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Everything posted by Osvir
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Can you respec?
Osvir replied to PBJam's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
What is the problem with a narrative one-time side-quest thematic respec? Example: An ancient machine that you can use (and using it will break it) which allows you to respecialize. Choice. But using it gives some sort of penalty and/or effect. Consequence or Risk. Anyone who don't want to respecialize won't have to use it, or can use it on a second playthrough to get the narrative bits, and everyone who wants to use it and respecialize can do so. It is a win-win scenario in my opinion, and it could even add to the world building/plot, granted, that it fits into it. -
Want to Pre-Order but WHERE?
Osvir replied to Xharlie's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
If you really want the DRM free Linux version = GoG If you want convenience = Steam Both stores get updates, but with most titles, Steam provides better ease-of-use for developers & customers in the Patch department. -
If a PoE2 Kickstarter was announced..
Osvir replied to Uomoz's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I've been thinking about this for nearly 2 years EDIT: Or rather, when I started to see the decline and negativity about Kickstarter. I think I even made a post about it around the time Shadowrun Returns got a publisher (long time ago). "Kickstarter will probably cycle companies after the previous ones have released their products" or something like that. Ish. -
Gyaagh! *dies* EDIT: *shrug* I've said what I wanted to say already+concept/brainstorming.
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If a PoE2 Kickstarter was announced..
Osvir replied to Uomoz's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I believe that Kickstarters partially don't fare well these days because the Kickstarter customer base are waiting for Pillars of Eternity and Torment. When these two titles have been released, and if they are positively received, this entire costumer base might be ready to Kickstart the "next big thing". -
Can you respec?
Osvir replied to PBJam's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Read this thread for more insight. Not that we know and, I don't think so. Here's my thoughts on it. Summary: I don't like a mechanical/technical/MMO-respec "Click button" but I would have no problem with a narrative/thematic "one time only" respec-side quest (What with souls and stuff, it could potentially be possible for a character to transfer their soul into another body?). If it can make sense in the world, why not? -
I like the sentiment excuse my criticism though (intended to be of the constructive kind) Don't forget the "consumer" communities, Steam and GoG, where I believe most of the questionmarks will be found. Furthermore, there's going to be a tutorial in the game, recommended stats for character building, an extensive Glossary. I do think that allowing people to explore the game a bit is also healthy, and if someone does have a question about it, like "What does this do?" it could be beneficial to just answer the question with a sentance or two instead of "Watch this video!". Meanwhile, on public forums, there might be only 1 person asking a question but there's 20+ people who have the same question who check the thread the 1st person asked in, and they see an "advanced" response rather than an "easy" response. A question like "What does this do?" could quickly be reference checked by you in the Glossary (in-game) and you can easily answer "This is what it says in the glossary in-game". Or if someone playing the game is having difficulty with some stuff, you can reference to the Glossary "Check the Glossary, there's tons of information there, also, here's the thing you were asking about". From my sales & marketing work experience/education, people want "easy" solutions and my gut feeling is telling me that a video response to a simple question may give the reaction "I have to watch this video!? I'm going to have to learn all this?? Naaaaaaaaaaaah, pass". So it'll be key to be able to spot the difference between an "advanced question" and a "simple question". Obviously: - Advanced Question = Advanced Answer - Simple Question = Simple Answer Don't make it more advanced than it is, is what I'm trying to say, and the game isn't even that advanced*. Many games that I thought were really hard and difficult at first, I learned and championed my way through and got better at and I'm sure you feel the same for many games. How good were you at this game the first time you played it? How good was Adam (Brennecke) at this game when he died to the Beetles compared to how good he is now? Give people some air to breathe before you chug the meta down their throats even if the meta has already been discovered and discussed by 1000's of people, finding it yourself in ignorance to the rest, gives a sense of achievement. *I might've felt that the game was advanced at first, like MANY games I have played. New games tend to "feel" more advanced, in my opinion, but as you learn more and more this becomes narrower and narrower. Try to remember your first impression of the game, and realize that everything you know about the game is stuff you have learned about the game, and try to allow newcomers to be able to experience that first impression and that journey on their own "Put yourself in their shoes" or even better, "Put yourself in your own shoes from 6 months ago"
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<a href="eternity.obsidian.net">eternity.obsidian.net</a> Looks like Paradox missed a "http://" in the HTML, if I understand it correctly. EDIT: Comparing with the buy link: <a href="(http://)buy.pillarsofeternity.com">(http://)buy.pillarsofeternity.com</a> No difference except the "http://". Parenthesis & bold for clarification (and without, it became an unclear/difficult to read link in this post).
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I like idea of multiple beginnings depending on POE1 endings. It could work as origins in Dragon Age 1, which led you to main storyline in one point. I am sure Josh said somewhere he would like to make POE similar to BG saga, continuing story with the same character. Yes, and I also recall him saying that it doesn't wrap up with a cliffhanger either. Which is good! Because it allows the developers to start fresh with either a new character or a new story for the first game's character, depending on what they feel like. Or both :D EDIT: The story of a Pillars of Eternity 2D character could intersect with the Pillars of Eternity 1 character too, and even recruit each other (or fight each other). I've always thought this concept to be interesting in these games... kind of a bit Saga Frontier-esque. "Start as Minsc and Dynaheir traveling to the Sword Coast and meet the Bhaalspawn on the way" or "Start as Kivan, seeking revenge" and so on, taking a completely different look at the game plot from a whole different characters perspective.
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What about both? Multiple endings in the first game and.... depending on your ending... different beginning in 2nd? Example endings (Not even speculative, I'm just throwing out something random from the top of my head~) Pillars of Eternity 1A & B: The Hero/Champion of Dyrwood, or (B) Villain of Dyrwood. Pillars of Eternity 1C: Become the Gref of Dyrwood. Pillars of Eternity 2A & B: Continue as the Champion/Hero, or (B) Villain of Dyrwood, venturing off into foreign lands. Pillars of Eternity 2C: Continue as the Gref, or maybe as the Gref's child (the heir). Pillars of Eternity 2D: An entirely new character, who starts in the foreign lands. I hope that they keep all the assets from the first, all the areas and allow for exploration (but, obviously, with new quests/content and maybe some updated maps and such). In essence: What Black Isle didn't do with Baldur's Gate and Baldur's Gate 2 (There is no cross-travel between north & south, Amn and the Sword Coast, unless you heavily mod it).
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I tried playing a Solo Rogue with as much Stealth as I could put into it. I still couldn't sneak past many encounters. In essence: - You encounter a trap = Stop. Disarm it, and if your skill is too low, see if you can walk around the AoE of the trap (unless it clogs the path). - You encounter a group of enemies = Stop/Withdraw/Regroup and prepare for combat (Or explore/scout another path). - You encounter a patrol or an enemy that stands a bit to the side = Yellow Detection will start, and you'll be able to sneak past before it goes Red or it starts going to Red but you'll get far enough away to avoid detection (Happened several times for me with 3 in Stealth). There'll most likely also be gear that enhances Stealth (Just like there's gear that enhances Athletics, e.g. Angio's Gambeson at Wynfrith). Around corners: I'm highlighting what problem? That you should be careful in a dangerous dungeon with monsters, traps and who knows what? That it'd be wise to walk slowly and gain some slight vision around the corner (peeking) and if there's anything dangerous around it you should back up before getting detected? wanderon points it out too, enemies won't be all "THERE HE IS!!!" if you are in Scout mode. Not until it hits full Red Detection. Most often than not you have time to react, pause and observe, then back off, and try again and/or find another solution to get past (which mostly involves combat). Or you give your Rogue Shadowing Beyond and you won't ever need to put a single point into Stealth and you'll be able to Scout past 1 encounter before returning to the party to Rest/replenish the ability.
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That's my point.... You can't do that. You're under the assumption that the scouter can detect traps. He can't. You cannot be a good scouter without the ability to detect traps. Regardless of whether you can disarm them or not. Of course you can (Read the quote you took out of context one more time ) 2 characters, walking beside each other, carefully and slowly. One disarms traps, the other keeps an eye out for enemies. You don't have to click on the other side of a suspicious looking room, or on the other side of a map, when you're walking around. Be careful, take one step at a time and observe the surroundings. Be careful around corners too. Also, Stealth in Pillars of Eternity is not "Hide in Shadows: Also Known as 'I can walk through you without you noticing'". Stealth in Pillars of Eternity is more or less "Scout until you see an encounter/a mob/a group". It is really difficult to Stealth past enemies standing in a room, for instance.
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So I was recalling correctly! Thanks morhilane, Keeper of Truth I have been redeemed.
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Ooooooh, yeah, I see :D
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Nice one Sensuki, but it's not the Cutlass+Gun Pirate type, I view that more like a Gunslinger "Pirate" type (which is pretty rad too :D)
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I don't feel this is an issue, but rather a perceived issue (at least from my experience in the BB). You can focus on 2 Skills (Stealth and Mechanics) and it works pretty well together (in the Backer Beta). Or, you can make a scouting duo even (6 characters after all), one being "Only Stealth Skill" and the other being "Only Mechanic Skill" and have them scout/disarm together. If you see an enemy before you see a trap, withdraw and prepare for combat. If you see a trap before you see an enemy, disarm it and continue scouting. Oh, be careful and walk slowly too and observe walls and the surroundings (some traps can be spotted by you). Traps are supposed to be an obstacle, a hindrance, trouble, an issue in-game, i.e. a problem for your characters. I love it use the tools you are given to solve it.
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Well, it's not entirely gone. Put a one-handed weapon in the 1st weapon slots, and put a gun in the 2nd weapon slots. Pirate! Because the weapon not equipped will still be visible on the character (I tend to put a torch in the other weapon slot because it looks cool :D)
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Some additional stuff that I reflected on... but, like I said, probably too late. This is just retrospective, introspective, brainstorming~ Survival (what it doesn't do but I'd like to see it capable of doing~wishful thinking): - Spotting ingredients - Injury treatment in the wilds (it'd require some revision to how injuries work, e.g. 100% to treat injuries at an inn, and camping treating injuries with Survival) Crafting Skills Survival (Cooking): Food Crafting Levels Lore+Survival (Alchemy): Potion Crafting Level Lore (Enchanting): Scroll Crafting Level+Armor/Weapon Enchantments P.S. NEO Scavenger+Project Zomboid has some of the best injury treatment systems in any game I've played. But those are quite extensive.
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What happened to Non-combat skills
Osvir replied to Bazy's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
You can't drop traps in-combat, you can only use them out of combat/before combat state begins. Also used to spot & disarm traps, as well as lockpicking (Some traps can be spotted visually by you without any Mechanics but you won't know where the trap AoE/trigger is). Athletics also in jumping, climbing and swimming (scripted interactions), I do think Survival & Lore could've gotten (past tense, because I believe it is a bit late for anything now) some more stuff to it (for instance, crafting requirements~ Lore for Scroll Crafting Level & Casting Level, Survival for Potion/Food Crafting Level), and also what I said in the other thread (spot ingredients with Survival). I also think Lore could've added to "Chance of learning spell from dropped Grimoire"... hm... why is there something in the back of my head about this.... *shrug* I'm done trying to recall stuff... for now -
I was going to correct myself after seeing it from the other thread. I said "IIRC" which means "If I recall correctly". Wiki. BUT, I have noticed when playing the game that I haven't always been able to pick up ingredients that I have been able to on other runs. So I simply assumed it was "Survival" related. Now it has transformed to wishful thinking (and it does kind of make sense too doesn't it? Mechanics for spotting Traps, Survival for spotting Ingredients?)
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Yeah, it probably would suffice with "Of Resolve +#" without repeating, and the "Restore Minor Endurance" could be "Minor Spellbind: Grants Restore Minor Endurance". Then again, I didn't pay too much attention to it except pretty much your reaction: eyeroll -> continued to play the game -> didn't think much more about it.
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What happened to Non-combat skills
Osvir replied to Bazy's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Stealth, Athletics, Survival, Lore, Mechanics Whilst all of these skills have some form of auxiliary* application in-combat, they are primarily out of combat skills. Stealth & Mechanics probably being the least applicable for combat. http://pillarsofeternity.gamepedia.com/Skills * Difficult word, used on the Wiki, it is a link to the definition.