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Tartantyco

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Everything posted by Tartantyco

  1. That's a Larping reward, not a roleplaying reward. The game mechanics will not recognize that you killed those creatures. You may as well have just soloed the game and rushed past them. Stun, LARP stands for Live Action Role Playing. That's people who play a roleplaying game in person. It has absolutely no relevance to the discussion here, so just stop abusing terms you don't even understand.
  2. I've resized and cropped the original Baldur's Gate portraits so they work with Pillars of Eternity. 23 pixels from the bottom of every portrait is cut off for the small versions. Here's an album for preview and download. Simply scroll to the bottom of the screen, click the "..." next to social media icons, and click "Download Post". The portraits go into this directory:
  3. Here are all the Baldur's Gate 1 portraits, resized for Pillars of Eternity. Feel free to rehost. Baldur's Gate Portraits
  4. A large part of this game is killing creatures. Sarex is now demanding XP for every mile walked in the game, as well as every 100 mouse clicks.
  5. "Wrong, the abilities are recharged after the encounter, not on resting" No, they're not mrmonocle.
  6. In my game, several enemies of different types have dropped loot that I can keep picking up, or loot bags that stay on the map even though they're apparently empty. It happened to three beetles at Dyrford Crossing and two types of spiders in and outside of the Ogre Cave. Some of these contain supplies that I can keep picking up either when re-entering the area/reloading the area, or just by interacting with the loot bag again. Other loot bags simply remain in place after they've been emptied, and stay on the map after re-entering or reloading.
  7. I'll throw up a zip or album of the Baldur's Gate 1 portraits resized to PoE specs here a little later. Have to go shopping, so it'll probably be an hour or two.
  8. This is not a problem at all. The reason why the healthy party has to rest because the fighter is low on health is because he absorbed all the damage that the rest of the party would have taken. You are also ignoring the fact that abilities are recharged on resting, so it's not just because the fighter is low on health.
  9. Pausing doesn't do anything. It's about relative speed, not absolute speed. If enemies are moving too fast relative to your ability to use area of effect spells like Web on them, then the utility of Web is extremely limited. Right now, the example I used in my original post means that I cannot use any other character to lure in enemies but my front line fighters. It means I can barely use any of the abilities used to slow down an enemy approach, or the abilities of the fighters themselves to soak up damage, because the speed at which the enemy moves relative to the speed of my characters, abilities, and spells just completely overrides their utility.
  10. What exactly do you mean by "nothing happens"? As an example, I used Lore and Resolve to gain clues as to the disappearance of the nobleman's daughter when talking to the innkeeper.
  11. I've occasionally had this happen to me. It usually resolves itself by waiting a bit for everything to load in.
  12. A little early, of course, but from the few hours I've played so far it seems like combat is way to fast. First off, some of these enemies are rocket powered. Just now, I tried to lure some wolves towards my party by firing off some magic missiles with my wizard. He was standing in the middle of the party and fired the missiles at max range. I pulled him back to the rear and moved up my fighters to engage. Within 2 seconds of the magic missiles hitting the wolves had ran from their original location, past my fighter barrier, past my priest and rogue, and slammed into the wizard, knocking him down and taking a big chunk of his stamina and health away. Similar scenarios played out against beetles and the small spiders, who are extremely quick. This speed negates a lot of spells and abilities that are area of effect, as well as making it hard to keep enemies at a distance. When it comes to the combat itself, I feel like things are just happening too often. This might just be the fact that I've been facing mobs of 5-7 enemies at once, but hits are just very frequent, and I quickly lose track of what is happening. The lack of feedback in combat also makes it hard to determine if my current actions are successful, and the difficulty in separating one model from another in the combat moshpit that inevitably occurs means I often can't see or target specific enemies, and any numbers that pop up just disappear into the chaos. Right now I feel like movement speed should be reduced across the board. At current speeds, the enemy can close the distance too fast, making making the variety of viable tactics quite limited. In combat, I feel like accuracy should be decreased across the board. The less frequent hits are, the less quickly combat becomes too noisy. Maybe attack speed should be reduced, as well. What do you guys think? Does combat and enemies feel too fast for you? Can you keep a good overview of combat events?
  13. Your comment is more hilarious than you can possibly imagine. I don't care for reddit and many popular sites on the internet. You want to do it feel free, but when you open the flood gates you also have to deal with the sewer that comes out. I care about the beta becoming successful for Obsidian and making the game better. I do not care about being internet famous or getting hits/views/follows. It's not about "being internet famous" you dolt, it's about promoting Pillars of Eternity to a larger audience. Do you, or do you not want the game to be commercially successful? Then you have to advertise the game.
  14. There is a separate bug forum for you to post this in. I have the same issue, by the way.
  15. I noticed substantial differences between enemy types. The giant spiders were very slow, while smaller spiders and beetles were really quick. I think they have to be slowed down though, it took the whole pack of beetles at Dyrford Crossing about 2-3 seconds to completely surround me, meaning tons of the abilities my characters have became useless. It's hard to web enemies that move at a gabillion miles an hour. The game also needs a lot more feedback when it comes to combat. It's very hard to get an idea of what's going on a lot of the time, you're not sure if your party is even attacking sometimes, and it's hard to read a lot of the stuff that goes on. I think one possible solution here would be to decrease hit chance across the board. If stuff just happens less often you get a better idea of what's going on. Decreasing attack speed might also be an answer.
  16. It happens often with the crippling strike or whatever with the rogue, I select the ability, try to pick a target, but the game won't respond and I'm now stuck with that mouse action. I can reset this by using the number keys to select another member and right-clicking from there.
  17. When I use my mouse scroll to zoom in or out, it doesn't zoom my view, it just zooms the entire fog of war so the radius becomes smaller. It doesn't reduce my view, it makes the fog of war effect smaller, as if it's a picture that I'm zooming in or out on. I'll update with a screenshot later.
  18. Started out on Normal. Soooooooo difficult. I'm in the ogre cave, but there's just too many spiders in my way.
  19. The static vegetation does stand out, though. I would love to see the grass and trees sway in the breeze.
  20. Original Sin is going to be a lot like this game. Both are trying to be old skool. D:OS isn't old school. Divinity is a turn-based aRPG. Comparing it to the old school games is an insult to those games.
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