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Osvir

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Everything posted by Osvir

  1. Additionally, NERF ideas: - Reloading a Gun should take some more time, maybe something as simple as 2-3 seconds more time universally on all Guns. - Reloading is delayed if hit (Grandia style) - Aiming should take some more time, 1 second. - Getting hit whilst [Aiming]* stacks "Miss %". If hit 4-5 times whilst aiming causes risk of Friendly Fire. Draws aggro. * If [Aiming] could be a variable, it could trigger AI to attack the Gun wielder to interrupt/delay as well.
  2. Not entirely, if Obsidian would put some of the "Weapon Style" into Skills instead, MIG, DEX and INT could affect the values on those "Weapon Skills". In the Infinity Engine games, when you leveled up, you could distribute points to your weapons (profficiency). So, making Weapon Styles into upgradable Weapon Skills instead could benefit character creation, balance and diversity as well. EDIT: further brainstorm: Maybe even taking some of the passives from different classes and toss them into the Skill system as well. Race choice and Class choice affecting Skills too. This way a Priest could get a Cipher passive, and thus be able to psuedo-"Multi-Class". Just use the 100% value of what the Passive is now as the "max level" of Skill, and then chop it up into levels~ making it stronger the more you focus your points into it.
  3. I don't know, but some of the Skills could make sense together with some of the Attributes, and giving a slight bonus to one of the Skills. Example/Concept: 1) Dexterity 10 = +0 Points into Level 1 Athletics 0/3 2) Dexterity 12 = +1 Points into Level 1 Athletics 1/3 3) Dexterity 16 = +3 Points into Level 2 Athletics 0/6 It'd give some of the Attributes more value.
  4. Agreed with Headbomb. Being able to edit indefinitately makes it easier to compile a list of... say... "A List of all Bugs Found". Then again, editting a single post does not bump it regardless and a flow of on-going topics is refreshing. You don't get easily stuck on a singe post. A beta wikia would be a better idea. I don't want to create it unless permission of course. Idea: "Pillars of Eternity Public Beta Fan Wiki" "eternitybeta wiki com"
  5. Ideas/Thoughts on top of them. + = most bonus on these (internally in the stat) - = least bonus on these (internally in the stat) this text = unnecessary or undermines main strengths of other attributes, abilities, talents. Whilst doing this I was wondering... could Attributes affect Skills? (example: 12 points in Dexterity gives +1 Atheltics). 10(+2) [Attribute] = (+1) [skill] EDIT: I think the system might be a bit too complex, and everything doing everything makes every stat a dumpstat. But that's not to say that they could do everything, but just at different values. E.G. Both Resolve and Dexterity have "Crit Damage", why does RES have ++ and DEX only +? Both still have it, but one just gives it a little bit better. That also makes every stat important and diversified. Just a bit complex to implement. I don't recall the word but I semi-recall the definition "when you do something more complex than it has to be".
  6. In my game I encountered the same thing, the item that grants fireball. Same outlog file as I posted in Sensuki's link: https://www.dropbox.com/s/b19daf1d8ojrje3/output_log_Osvir_20140820.txt
  7. I... - ... already had some pretty epic fights. - ... think classes are fun and diverse in their abilities, they all have tactical value. - ... enjoy exploring and interacting with various mysteries. - ... like the new world, great lore, books - ... think it's fun having an even larger group (6 characters + 3 skeletons + animal companion = 10). It feels massive in a way, gets me all riled up with ideas~ Pillars of Eternity: Total War. - ... love the graphics, grandiose. It is astonishing! - ... like the outline of the animations and the spell casting in ~misty~ visuals. - ... find dialogue interesting, but wait to say anything until I have seen more. - ... love the art in the menu UI and the one in-game UI. In contrast with the eora world and background beauties, the in-game UI fits really well. Or at least, it hasn't bothered me much. Some objects can be small, it can be unresponsive, it needs some tinkering with, the general idea when I got the hang of it is accessibility and easy to understand (though I have followed this 2 years now, so I have some already learned knowledge). - ... 've spent little time with the character creation (built 3-4 characters, 3 Fighters and 1 Chanter), but enjoy the entire presentation (cultures before attribute, trial-and-error box scaling suggestions). - ... am introduced to beta testing on a whole different level than I've been before. I find it exciting. - ... want to play more. - ... believe in Pillars of Eternity
  8. Which is work nonetheless. You pay for the possibility to do some work Now go, my minions! Craft me a worthy game
  9. 1 & 2) Insightful. I haven't been "WTF!?" a single time because I expect the game to be buggy, but I can tell for sure that "2" is very true. The game is much easier to play and understand after having played it and explored it for a bit. The muscle memory of my brain to constantly try and improve automatically makes the game more and more playable every time. Bugs become an enemy (in a game sense), like the Beetles, and the way to defeat bugs becomes to report them and then to find solutions to either walk around them or fix them.
  10. Self-Cannibalism Illusion/Mind Magic? If that's not an ability, it should be. "Target becomes manic, paranoid, and believes that its own flesh is the enemy and the only way to defeat this 'enemy' is to consume it e.g. the target begins to eat itself"
  11. Great! Just one thing Sensuki.... Could you write out the folder path in your OP? (Thanks) I also don't know where Save Files are located. But I have no Ranger in my party? (according to this list, this happened around when I turned in the quest to Lord Harond and got lvl 6) Regardless, here's my outlog too. It's 13 mb worth of .txt so I think this saves all information for all playthroughs and not just a single playthrough.
  12. @Messier-31: Paid for the Kickstarter project to help make the game a reality. Can just as well help to deal with bugs too~
  13. Continuation: Priests have too many AoE buffs to be called "balanced". More single-target buff spells (with same effects) would add another layer of tactic. Some AoE buffs could be similar to "Chants", can only have one activated at a time, even (If you do Armor of Faith on top of Concentrated Ground, Armor of Faith buff could remove Concentrated Ground and add Armor of Faith).
  14. You can also activate Auto-Pause, it'll help you make sense of the combat. Experiment with the different options. Another thing to do is use your Priest Buffs as much as you can. I notice the same thing, without the Priest buffs my party gets sometimes insta-squished, with buffs I lose, mostly, nothing. Priests have too much AoE Buffs and more buffs should be "single target".
  15. #PillarsofEternity

  16. The areas I've encountered this bug (When loading game): - Dyrford Village - Dyrford Ruins (Loading and when entering the first time) - Dyrford Crossing - Dyrford Cave So basically, all the areas except Stormwall Gorge, which I have not seen this happen in. I have not tried this "in-doors" in the Village (Save/Loading in the Inn, or inside any of the houses or in the church etc). Also, if I saved the game with Weapon Set 2, and when loaded they spawn with Weapon Set 1.
  17. More discussion in the Steam Community Forums as well.
  18. When I'm not paying attention, or slipping on one move, I can quickly find myself getting beaten down with little room for comeback. It is crucial to pay attention to your characters positioning, and trying to keep a frontline blockade. I played the very first time with everything on (Path of the Damned) and I got crushed easily. I didn't know what to do though, but I believe if I went into that mode again it'd be easier. There are some exploits that can be used to win combat easily as well. Skeletons summoned by the Chanter are OP and last forever and can tank really well too. But, putting exploits aside, the game is difficult when following the "rules" and not trying to cheat or use cheap tactics. In big fights I feel that every class is involved, Priest buffs, aura's, even attacking with an Arquebust helps. Hard is tough enough that if you lose 1 character, you might lose the entire battle. I haven't tried easier difficulties just yet.
  19. I just came to this area with the Lions now. I find it reasonable that they attack (they even stalk you if you try to walk past them). It is a territorial area, and there's even an Elder Lion in there.
  20. Additionally: - You need to enter your Steam Online Library, click "Manage my Screenshots" and press "Make Public".
  21. I said it a long time ago and I still stand by that opinion and suggestion: Separate Level Systems, Out of Combat Levels and In-Combat Levels. Two experience pools. But I'm perfectly fine with how the system is handled at the moment. I can understand how no experience from combat can feel less "impactful" for many reasons. It's the cookie clicker mentality. "Everything I do should be rewarded". It is an "Achievement's Everywhere"-Symptom. Achievement: - "You moved the mouse!!!" - "You clicked once!" - "You clicked twice!" ^Those types of Achievements has to stop. What does it matter if I get 10 experience for defeating each foe, total of 10 foes (netting 100 experience points) or getting 100 experience for turning in the Quest.
  22. Yes. But it would explain why the lions were hostile towards you. It is not unusual for game developers to insert "moral" design decisions, or effects, like this. In Spooney Experiments interview with Richard Garriot, he mentioned that the last area of some Ultima game (I think 2nd?) there are a bunch of kid models (that are actually monsters transformed into kids) and it gives the Player some interesting moral choice. If the Lore is recieved well and presented well, the Player would understand that "Oh! These lions are hostile, I must either pacify them or escape (good path) because they have something important they want to protect nearby". It can even help the Player realize (if evil path) "Lions, hah! Crush em all!! Extinction! I will find your offspring and drink their blood!!!!".
  23. But if the lions attack you, and after the fight you find some cubs nearby, then it would make some sense if that particular group auto-attacked you? Another group might chill out and walk around a bit, but being too near it could cause a hostile (or shy/curious) response (running away but staying near). Interesting would be if some predators (such as lions) would see you, and they back of as you approach, but they still stay close. Later in the same area, you might become attacked by the lion in the area, it would simulate these animals hunting you. Night-time+Wolves = Could make wolf packs circle around the Player, in fog of war, and slowly move closer.
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