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Osvir

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Posts posted by Osvir

  1. 1. Dramatically decrease the loading times.

     

    I have no idea how bad loading times were on the PC version, but they were a plague in the PS4 version. At later points in the game it really killed my enjoyment. Resting at Brighthollow involved going through 4 long loading screens to get to my room and back outside. I don't really see a reason for loading times to be so ridiculously bad.

    They removed this requirement and you could suddenly rest anywhere in the Stronghold area (Simply press the Rest button as soon as you enter the Stronghold zone). Try it out :)

     

    Should be added in the Console version, would be weird if it wasn't. It was a pretty early fix that Obsidian released (waaaaaaaaaay before the Console version). Unless Paradox (the company that ported Eternity to consoles) used an older PC version to port.

    • Like 1
  2. I got this on my head xD somehow it feels a little bit corny somehow I don't know why... but the phrasing and the rhythm with how she sings. It's like I don't need to understand what she's singing, all the consonants make a beat. So good! :p

    • Like 1
  3. More experience to level up? Makes sense to me (two doctrines being practiced at the same time)

    Doesn't AD&D have some sort of variant of this? IIRC Aasimar and Tieflings level up slower. And classes requiring different experience to level up (I recall from BG- and Icewind Dale-experiences).

  4.  

    A foolish goal if there ever was one. No bad builds can only happen if your choices have next to no consequences, which is in essence the least interesting way to make an RPG. I think Josh among others have realized this mistake.

     

    Ambitious, not foolish. An idea that your choice of attributes should change the way your class plays rather than making it unplayable is a good one. If picking a class forces you to choose certain attributes, than there is no point of an attribute system as class already defined it. Later D&D edition made the system better, but frankly the whole thing is extremely convoluted. 

     

    Never played PnP D&D but as much as I love IE games and NWN2 the system doesn't really translated well into real time cRPG. Searching for new way of doing things (even if it creates new problems) is the only way forward I can think of.

     

    What if Attributes was a value shown on the screen during Character Creation through all screens? All having a value of 10. Choosing Race, Sub-Race, Class, Sub-Class etc. giving +1 or -1.

     

    Brainstorming an even more advanced "version" would be to include Abilities into it too... "Mirror Image" giving +1 Dexterity, but maybe -1 Constitution. Of course, not everything would have to have Pro's and Con's. Just brainstorming.

     

    Or points invested in a Class giving +1/-1. E.g. in the case of a Single-Class Fighter, putting points in the Tree giving +1 Constitution or something. And in the case of a Multi-Class, let's say Fighter/Wizard, getting +1 Con for every point into Fighter, and maybe +1 Int every point into Wizard.

     

    Convulated and difficult to track sure. I'm just writing up stuff~ might inspire someone to find or see something better *shrug*

     

    In the case of such a system, or similar system, perhaps a lower starting value for all the Attributes would be better, so that Attributes evens out at Max Level and reaches the current Max Attribute values.

     

    It's an indirect way to deal with Attributes. Players still having choices and control of how their Attributes spreads out, but over time rather than at the get-go. Could fit with Deadfire's plot too how you get down back to Level 1 and get to start all over, regaining your former power level over the course of the game~

    • Like 1
  5. I know that i might be going against the stream here but I was really annoyed by the might stat in poe 1 ! (muscle wizards -_-)

     

    Resolve always been a dump stat especially for power gamers so i welcome the change to make it way more meaningful for caster builds :)

     

    I really hope the developers wont cave in again. As i have seen in other posts some people complain about this change but at the same time would not be against to give I believe it was the deflection bonus to eighter INT or PER those two stats are already plenty useful as they are

     

    The one stat that really needed a buff here was resolve wich they tried to adress and i think obsidian did a good job (at least on the drawing board i dont have beta access) the one stat that still could use a slight buff beside resolve is constitution in my opinion

    Of course, but now you just simply shift the dump stat from Resolve to Strength for Casters/Power Gamers.

     

    So it's not really any different in any particular way, unless you play a specific type of Melee-Caster hybrid (for example: Druid with Shapeshifting).

     

    I did try out a Multi-Class Transmuter(Wizard)/Fighter(Devoted) with this spread in Attributes:

     

    Strength 14 (+1 Living Lands) = 15

    Constitution 12

    Dexerity 13

    Perception 10

    Intellect 16

    Resolve 12

     

    I could probably optimize it much more... I also don't think I even need Resolve for this sort of build at all (Spell Damage~ Don't think Conjured weapons are affected by it...?).

     

    I choose Disciplined Barrage and Concelhauts Parasitic Staff as my main weapons and in just one fight the damage is great. Highest single target damage 55,4. In comparison that's, surprisingly, the Mercenary Priest who is closest, with 44.9. Might be from a Spell cast though.

     

    Battlemage: 5 Crits and 8 Hits, ~430 total damage, ~55 damage single target

    Merc Fighter: 2 Crits, 10 Hits, ~180 total damage, ~24 damage single target

    Merc Rogue: 8 Crits and 12 Hits, ~340 total damage, ~24 damage single target

    Merc Wizard: 4 Crits and 17 Hits, ~290 total damage, ~35 damage single target

    Merc Priest: 6 Crits and 59 Hits, ~360 total damage, ~45 damage single target

     

    Stacking. Two-Handed Weapon Style, Devoted with Quarterstaff proficiency, and then some defensive spells (Arcane Veil, Infuse with Vital Essence, Spirit Shield, Concelhauts Corrosive Siphon). That's the jist of it~ preeeetty strong. Also Pike Weapon Proficiency~ but don't know/think you can get to the level needed in Beta to reach that Spell level (a Multiclass can't even get last tier spells? Because there's a Pike Conjured weapon at the end).

    • Like 2
  6. I understand that drastic changes are perhaps... drastic. Radical. I'm mostly just brainstorming in search of... improvements whilst keeping the core concept.

    Let me try portraying a more "minimalistic" change/concept:

    Might/Strength = +2% Spell Damage and Healing, +2% Weapon Damage, +1 Fortitude
    Constitution = +5% Health, +2 Fortitude
    Dexterity = +3% Action Speed, +2 Reflex
    Perception = +1% Weapon Damage, +1 Accuracy, +1 Reflex
    Intellect = +6% Area of Effect, +5% Duration, +1 Will
    Resolve = +1% Spell Damage and Healing +1 Deflection, +1 Fortitude, +1 Reflex, +3 Will

     

    - Returning most of the "Spell Damage and Healing" to Strength, leaving 1% at Resolve
    - Moving 1% "Weapon Damage" to Perception, leaving 2% on Strength
    - Removing 1 Fortitude, 1 Reflex, 1 Will, from Strength, Perception, Intellect, respectively, and moving 1 of each to Resolve

    3 changes. Why am I hell bent on splitting up stats? I don't know, it just looks nice. I would love to try it out. Anyone know how to mod Character Creation/Attributes yet?

  7. https://forums.obsidian.net/topic/95297-please-revert-the-might-changes/?p=1965319

    Just some thoughts on how Attributes could see less dumping by spreading out some of the effects of Attributes. E.g. Why does only ONE Attribute have to govern how strong your spells are? Why not two? If you don't want to click the link, here's the jist of a general Concept:
     

    Strength = +1% Weapon Damage, +1% Spell Damage, +1 Foritude, +1 Reflex, +1 Will
    Constitution = +2% Area of Effect, +5% Health, +3 Fortitude
    Dexterity = +3% Action Speed, +1% Duration, +3 Reflex
    Perception = +2% Weapon Damage, +1 Accuracy, +1 Reflex
    Intellect = +2% Spell Damage and +1% Healing, +4% Area of Effect, +3% Duration, +1 Will
    Resolve = +2% Healing, +1% Duration, +1 Deflection, +3 Will

     

    The general idea is that each "Defense" value gets one Offensive Attribute and one Defensive Attribute:

    Defensive:
    - Constitutiton +3 Fortitude
    - Dexterity  +3 Reflex
    - Resolve +3 Will

    Offensive
    - Strength +1 Fortitude (+1 Reflex, +1 Will)
    - Perception +1 Reflex
    - Resolve +1 Will


    And why does "Strength" get so much added to it? Well, I'm actually thinking about "Might" in this regard, and how it was explained to us. "Strength of Soul" or "Might of Soul", and hence it should be a bit more general. Perhaps instead of "Might" or "Strength" it could simply be that... "Soul".

  8. Each point past 10.

    This is what it is now:

    Strength = +3% Weapon Damage, +2 Foritude
    Constitution = +5% Health, +2 Fortitude
    Dexterity = +3% Action Speed, +2 Reflex
    Perception = +1 Accuracy, +2 Reflex
    Intellect = +6% Area of Effect, +5% Duration, +2 Will
    Resolve = +3% Spell Damage and Healing, +1 Deflection, +2 Will

    I fundamentally disagree with Strength governing all Weapon Damage. I mean, a bullet doesn't do more damage based on how hard you press the trigger. It all depends on Aim and Precision. In this regard, I believe Perception would be a better stat for governing Weapon Damage across the board.

    This is probably how I would spread it out:
     

    Strength = +1% Weapon Damage, +1% Duration, +1 Foritude, +1 Reflex, +1 Will
    Constitution = +2% Area of Effect, +5% Health, +3 Fortitude
    Dexterity = +3% Action Speed, +1% Duration, +3 Reflex
    Perception = +2% Weapon Damage, +1 Accuracy, +1 Reflex
    Intellect = +2% Spell Damage and +1% Healing, +4% Area of Effect, +3% Duration, +1 Will
    Resolve = +1% Spell Damage and +2% Healing, +1 Deflection, +3 Will

    Well, okay, maybe not like this. But something like it. It's just a general example, out of the top of my head. Spreading the beneficial gains across several attributes, making all the Attributes more attractive and necessary mechanically (and less room for dumping stats). Why would Strength have one of each? I don't know, but it looked pretty empty with just "+2 Fortitude" after I moved Weapon Damage to Perception so I thought it could benefit being a sort of "General Attribute" that's a little bit good with every defense. This was also one of the reasons why I modified some values into +3 (Constitution, Dexterity, Resolve) and some into +1 (Strength, Perception, Intellect) to others.

    Of course, this could be pretty daunting and more difficult for newcomers or casual players who just want to get started right away (Maybe adding in a "Recommended button"? Pressing it distributes the points automatically into a "This works" build?).

    EDIT:
    Curiously, I'm dumping even more stats now than I did previously (correction: I didn't dump stats previously). Which makes me think that maybe it should be something like this:
     

    Strength = +1% Weapon Damage, +1% Spell Damage, +1 Foritude, +1 Reflex, +1 Will
    Constitution = +2% Area of Effect, +5% Health, +3 Fortitude
    Dexterity = +3% Action Speed, +1% Duration, +3 Reflex
    Perception = +2% Weapon Damage, +1 Accuracy, +1 Reflex
    Intellect = +2% Spell Damage and +1% Healing, +4% Area of Effect, +3% Duration, +1 Will
    Resolve = +2% Healing, +1% Duration, +1 Deflection, +3 Will

    What are the changes? I put +1% Spell Damage into Strength, and +1% Duration into Resolve. Removing Spell Damage completely from Resolve.

    Some things I think are a bit odd myself are...

    "Area of Effect" in Constitution. My thinking is that, well, more physical mass would naturally convey an individual that can also create a larger area of effect in their spell casting and ability usage. This makes me think that some of these Statistics from Attributes should also be included in Race picks (E.g. an Aumaua having some extra Fortitude and/or Area of Effect... an Island Aumaua getting +1% more Weapon Damage, because it makes sense that the effect of Arms Bearer implies that the character is good with weapons, in my opinion*).

    "Duration" in Dexterity is even odder, but to me it also makes sense, in a sort of far-fetched meta way.. a faster individual requires less time to take action, hence would also create the perfect conditions for longer durations. Simpler explanation, and sillier too, is pretty much "I stab faster so you get effect earlier so it lasts longer" xD I didn't say it was a good explanation~

    * Adding in some of the Statistical values of the Attributes could even see removal of some statistics. Let's take Aumaua again as an example: Constitution gives +2 Fortitude... but what if it only gave +1 Fortitude, but choosing Aumaua it would give +2 as usual.

    This would make choices matter quite a bit, and we would also return to some of the Infinity Engine "Favored Classes" concept. Meaning that the Attributes screen could look something like this instead (using the current format in this example):
     

    Strength = +3% Weapon Damage, +1 Foritude
    Constitution = +5% Health, +1 Fortitude (+1 Aumaua)
    Dexterity = +3% Action Speed, +1 Reflex
    Perception = +1 Accuracy, +1 Reflex
    Intellect = +6% Area of Effect, +5% Duration, +1 Will
    Resolve = +3% Spell Damage and Healing, +1 Deflection, +1 Will

    Everything is at +1 except on Constitution. Of course, this makes characters way weaker, but as of now these are just vague Concepts to make, I believe, choices in Character Creation a tad bit more interesting. One could also go even further. Adding in Statistics into Classes as well. Let's take an Aumauan Fighter.
     

    Strength = +3% Weapon Damage, +1 Foritude
    Constitution = +5% Health, +1 Fortitude (+1 Aumaua, +2 Fighter)
    Dexterity = +3% Action Speed, +1 Reflex
    Perception = +1 Accuracy, +1 Reflex
    Intellect = +6% Area of Effect, +5% Duration, +1 Will
    Resolve = +3% Spell Damage and Healing, +1 Deflection, +1 Will

    But what if it's a Multi-Class? Fighter/Paladin (Crusader)
     

    Strength = +3% Weapon Damage, +1 Foritude
    Constitution = +5% Health, +1 Fortitude (+1 Aumaua, +1 Fighter)
    Dexterity = +3% Action Speed, +1 Reflex
    Perception = +1 Accuracy, +1 Reflex
    Intellect = +6% Area of Effect, +5% Duration, +1 Will
    Resolve = +3% Spell Damage and Healing, +1 Deflection, +1 Will (+1 Paladin)

    ~ I dunno.

    • Like 1
  9. What if not regeneration, per say, but rather a different resource pool?

    A Cipher with no Focus (heh, I kind of like the ring of that). Drawing power from.... the Health pool.

    Subclasses do have some sort of drawback yes? Sounds like a pretty good drawback to me. And you'd also get the regeneration (in a sense) because it goes up to 100% after a fight.

    Only problem would be to convert the Power Costs from Focus to Health. Would it be %? Or would it be the same? It'd allow a Cipher to use much more of their power if the costs were the same, although (and obviously) at a greater risk of reduced health. But then again, such a Multiclass Druid/Cipher, with regenerative effects, could be absolutely overpowered.

    What if one drawback was "Can not use or be under the effect of Health restorative effects during combat". Maybe a bit too restrictive, but not very restrictive compared to the Subclass that can not use any potions (multiclass or single class).

    Basically, the effect I'm implying, is a Subclass that would be able to cast many more abilities than a regular Cipher, in quick succession, without having to pool up resources with Soul Whip. Of course, would be more and more at risk of dying for each ability cast. Pump with high Constitution and you'd be good to go, maybe?

  10. Hi!

    After succeeding with making my own 5-man custom party at Level 6, I thought "maybe a thread?".

    What different parties have you tried and what has your successes been like?

    I'm currently playing on Veteran.

    Ocean Folk Human Crusader (Unbroken Shieldbearer, Fighter/Paladin)
    Hearth Orlan Marauder (Berserkering Trickster, Barbarian(Rogue)
    Coastal Aumauan Thaumaturge (Evoker of Magran, Wizard/Priest)
    Boreal Dwarven Spiritualist (Ascendant Beckoner, Cipher/Chanter)
    Pale Elf Universalist (Lifegiver of Wael, Druid/Priest)

    Works really well (WAY better than the Beta Mercenaries).

    The Crusader takes most of the frontline on his shoulders, and the Marauder fills in a body block function as well as dealing with clumped up enemies. Surprisingly, putting a two-handed mace and some heavy armor on the Thaumaturge, he gains more survivability and both Rolling Flame and Fan of Flames gets much more use. Having Blessing of Kings on both the Universalist and the Thaumaturge also allows a constant effect throughout an encounter.

    The Universalist focuses mainly on Healing and some Debuff effects.

    Encounters are a bit slow and low on damage but everyone is safe, even if they get down to 25% health, and it even allows me to press on if one of my backline has as much as 2 injuries. Don't think the Crusader has been downed even a single time.

    Man I really want to be able to unlock multi-classing mid-game so I can transform Eder into a Crusader (Unbroken/Shieldbearer). Such a strong melee tank :D

  11. Simply use the "GiveExperienceToLevel 6"* command after hiring a full party of adventurers to make them all level 6. You'll need to cheat to get yourself enough money to hire four adventurers too.

     

    *It might be "AddExperienceToLevel 6", I can never remember.

    Nice! Thanks. Just got it working :)

    • Like 1
  12. The easiest is just to cheat to give yourself lots of gold and then hire adventurers at the tavern. The problem is that there isn't a good equipment shop available to outfit them. Though perhaps you can use cheats to create weapons too.

     

    No idea why they decided to only allow recruitment of adventurers at one level lower. I suppose it's like raising pokemon. The ones above your level won't listen to your commands...

    Don't want higher leveled adventurers, but maybe the same level? I didn't use Adventurers much in Eternity 1 because of this, mostly because I wanted to play with Obsidian's characters but on other playthroughs it was just better recruiting the Companions than creating one yourself (because of the level difference).

     

    What's the word... disencitive (totally wrong word)? The opposite of incentive is what I'm looking for (I don't know/recall the spelling xD)

  13. Hi!

    I was wondering if it could be possible to do a variant of being able to create a full custom 5 man party in the backer beta to try out some builds. I've got some ideas on how to implement them, and I don't know which one is easiest.

    A) Right away! When you press New Game, choosing "Custom Party" or "Single Character" or something.

    B) Enough Gold when you start, so that you can buy enough adventurers to create a full party (They should also be at the same level).

    C) The first 4 Adventurers you create being free of charge, and being at level 5.

     

    I just want to try out some various combinations of party builds. This only applies to Beta to be able to try stuff out without having to play 2-3 hours to get enough gold to create a party.

    I'm also wondering, why are Adventurers always recruited at one level below? Why not the same level?

  14. Running (certain Combat abilities, check)

    Jogging (toggle choice)

    Walking (toggle choice)

    Skulking (Stealth mode?)

    Crouch Walking (Stealth mode?)

    Crawling (N/A)

    Proning/Snaking (N/A)

    Digging (N/A)

    Burrowing (N/A)

    Swimming (N/A)

     

    Some sort of "World Map" "digging"/treasure hunting would be pretty cool, and fit the theme. Something simple like HoMM (Heroes of Might & Magic).

     

    Might already exist in some form though, was a really good implementation of herb collection on the world map ;)

     

    Also, thank you Roby!!!

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