Everything posted by Tartantyco
-
Experience point system in the beta and onwards
Oh, we're back to "logic" again, are we?
-
Experience point system in the beta and onwards
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.
-
Pillars of Eternity Master Portrait Thread
You can find the original Baldur's Gate portrait in the link in my signature.
-
Please bring back the pencil drawings of items
I guess it's time for you guys to sit down and start sketching.
-
Half HP growths
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)
-
*Spoilers* List of available quests, did I miss any?
There are only four quests, yes. Check this folder: \Steam\SteamApps\common\Pillars of Eternity - Public Beta\PillarsOfEternity_Data\data\quests
- First impressions thread!
-
Update schedule for the beta...is there any?
Dev response here. No hard dates, but we should expect updates every few weeks.
- No experience from combat
-
A "How to" on Revamping the 6 Attribute System!
That I can't be bothered reading that.
- Perception, Resolve, and dump stats! Oh, my!
-
No experience from combat
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.
- [Request] Change speed of scrolling around map
-
Radical suggestion
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.
-
Loot plus <Tab> Question
It is already implemented. It's just a little bugged when it comes to drop loot.
- No experience from combat
- No experience from combat
-
No experience from combat
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."
-
Character Creation Aesthetics and STUFF
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.
- No experience from combat
- No experience from combat
-
First impressions thread!
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.
- [Modding] Backer Beta Modding/Data Mining
-
Game difficulty
Yes, they increase mob sizes and buff enemy stats.
-
Experience point system in the beta and onwards
I don't think anyone's praising the buggy parts...