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Tartantyco

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Everything posted by Tartantyco

  1. Let's make this simple: You ain't gettin' paid til the job's done, and the job ain't to assault innocent quadrupeds in the woods.
  2. You can find the original Baldur's Gate portrait in the link in my signature.
  3. I guess it's time for you guys to sit down and start sketching.
  4. Your basis for this is it's a big number? You don't have anywhere near enough information to make any judgment as to whether it's a lot or not. (Also, there's a level cap)
  5. There are only four quests, yes. Check this folder: \Steam\SteamApps\common\Pillars of Eternity - Public Beta\PillarsOfEternity_Data\data\quests
  6. This is caused by switching weapon sets during weapon reload. It can be avoided by moving your character before you switch weapon sets.
  7. Dev response here. No hard dates, but we should expect updates every few weeks.
  8. Pretty sure I heard Sawyer say that the main storyline is level scaled.
  9. That I can't be bothered reading that.
  10. I think crit chance should be part of perception. It makes more sense.
  11. The number of people who we know have access to the backer beta (from the Kickstarter numbers) is 7615. The 109 people who've voted only represent 1.4% of the backers. Ignoring the self-selction angle, my memory of statistics is that to draw conclusions to the greater population you'd want about 10% of the population voting (762 or so) at the bare minimum. You'd also want those 762 randomly sampled (ie not self selecting) to hope for any kind of validity to the results. My hope with quest/Objective XP was that it would give value to differing play styles (diplomatic, stealth) without devaluing killing things. That would be an improvement (IMO- I know many differ on this) to how the IE games did it. But I also acknowledge that if we're talking about spiritual successors to the IE games, combat in those games is required and is rewarded and (in the end) kill XP isn't inherently "bad" in and of itself. Player level almost only affects combat. Why would dialogue give XP that rewards the player by making him or her stronger in battle? Doesn't make sense. It would make sense if the player level didn't just indicate how strong a character is combat wise. And how does combat make someone better at stealthing? Or lockpicking? Or identifying rare items and stuff? XP is generalized and abstracted, don't try to apply some 1:1 logic to it.
  12. I'd like the diagonal scroll activation area to be larger. Right now, you have to hit the corner of the screen almost right on to move the screen diagonally.
  13. Do keep in mind that you don't have the ability to rest and recharge all abilities after battle in this game, so there have to be more abilities available to you. You're not supposed to use them all in every single encounter.
  14. It is already implemented. It's just a little bugged when it comes to drop loot.
  15. It's this one.
  16. Shevek proudly proclaims that all games ever made are now dungeon crawls. Yes, even Tamagotchi. You are only deserving of ridicule at this point, Shevek.
  17. Here's what I'm hearing in this thread: "This bugged experience system isn't fit for final release! Giving XP for kills will fix the bugs." "This combat, which is artificially more difficult because of bugs, is too hard for me. The solution is obviously isn't to fix the bugs and make combat easier, but to give XP for kills." "I don't know what a dungeon crawler is. Obviously, the solution is to give XP for kills."
  18. I think people are getting too caught up with the 3D models. They look crap, but I don't know why they're even there. Dump them and replace them with portraits and paper dolls, like in the IE games. We're going to be watching them from far up in the sky throughout the game, their only function right now is to slow down menus and look ugly.
  19. Great job selectively picking areas there, Shevek.
  20. Do you know what the hell a dungeon crawler means?
  21. Stun, could you stop abusing terms? RPS means a circular system where A defeats B, B defeats C, and C defeats A(And can grow exponentially larger). Certain enemies being weak to A, or A and B, or C, or being resistant or practically immune to A and B, or to C, does not make it RPS. It's not strength, it's might.
  22. I assume the bug that means you can only hire lvl 1 characters is still present.
  23. Yes, they increase mob sizes and buff enemy stats.
  24. I don't think anyone's praising the buggy parts...
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