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Everything posted by Hormalakh
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[301] Ncarver, should we make new threads or bump old ones?
Hormalakh replied to Matt516's question in Backer Beta Bugs and Support
I am just going to start reporting bugs as if they weren't described if they are not in the "already known bugs" lists. Especially if those bugs are crossed out in those lists (http://forums.obsidian.net/topic/66785-known-issues-list/), too. -
[301] Paladin's description missing "health" in text
Hormalakh posted a question in Backer Beta Bugs and Support
Description is missing "health" in the text when discussing Endurance and Health benefits of the paladin class as it does in all other classes. It states Endurance and Health: 42 + 14/level (High) X4 It should state Endurance and Health: 42 + 14/level (High) x4 Health ------- Unrelated: Also I can't pick the "Character creation" tag in the forum as it states "Tags incorrect, they must be between 2 and 30 characters." Not sure why. -
[301] Abilties don't get updated in class selection
Hormalakh replied to Headbomb's question in Backer Beta Bugs and Support
HEADBOMB YOU ARE THE BOMB. I jut came to post this. Yep. Exactly as described. -
Anxious about the new patch because the current AI, combat state, and UI make the game sort of "un-fun" to play. Hoping more bugs are squashed as well in the mean time. Also, optimization.
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A Positive Video: Josh Sawyer and Pillars of Eternity
Hormalakh replied to Sensuki's topic in Backer Beta Discussion
Visions and visionaries are always first questioned, then hated, then suddenly dismissed as "it was always the way to do it, we don't understand the big deal." -
You get penalized if you want to build a custom party?
Hormalakh replied to ddillon's topic in Backer Beta Discussion
I think either way you should be paying gold.. There is a huge advtange mechanically to building your own companions and making sure their stats and abilities compliement your current group.. In BG1 and 2 you kinda had to roll with what you got.. and sometimes their stats were kinda crappy in certain areas.. Oh Jan.. you suck so much turnip I disagree. This is a single player game that is meant to be played in 100000 different ways. In my opinion, when it comes to party formation, it should be open ended. All manner of play should be encouraged, if not directly supported by the games difficulty. I should be able to attempt a solo character play through, I should be able to run a 3 man party, I should be able to run 6 through, I should be able to pick the most powerful broken class/build to fill up 6 slots or I should be able to run through 6 of the weakest just to see if it can be done, and you shouldn't have to wait a ridiculous amount of time to be able to do so. It sounds like from the other thread that you will be able to do this reasonably fast....but it would be nice if they'd consider allowing it even sooner without having to resort to "mods" or "cheats". There's a big difference between allowing things such as unlimited gold, unlimted health potions, immediate access to powerful items compared to allowing you to freely set your party. I understand you can Mod or use a console cheat command if they have it...but it's very disappointing that they are actively discouraging what I feel is such a great component to replayability based upon the fact that others would "abuse it". I can even understand the idea that the difficulty pacing of the game isn't built for 6 members at "x" point of the game but I don't really see that as a problem...not everyone is going to run out and "party up to 6" if the option is available. RPGs are about experiencing the game in 100000 ways. I can only dream at this point of playing through as many times as I did on BG series. And by the way...in BG1 and BG2...you could create a 6 man party from the start of the game. You just had to host it via multiplayer, it wasn't directly obvious but the option was there. You could even "import" characters over and over to duplicate gear or "kamikaze" them as Sawyer mentioned as a possible issue of "free" adventurers. all i hear is "blah blah blah." feel free to mod in a cheat if you want. don't whine because the devs think that you need to build up to a full party adn that the story-mode does not work with a full-party. the BGs did not give you a full party at the start of the game and the diffciulty was balaned around that. this had nothing to do with "playing the game 10000 different ways."- 45 replies
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sesnuki can you do a side-by-side video of the two speeds? With combat as well to see the enemies? I don't want to reinstall the beta just to check this out. Also, devs have you seen this?
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Character Art Critiques Part #2
Hormalakh replied to Sensuki's question in Backer Beta Bugs and Support
again i don't understand the fascination with being able to tell genders apart in plate mail and most other inflexible armors. an increased bust -unless otherwise exaggerated, more so than what sensuki is suggesting- is the last thing i would notice when trying to distinguish my characters. also this isn't a bug. -
Backer Beta Information [Not Live Yet]
Hormalakh replied to Tigranes's topic in Backer Beta Announcements
too late to buy any addons at this point. -
calm down everyone. i wasn't trying to be snarky, i was genuinely concerned. just wanted to see if progress was being made or if there was something the backers could help with. i read adam's previous post as a possibilty not a certainty. i knew there was the chance that it wouldn't be out.
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I'm guessing things didn't go well last Thursday or Friday to have an update early this week?
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There was a discussion about lore and how, in reality, after the first game or after the strategy guides come out, the lore skill can be meta-gamed away and become a pretty useless skill (degeneracy alert, Josh Sawyer). As such, I've been thinking about a few ways to make the lore skill more interesting to use and a useful skill for players to try to invest points in. There are a few goals with my changes to the lore skill. 1- Maintain the current "game lore" behind the "skill lore." That is that the lore skill would still continue to be a skill that represents a character's accumulated miscellaneous knowledge and trivia. 2- As all skills should continue to be useful throughout the whole game, in regards to combat, this means that a character should become more effective in combat (as they learn the common "weakpoints" of enemies. For the player this means increasing their cyclopedia entries, but mechanically this should also mean improvements in combat. 3- As with all skills, each party member should have an incentive to want to invest in the skill. 4- This skill should be an incentive for players to want to engage in combat (instead of combat XP). That means that as players engage in more combat, the effectiveness of this skill should be more apparent, therefore making combat incentivized as opposed to utilizing XP as this incentive. THE IDEA: As party members fight and kill more and more of an enemy type, their combat effectiveness (e.g. attack damage/crit%/attack speed, etc) increases when fighting that particular type of enemy. The rate of improvement in combat effectiveness is based on an equation that utilizes each party member's lore skill as well as the number of enemies of that particular type that have been killed by the WHOLE party. So for example, let's say that if the party kills in total (all party kills) 25, 100, 300, 900, 1500 goblins, each party member will have an increase in their crit% against goblins of 1%, 2.5%, 5%, 9%, 15% respectively. How does the lore skill come into play? Well as each party member's lore skill level is increased, the number you need to kill is decreased by the equation CEILING(TOTAL ENEMIES/LORE LEVEL). So let's say you have 6 party members with lore skill levels of 1,2,3,5,7,9. Party member 1 (Lore skill 1) needs to have PARTY KILLS totals of 25(1%), 100(2.5%), 300(5%), 900(9%), 1500(15%) goblins for the respective crit% increases. Party member 2 (Lore skill 2) needs to have PARTY KILLS totals of 13(1%), 50(2.5%), 150(5%), 450(9%), 750(15%) goblins for the respective crit% increases. Party member 3 (Lore skill 3) needs to have PARTY KILLS totals of 9(1%), 34(2.5%), 100(5%), 300(9%), and 500(15%) goblins for the respective crit% increases. ... and so on ... Party member 6 (Lore skill 9) needs to have PARTY KILLS totals of 3(1%), 12(2.5%), 34(5%), 100(9%), and 167(15%) goblins for the respective crit% increases. So let's say that the party has killed 170 goblins in the game with the same party members as previously mentioned. Assume all players have base crit% of 5%. Their new crit% with the lore skills would be: 1: 7.5% crit chance 2: 10% crit chance 3: 10% crit chance 4: 10% crit chance 5: 14% crit chance 6: 20% crit chance -------------------------------- Different monsters can have different PARTY KILL TOTAL requirements. Other equations can be used as well as other combat effectiveness attributes (as mentioned above) to fine-tune the best range, rate of increase, and value for skill. This is a good way of incentivizing players to enter combat (as opposed to combat XP), each party member to invest in lore, will continue to give back value to the player over the whole game, and can fit within the current game lore. What do the rest of you think?
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Discussion: the PoE beta xp system
Hormalakh replied to IndiraLightfoot's topic in Backer Beta Discussion
If they want to give combat XP, maybe they can put it in the non-expert mode or kiddie babbie mode (since that's what it is, for crying whining babbies) because I want to voice opposition to combat xp. I want to be loud and clear. I HATE COMBAT XP. HATE HATE HATE. Obsidian, stick to your guns for God's sake. Don't let the riff-raff push your design choices around. HATE COMBAT XP. See I can be loud and obnoxious too. -
You get penalized if you want to build a custom party?
Hormalakh replied to ddillon's topic in Backer Beta Discussion
Having a hard limit on companion number seems a little more "rigid" than paying gold for companions. With gold, at least you can make a decision as to whether you want to continue spending for the new companions. Everyone's limit will be different at that point. I never understand the people who post here on the forums: sometimes they want to play the game "their own way" and sometimes they're OK with rigidity. Furthermore, how well you play allows you to spend less resources on your company of heroes and lets you be more efficient with your money.- 45 replies
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early week. not necessarily monday. check back wednesday.
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A great way to buff would be to buff the pet.
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You get penalized if you want to build a custom party?
Hormalakh replied to ddillon's topic in Backer Beta Discussion
Getting free adventurer mercs to throw to their deaths is a very easy way to become degenerate gameplay.- 45 replies
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Just antsy to see the cool changes. Don't mind me when I'm grumpy.
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I had an idea about the weapon sets and the UI for it. Did you happen to see it Adam? It's here. http://hormalakh.blogspot.com/2014/08/taking-look-at-grimoire-v257.html Your selection of the weapon set circumscribes the appropriate set. Clicking on that weapon set once (if it is an unselected weapon set) next to the portrait would activate that weapon set. Clicking twice (or once on an already selected set) would activate the "attack" command.
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By allowing the ability to upgrade your pet over time, this doesn't make the pet "as powerful as a normal character." The point is to show the growth of the pet as the character grows over time. Having step-wise changes in the pet over time, shows that the pet, as the character, grows into a more powerful creature, parallelling the growth in the ranger character. Mechanically, it also plays better because as the game continues on, it would not be good for the once-useful ranger pet to now become a liability. It seems the ideas that a "weak" or "low hit-point" pet is due to this. As the difficulty increases over time in the game, it doesn't make sense to continue to use the same "tool" that you did initially. You wouldn't keep using the sword you found in the first chest if you couldn't refine or enchant it. Why would you keep using the "old pet" that hasn't increased in power? What was once a cool mechanic becomes nothing more than a liability in combat.
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How to Fix the Attribute Design in Pillars of Eternity
Hormalakh replied to Sensuki's topic in Backer Beta Discussion
I've added my thoughts on your dedicated ranger thread. I agree with sensuki. the rangers are boring. -
Can we get per rest Health restoring abilities/spells?
Hormalakh replied to archangel979's topic in Backer Beta Discussion
Meant to be a strategic concern, not a tactical one. Only way to heal health is by resting, which uses up gold (at inn), time (at stronghold), or camping supplies. You have plenty of control over stamina/endurance which is tactical choices. How well you play over time is meant to be the concern for health. -
Shift current ability at level 7 to 6 (driving flight) and level 8 to 7(binding roots). Put upgrade pet at level 4 and 8.
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Animal companions should be upgradable and have passive abilities. Here's some ideas. I've made them into three tiers. Level 1, 2, 3. * Antelope - Lvl 1. Higher defenses. Lvl 2. Increased evasion from attacks (10% attacks miss). Lvl 3. Increased movement speed (150%) as health drops below 25%. * Bear - Lvl 1. Higher Damage Threshold. Lvl 2. 50% bleeding damage (DOT) chance (5 hp every second for 4 seconds) with every critical hit. Lvl 3. 100% bleeding damage (DOT) chance (5 hp every second for 4 seconds) with every critical hit. * Boar - Lvl 1. Gains Might at low Stamina. Lvl 2. 50% chance of knockdowns with every critical hit. Lvl 3. 100% knockdown chance with every critical hit. * Lion - Lvl 1. Terrifying Roar ability. Lvl 2. 50% bleeding damage (DOT) chance (1% of enemies health pool every second for 5 seconds) with every critical hit. Lvl 3. Bloodlust: increases attack speed/movement speed by 25% as enemy drops below 30% health. * Stag - Lvl 1. Carnage ability (like barbarian's, but limited-use). Lvl 2. Knockback and buffet. 2-5% chance of knockdowns that throw enemy 5 paces back with every hit. 10% chance with critical. Lvl 3. Maim. 50% bleeding damage chance (DOT) for 10 seconds (3 hp every second for 10 seconds) with every critical hit. * Wolf - Faster movement rate. Lvl 2. Bloodlust: increases attack speed/movement speed by 50% as enemy drops below 15% health. Lvl 3. Predator's game. Wolf is invisible unless attacking, spooted by magic, or has any status effects (hobbled, flanked, poisoned, etc). Clearly needs some balancing. But it makes "upgrading your pet" as another ability. Perhaps at levels 4 and 8?