run over there" could perhaps be translated to "How many seconds does it take to run over there" or "How much recovery time do I lose going over there" when hovering the mouse button over a location. *More like 20 moves ahead xD but Pillars of Eternity isn't chess, so 3-4 moves are more representative.
  9. You're making it sound as if it "resets recovery when moving" Sensuki. I just took down Medreth on Path of the Damned trying to figure out how much it messed with my playstyle, and, I couldn't find it. I didn't feel much impact even when my characters moved around either. Then again, I can't think of a time where it has been easy to run around and move around, because all enemies run/move so fast (Curse you, run animation!). Only when I did a Solo Rogue with Fast Runner could I run faster than the enemy.
  10. Fast Runner decreases the time it takes for you to get from point A to point B. Meaning, your Slowed Recovery will be in effect for less time (The Chanter also has a +Movement Speed Chant).
  11. My "Yes" was more of a "I agree with that" or "That sounds cool", and then I went on with my hypotheticals and rethorics
  12. Oops! Thanks :D (I don't check "Gameplay & Mechanics" much, General & Beta Discussion mostly). I guess I'll just copy my comment to that thread (or merging?).
  13. I can think of two things to mitigate the slowed recovery time effects of moving around: A) Fast Runner - Lowers the time it takes to get from Point A to Point B (Thus, lowers the time you are moving/lowers the time you have slowed recovery) B) Shot on the Run - Lowers Ranged Recovery time by 25% or something. In essence: I don't have a problem with it, but thanks for the heads up still, it'll be something I'll consider in my positioning, movement and strategy/tactics in combat (I view it as another ingredient to consider). I don't see how it takes away from any tactics whatsoever.
  14. Not at all. Different hardware, software (drivers), or operating systems, probably. One or the other. Personal Computers, after all I wouldn't be surprised if there'll be more CTD reports and similar when the game is released. Unique problems that only happen on certain graphic cards, or someone has some obscure settings or accidental settings that causes trouble. Or even if there's some options in the game menu combined with something else that causes weird things to happen that we haven't discovered and so on.
  15. Awesome I'll check it out on Friday too probably. Off-topic pickpocketing. I made a new thread as to not derail this one.
  16. This thread is created in response to these two fine gentlemen and/or dames who started the cogwheels. And because I didn't want to derail that thread I made a new one: save scum simulator 2015 Only if it is RNG pickpocketing and uninterestingly implemented (Dishonored is probably the only game I can think of where pickpocketing was really fun hm, oh, and Mark of the Ninja). However, Pillars of Eternity doesn't have "facing" values on enemies (in Scout mode or in combat), this makes that quite difficult. Thoughts?
  17. I've always loved aRPGs, jRPGs, wRPGs (Tales of Destiny is my #1 of all time). I didn't know much about cRPGs until, well, 2+ years ago I didn't know it was as extensive as it is, and that there was TONS of great titles I had never heard about and now these 2 years I've researched and played lots of them (Might & Magic series, Wizardry series, Lands of Lore, Krondor, . I found Baldur's Gate and the Infinity Engine games through google after being burned out on "lacking" and declining stories/gameplay to my experience in the console world: "Best PC RPG of all time" and "Baldur's Gate... what is that?" and then looked into it and I was sold. Bought 2 boxsets, Icewind Dale (3-in-1 Boxset) and Baldur's Gate (4-in-1 Boxset*). This was... 8-9 years ago? I was 18~19. But I remember playing a Fallout demo on my PowerBook G3 when I was maybe 10-12* and remember seeing a friend play Baldur's Gate 2 around the same age. I also remember seeing a friends character sheets for D&D and asking what it was and wanted to join, but I guess we both forgot about it because I just remembered it now xD *I just found these boxsets the other day and I've been extremely tempted to re-install vanilla BG again :D ** I re-discovered Fallout later years, it was my gateway game into the genre (Before Baldur's Gate).
  18. ^Yes. A respec shouldn't change "Culture" or "Background" or remove any of the choices the Player has made in terms of roleplay, in fact, it could add a lot to it depending on how it is done. For instance: Your soul is in an Orlan, and you put it into an Aumauan body? That's going to change your physiology quite drastically. Your mass, volume, muscles, your appearance. Additionally, maybe you even got tricked and there was a sub-optimal brain in the Aumauan body because the "Machine" tricked you? (Or you suddenly speak an ancient language that no one understands haha). Attributes of the Aumauan and the Orlan would be different, and the Aumauan body has perhaps a different lifepath/way of life/lifestyle engraved into it (Class). The important thing would be just that, it shouldn't change who your character is, or rather... it shouldn't change their "soul". That progressive biography that Obsidian has developed could even play a part into it too. People and NPC's you once met won't recognize you anymore either. And when you get back to the Stronghold, NPC's and characters there might be all "Who the hell are you?" and if you try to claim it they'll attack you because you aren't their leader and it becomes a massive misunderstanding and an indirect mutiny and coup against you (whilst of course, your loyal subjects are just trying to defend your throne xD). But Companions that participate, that see you undergo the change would/could also react, or might even advice against it, or advice for it too. "No! This machine reeks! Don't do it!" or "Imagine that! To be able to change ones body, to change ones looks, to change all flaws in oneself". And companions not in your party at the time might be all "Who the hell are you?".
  19. A) Is there any other way to make it a consequence that adds to roleplaying? B) Multiple choices, each with consequence, one time use. Respeccing being 1 of the optional choices. The side-quest does not have to be "this is a respec quest" but it can be "this is an interesting side-quest with multiple choiceS and consequenceS, and respec can be 1 of the 5 optional choices".
  20. I'm more about "How could it be good?" (rethorics, invention, ideas) and not so much at all about "Why it should be implemented" (demands). You state something interesting though, which follows the same vein like PrimeJunta, and I quote: "... and so far I haven't seen it done in a way that didn't break immersion OR trivialize some type of consequence." -> How could it not break immersion and how could it not trivialize, in your dream scenario? What if respec could apply to character decision and also have weight? Right? It's not impossible in the realm of imagination and creativity. http://en.wikipedia.org/wiki/Hypotheticals
  21. https://www.wizards.com/dnd/dice/dice.htm "Okay here we go, it's gonna be a D20 for sure!" *rolls* ...... 7...... "Uuuh, well, that was a trial... D20 for sure!!" *rolls* .... 18..... "Just joking of course hehehHEHE!" *rolls* ... 5......... "One of these days *mumble mumble*" *rolls* ..... 5... "Ngh t-that was just the last roll heh, I, I didn't... change it..." *rolls* ... 20 "YES!!! Told ya" *cough* It'll be a huge success :D (because the roll... ) EDIT: My point. It's a dice roll. I think we'll know around mid- to late-summer.
  22. This is where I am scratching my head. Because respec is a choice in itself, and when you put it this way it looks like "I trivialize my own choices when I see a respecialize option that I'm not even choosing to use anyways". I kind of do the same myself, to be honest (although I shrug and forget about it). "Respec" is (in all games I've seen it) a flat and boring service. It's not a thematic, narrative design with its own explanation and context. It is not believable. It is thrown into games because "people asked for it" and I presume designers/writers have chosen not to try anything creative with it, or it's been a last minute decision, or publishers have pushed it in there (because "people are asking for it") and following that it hasn't been a good implementation. That is not the same as "it can't be good", it just means "it hasn't been good because no one has tried to do anything good with it" (in my experience). Here's my train of thought: 1: Seeing people ask for this feature: "Okay, lots of people like this. I don't like it... what would be a solution where I could like it?" 2: Conceptualizing: "How would I enjoy it the most? Something narrative, something that is believable and fits in the world, definitely... Maybe hm, a machine that... does something with the soul? Hm...... maybe it could affect reputations? Maybe you could destroy it too! Or gain power from it... hmm! Right! You can forge weapons with souls in this game! Maybe you can forge this power into a weapon of your choice even?? Or forge your own soul into another being, which allows respecialization. The Player would only be able to pick one of these, and then the machine is destroyed... and gain different bonuses, abilities or talents based on the choice, and companions might like it or not... maybe you could resurrect a character with it too? Hm... and each option having deeper reactivity and consequences... maybe the power one makes companions uneasy, and player becomes slightly more corrupted hm... and the weapon is cursed maybe... and putting your soul in another body... nobody would know who you are... hm... or destroying it, and gaining benevolance? Hm..." In short: A "one-time soul forge machine thing" with multiple "You can only choose one" choices is all I can come up with that'd be a compromise for me, if there'd be a respecialization option.
  23. No, I do see it. I don't like it either when it is a trivial "Click Button" that makes no sense and/or is a "service" (Like in MMO's) more so than something intruiging, interesting and well integrated. I didn't even know a respec in KOTOR existed (long time since I played that game). How was it presented to the Player/You in the game? Was there any sort of "This makes sense" or was it a typical MMO implementation in the same vein of "Pay Gold -> Respec" (except "Pick Dialogue options -> Respec" with zero explanation/context)? I'll ask again... if the option to respecialize was bundled with another choice "Respecialize or get this [bonus]" would that be better/worse? How? Why? I'm asking and wondering because, this is thread number "I've lost count" on this subject. Obviously, this is a requested design that many people like (Which is exactly why I'm asking questions to those who don't like it, I want to find a "cool" concept implementation of it where it doesn't trivialize character building). Where is the middle ground where two hands meet?
  24. Then I have to ask... did you? EDIT: Did you choose to do it? When you know you can do it, how does it trivialize your choices? "I know I can respec later so I don't have to worry about my build"? Is that not a choice you do as well? "I want to build my character like this, and I won't respec in that obscure location away from the critical path on that side-quest" is also a choice. Simply allowing you to choose to respec trivializes your choice to not respec and then continue to play as if there is no respec? I don't understand Therein "Don't do it if you don't like it" is a valid argument. Don't build a High Intelligence character if you don't like it. Don't build a High Might character if you don't like it. Don't wear armor if you don't like it. Don't play with party members if you don't like it. Play like you like to play If there'd be some sort of one-time-use "Machine" or whatever that could allow a respec option... could it not have another feature too? For those who don't want to respecialize (and it wouldn't only be a service for fans who likes respec). Example: "With this machine you can empower your soul, or restructure your soul... what are you seeking, Watcher?" A) "I want to restructure it" (Respecialization) B) "I want power!" (+Stat and/or +Talent Bonus) Choice & Consequence. Naturally, after choosing the machine breaks down, and you wouldn't be able to respecialize afterwards or be able to gain the other bonus depending on your choice.
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