-
Posts
31 -
Joined
-
Last visited
-
Turn Based mode beta bugs and feedback
Swells replied to Reinne's question in Patch Beta Bugs and Support
Chiming in with some of my own thoughts. Chanters require a complete overhaul in TB, they are worthless in their current state and feel awful to play: Chants trigger at the start of their turn, meaning if you are out of range of targets when their initiative starts, the first cast goes to waste. That first chant does not contribute to invocation count for some reason. If you just end turns, chanting does not progress. Linger seemingly does nothing, even with high int the chants I tested lasted one round. Offensive chants do not have a damage indicator in the logs. Chant progression is seemingly static comparing Kana and a high dex character, around 3 turns just to get a new chant. Invocation duration is nowhere near proportional to the amount of time it takes to acrue points, especially summons. Interrupts are way too powerful. I've fought opponents into a state of being stunlocked and conversely been knocked out of the battle by a chain of attacks interrupting my characters. Unclear relationship between action speed and actions you can take. Sometimes characters get an extra round, but that could be interrupts at play, it's hard to keep track of and the thresholds are a mystery. Same with using firearms, it seems that my chanter skips a turn or two after using a crossbow. This is arguably the most important information needed for the player given how many skills impact action speed. If action speed has the player miss rounds it has the knock-on effect of making heavy armour unusable since one-action economy makes turns infinitely more desirable than a small bump in defence. Abilities seem to scale 1 turn for every 6 seconds of duration. This has some severely lopsided results that really harms martial classes, such as wizard and fighter having near enough the same accuracy buff but the wizard getting way more mileage by merit of the class prefering to stack int. This is on top of Wizards having 5 other action-free buffs they can pop off that lasts 15+ turns (ignoring the per-rest limit, as most can be changed to per encounter as the game progresses and resting is only a real limitation for specific challenges). Summons are impacted the most, lasting only a couple of turns and being way less beneficial than a damaging spell of equal value. E0ven if we fixed the issues the chanter faces, the current summon duration would still render half its moveset and power fantasy unusable. Non-controlled allies glitch frequently and don't act on their turn. Interrupts and DoTs don't interact well. DoTs trigger on an enemy's turn, so if you interrupt the enemy and get an extra round to attack and reapply the DoT, it won't do anything. I believe the most recent DoT applies too, so if you crit and then follow up with a graze the DoT damage is weakened. Spellcasting is a frustrating experience. Even with planning, enemies can just decide to readjust their priority and move out of the AoE entirely. You can't cancel or retarget your spell so it feels like spellcasting is wasted a lot more than RT. Additionally, the interrupts add onto this frustration by knocking a player out of the casting entirely, I gave up on casting spells more often than not just seeing how far down the initiative it would take to cast. I question the merit of even having this system, since there are classes with instant-cast nukes and debilitations that don't feel overpowered by comparison. Lastly, this isn't a turn-based issue, but you can no longer mod in your own voice files for player characters. Rolling back to legacy patch 3.7 the folder structure is there and I can mod voice files no issue, but all the other patch branches no longer allow it. It's a shame since it was one of the things I was most excited for revisiting the game and I would argue has as much impact as being able to add in your own portraits. I hope it's not out of scope for the devs to fix, otherwise it leaves patch 3.7 being the best version of the game for customization. -
Did you ever figure out a solution to this? I've also been unsuccesful adding custom voices to the game. The folder structure I've seen people mention 10 years ago isn't there for me and trying to create it manually or in the assetbundles/override folder does nothing. I really want to dive back into the franchise with the advent of turn-based mode.
-
8 companions: is it enough?
Swells replied to RAE's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Figured as much. I'm not too sure how much I'd like to see of the number 8 though, if everything revolves around it I'll start expecting Jim Carrey to leap out and start raving about numbers again. Also just to add in on the number of companions again, even if someone has alreadt said it, but there are going to be marvelous assortment NPCs to interact with too along with a world of backstory, that satisfies the interaction part, and creating our own companions completes the gameplay part. Also, a lot of games that have no companions and still stand firm. -
8 companions: is it enough?
Swells replied to RAE's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
8 = eternity. It's enough. -
Updated Endless Paths Picture?
Swells replied to TheDarklord's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
A full version would be cool, that way I can print it off and use tacks to track my progress, blue/green ended ones with a note mentioning anything noteworthy that happened and red ended ones to show where party members died (if they do) -
Since I'll probably be giving this a look to refresh my memory I'll gladly bump. A lot of people prefer the wiki presentation, but this certainly seems viable too getting all the direct pieces of information relevant to PE and showing it word for word. Still haven't had a thorough look, but if there have been any twitter comments from the devs on matters that might be worth adding to the list.
-
Killing all NPCs
Swells replied to jivex5k's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Everyone should be killable similar to Morrowind, and no warnings. What, you don't think stabbing someone should have consequences? Don't murder so indiscriminately then, face the choices you've made and trust that Obsidian will still let you enjoy yourself for doing so, like having a main quest backpath similar morrowind, or multiple ways of accomplishing a quest. That being said, I would absolutely hate it if you do something wrong, yet you could always find a way to progress as normal. There needs to be times when you should have known better, or the alternative to the goal you've closed off has disastrous consequences -
I want to be a dragon
Swells replied to Dragonnn's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Why just a dragon? I want to be able to tear the hearts out of any creature I stumble upon and devour it to gain their essence. Seriously though, if they're in the game (they should be) I like the ideas Spoony played around with in his counter monkey episode on the topic: they're smart. why would they land when they could just fly around burning you to death and casting level x spells. Might not be too fun for a game now that I think about it, but dragons should be something you utterly fear. Not just some glorified cliffracer or a fancy looking turret. -
You forgot to mention that the third kalpa in the amala labyrinth had progression based on what stats you had, that's a good idea to implement. Also that chase sequence was brilliant, but I'm not sure how well one would work in IE engine. Besides that however, I don't think the Amala network is a good source of inspiration. From what I've looked up, it was used as a way to explain plot elements that weren't fully explained (original Japanese version didn't have it), so the way it was paced was effectively designed around progressing the plot. This Mega Dungeon shouldn't be an occasional thing you check up on your to do list as you go through the game. The main problem I had with Amala is that it ironically distracts from the main game big time. "Demons are going to wage war to decide the fate of the next world? better complete Louis' candle collection" I really do like your concepts of progression and stuff, but that should be what the main game is for. Mega dungeon should be a place where you can test your duked out party and bring them at their wits, where instead of a sense of progression (besides reaching a new level, they have to make that feel satisfying) you get a sense of accomplishment. The best comparison I can make is basically any tri-ace game, you can get through the main game well enough by ignoring or lightly touching upon the mechanics they include (that's a bad thing, PE should always provide moments to use mechanics) but when you get into the post game suddenly everything you have ignored becomes ultra relevant, the system you've spent the game mastering suddenly gets put to the test.
- 10 replies
-
- mega dungeon
- dungeon
-
(and 2 more)
Tagged with:
-
I can't think of a dungeon in terms of gameplay that it could resemble, however I know what sort of enviroment I'd love to take in. Something that gives off a completely different atmosphere and aesthetic feel to the rest of the game, something you just don't expect to find after several hours in the world you've spent exploring, but it feels absolutely okay for it to be there. Maybe change the music score too just to set it apart further, it's own boss/battle/ambient theme. The best example of recent years I have is Blackreach in Skyrim. It was like I stepped into a different game completely and I think what helped was the naturally dark light settings, so it seemed to have a marvelous contrast too.
-
Actually I'd like to revoke my choice; Project Eternity. Looking back on it, it's the most I've ever put into behind a game, I think the sentimental value of that alone would want me to keep it around. The games I do have fond memories of are marvelous, but I have them dilligently memorised by now, I think I'll take the gamble for this.
-
I want all the NPCs to merge consciousness for a singular moment, be ejected from the planet, far out into space and beyond that until they reach the kickstarter page for PE. In that moment the combined consciousness will realise how much this project meant to so many people. Then they're back, individuals again. Everyone goes to the nearest pub and parties 'til the end of time whilst the player character nods and simply says "my work here is done." Now if I wasn't being stupid, I'd say multiple ending scenarios prehaps involving different end-goals for the player character to accomplish with varying big bads. The ending itself should have variety too, with consequences that have actual impact for the post game (companion deaths, city destroyed, reputation changed etc.), also including one ending for failing to beat the big bad. If it's a closed off ending, then provide a voice over epilogue similar to Fallout. Above all else; when the credits are done rolling there needs to be a cheesy "And You!" credit right at the end that finishes the grand orchestral score that goes with it.
-
Justin Bell, Music, and Morrowind
Swells replied to mstark's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I used to think I wasn't a fan of the Morrowind score, chuck it up to me being an FF boy at the time. I thought it could have used some more personal tracks for key events in the game. After putting all the effort into modding in more tracks though I just felt like I took the Mona Lisa and made the eyebrows bushy with a crayon. It's great as is, fits in magnificently with the world.
