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Everything posted by Hormalakh
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Backer Beta Information [Not Live Yet]
Hormalakh replied to Tigranes's topic in Backer Beta Announcements
When can we expect an update to the beta? I currently cannot play the beta in its current state. -
Radical idea - change attributes to more D&D like
Hormalakh replied to Ondb's topic in Backer Beta Discussion
But then we're either just renaming things or moving them around without much of a mechanical difference. Might = power for fighter, Int = power for mage ?, Psyche = power for Cipher - would make it more intuitive but so does reading the manual. Or am I misunderstanding you? Plus: In the present system, you can have different builds of Cipher. If I understand you correctly (entirely possible I've got the wrong end of a different stick), you're suggesting that Ciphers need to be built a certain way. So we're back to D&D. ranged classes do not require high amounts of stamina and health, nor do arrows have area of effect. if you're making a ranged onn-magical class a la rogue, certain things matter more than those. I've seen several posts already about how it makes sense to build low-health ranged classes with high interrupts, etc. it isn't just about rearranging the names (though it is partially that): it's also about the fact that different classes "specialize" in different strategies and thus for a "balanced" attribute system, the attributes need to affect different classes differently. -
Radical idea - change attributes to more D&D like
Hormalakh replied to Ondb's topic in Backer Beta Discussion
I've made this suggestion before and I've had it shot down before as "too time consuming" but I really think that each class should have its attributes defined differently. The major decision you make in chargen is what class you want to be: and the attributes are an added "flair." I think that a lot of the problems with the attribute system come from the idea that each class (with different game mechanics) should be defined by one set of attributes that effect them equally. This just isn't the case: what is important for one class isn't so important for another. If you want an attribute system that has viable points for every category you need to match your categories to your mechanics. Ciphers attribute needs are different than monk attribute needs. Wizards and fighters and rangers all have different needs. With a 6 point attribute system that affects different classes differently, you can really diverge the classes further. All your classes then don't need AoE spells or durations (to make int viable) or interrupting as an important mechanic (to make perception/resolve important). I really think this suggestion should be further evaluated and considered. It will really free up the rest of the tweaking process as well as allow classes not to hold back when making them stand out from one another. What attributes are doing are trying to fit different shapes into all the same holes. It feels wrong to the players and I'm sure it's made designing the classes tough too. I think it would reduce the feeling that "everything is so samey and bland" and allow each person to define their character for their class. 11 classes is a lot. It makes balancing difficult, but that's the gorilla that Obsidian agreed to work with and then wanted to balance them. Time is the one thing that is needed to make a good system and if they're willing to invest the time in diverging their attribute system, then I think it will be worthwhile. I don't think every class needs totally new attributes: some can be reusable but this one size fits all mentality doesn't work. -
A "How to" on Revamping the 6 Attribute System!
Hormalakh replied to TrueMenace's topic in Backer Beta Discussion
It seems to me that a lot of people are looking at attributes from one perspective and Obsidian is looking at it from another: Many people seem to want attributes to be part of the customization of their OVERALL character, allowing this system to define the absolute limits of their character: a genetic limit on their character if you will. The thought is that the attributes affect and defines how high or low every aspect of their character's details can go: skills, combat abilities, dialogue options, scripted interaction, defenses, etc Obsidian, on the other hand, looks at it solely as an "added" touch to the character and wants players to define their characters by 1) what they do in game 2) the class they choose 3) the skills they choose and SOMETIMES 4) the attributes they chose in the beginning of the game. -
"No Bad Builds" a failure in practice?
Hormalakh replied to SergioCQH's topic in Backer Beta Discussion
Not really, the problem is people don't understand the system. This was actually discussed in another thread, but sometimes might is not a "great" choice for the character you want to play. Remember it is only 2% damage and healing per point. What if you want to play a ranged character who fires a really quick shooting bow? You will do less damage per shot, so that 30% may not actually be a huge damage increase over 20%. Your character would have been better off focusing on dex so they never miss, int so their abilities last as long as possible, and perception to help score interrupts. Barbarians have tons of aoe moves, but they only work if they hit, so a barb who only goes 10-12 in might but gets high dex and int is very viable because they miss less and hit more enemies due to larger aoe. People need to stop thinking about Eternity's stats like it is D&D. This is not D&D. what you say would be true if i didn't have enough points to up my stats high enough to 18 for three stats. That means I can take your dex and your perception and then take might too. the issue is several things put together. two of which i mentioned. -
Unplayable for me as it is now...
Hormalakh replied to rujo's question in Backer Beta Bugs and Support
I can't play either. Too many crashes. -
God .... it's Fallout:New Vegas all over again. The game spoiling stuff for you from quest information. I hated that.
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Part of the problem is that I think they've tried to "fix" the pathfinding by allowing characters to override each other's selection circles, but then in combat this continues to be the case (the game doesn't know when to turn on or off this functionality) so then you get these sorts of issues without actually solving the pathfinding problem in the first place. I don't think being able to occupy the same space on the map AT ANY TIME is the right decision: other methodologies should be utlilized, like waiting for the characters to move, pushing characters out of the way, speeding up movement/slowing down movement of characters (if everyone is WALKING down a narrow corridor and someone is behind you in that narrow corridor, the character in front should start to rush (i.e RUN) to get out of the way. Similarly, if you're the character behind someone, you stop RUNNING and start to WALK, unless you really have to go pee or something)
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Character Creation - Order of the tabs. Other thoughts
Hormalakh replied to Forkedman's topic in Backer Beta Discussion
Concur. Well said too. Especially the bit about the models. -
"No Bad Builds" a failure in practice?
Hormalakh replied to SergioCQH's topic in Backer Beta Discussion
There are multiple problems with the current system: 1- The stats are not impactful enough and some are more impactful than others. Might comes to mind. Everyone will take might. And likely max it. 2- There are way too many points to be distributed: there really is no question as to how to distribute your point system and I've seen pretty much everyone do the same thing over and over. Add to this the class, race, andd culture boni and you've got 3 or 4 18's 19's in a row. That was a very rare-roll in old DnD games. People would be rolling all day for that. Limit your points to make the questions more interesting. -
Unable to attach .log and .ini files for the beta.
Hormalakh replied to Hormalakh's question in Backer Beta Bugs and Support
Yep, will zip. -
Unable to attach .log and .ini files for the beta.
Hormalakh posted a question in Backer Beta Bugs and Support
Your forum software won't allow .ini and .log - should we change them to .txt? 2014-08-20_082414.zip -
Crash during Character creation
Hormalakh replied to Hormalakh's question in Backer Beta Bugs and Support
I believe this is due to a memory leak. Running win7 32-bit. It also happens when I "undress my aumaua" -
[Description of the issue] Game crashes if I mess with the character class selection too much. It was already starting to slow down with every new selection I made. [DETAILED list of steps to reproduce the issue AND what to look for] Example: 1) Start new game 2) Skip blank black screen that shows up with the chirping birds by clicking a bunch of times. 3) Click on the culture at the top of the screen to randomize selections. 4) Go back to race selection. 5) Mess with races a bit. Selected Aumaua, island. Female. 6) Selected rogue, then paladin, then priest, then barbarian. 7) After barbarian, game crashed. [Expected behaviour] It should allow me to reselect a new class without crashing [Other remarks / Comments] First time playing, could be an issue with my PC. [Files] dxdiag [special] Your forum won't let me upload gameoverlayrenderer.log file so I've copy/pasted the info here: ------ Wed Aug 20 12:02:55 2014 UTC - GameOverlay process started: pid: 2464 Wed Aug 20 12:02:55 2014 UTC - GameOverlay process connecting to: pid: 3604 Wed Aug 20 12:02:55 2014 UTC - BuildID: 1407966480 Wed Aug 20 12:02:55 2014 UTC - Steam Path: C:\Program Files\Steam Wed Aug 20 12:02:58 2014 UTC - Generating new string page texture 2735: 256x256, total string texture memory is 262.14 KB Wed Aug 20 12:02:58 2014 UTC - Generating new string page texture 2736: 128x256, total string texture memory is 393.22 KB Wed Aug 20 12:04:31 2014 UTC - Warning: The game hasn't rendered a frame from us in over 10 seconds Wed Aug 20 12:04:41 2014 UTC - Warning: The game hasn't rendered a frame from us in over 10 seconds Wed Aug 20 12:04:51 2014 UTC - Warning: The game hasn't rendered a frame from us in over 10 seconds Wed Aug 20 12:05:01 2014 UTC - Warning: The game hasn't rendered a frame from us in over 10 seconds Wed Aug 20 12:07:47 2014 UTC - Warning: The game hasn't rendered a frame from us in over 10 seconds Wed Aug 20 12:07:57 2014 UTC - Warning: The game hasn't rendered a frame from us in over 10 seconds Wed Aug 20 12:08:07 2014 UTC - Warning: The game hasn't rendered a frame from us in over 10 seconds Wed Aug 20 12:08:17 2014 UTC - Warning: The game hasn't rendered a frame from us in over 10 seconds Wed Aug 20 12:08:27 2014 UTC - Warning: The game hasn't rendered a frame from us in over 10 seconds Wed Aug 20 12:08:37 2014 UTC - Warning: The game hasn't rendered a frame from us in over 10 seconds Wed Aug 20 12:08:47 2014 UTC - Warning: The game hasn't rendered a frame from us in over 10 seconds Wed Aug 20 12:08:58 2014 UTC - Warning: The game hasn't rendered a frame from us in over 10 seconds Wed Aug 20 12:09:08 2014 UTC - Warning: The game hasn't rendered a frame from us in over 10 seconds Wed Aug 20 12:09:18 2014 UTC - Warning: The game hasn't rendered a frame from us in over 10 seconds Wed Aug 20 12:09:28 2014 UTC - Warning: The game hasn't rendered a frame from us in over 10 seconds Wed Aug 20 12:09:38 2014 UTC - Warning: The game hasn't rendered a frame from us in over 10 seconds Wed Aug 20 12:09:48 2014 UTC - Warning: The game hasn't rendered a frame from us in over 10 seconds Wed Aug 20 12:09:59 2014 UTC - Warning: The game hasn't rendered a frame from us in over 10 seconds Wed Aug 20 12:10:07 2014 UTC - Detected possibly crashed/killed game, exiting Wed Aug 20 12:10:07 2014 UTC - Shutting down overlay ----- DxDiag.txt output_log.txt
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Dialogue Options Don't Really Do Anything
Hormalakh replied to Bryy's topic in Backer Beta Discussion
Leave it to the Codex to be the grammar nerds. I think this is supposed to be lie. I'm not sure if it's actual dialogue, but I thought I'd bring it up just in case. -
Perception, Resolve, and dump stats! Oh, my!
Hormalakh replied to Ganrich's topic in Backer Beta Discussion
I think if bonus damage secondary to might was not "pure" damage, the penetration might be more beneficial. For example, if bonus damage was negated at a higher percentage with armored enemies (only 25% of damage would by-pass armor) and this percentage increased with penetration. That way the two systems work together so that MIGHT really needs PERCEPTION to be effective.- 58 replies
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Does combat need to be slowed down?
Hormalakh replied to Tartantyco's topic in Backer Beta Discussion
It might need a little adjusting. I bleiev Josh already slowed it down once. I think if it becomes too slow then the issue becomes that as players become more comfortable with the game, the game will be too slow. I bet if you played with slow mode for a few days, then you'd want to speed it up. -
Does combat need to be slowed down?
Hormalakh replied to Tartantyco's topic in Backer Beta Discussion
there is a slow mode. -
Using mouse scroll zooms in/out only the fog of war
Hormalakh replied to Tartantyco's question in Backer Beta Bugs and Support
I believe this occurs when you're paused. I saw it on a livestream. -
BIG HEAD mode is in
Hormalakh replied to Labadal's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I'm sorry.... I didn't know the backers were choosing which specific features are in and which are out. I get that we backed the general concepts, but isn't it a bit pretentious to be demanding - as opposed to stating our preferences- which features are worth the resources and which are not? I usually leave that up to the game developer. -
I also think it might be worthwhile to consider a separate render for the close-up of the party members during inventory. I'm not sure what the drawbacks/proscons are (texture size, render time, what else), but it really does put the players off, especially because character creation is the first of the game that we actually see. ^ oh wait, you answered part of question. Good luck Josh. I say Josh but I mean all of the crew on the PoE team. You gals/guys have truly done a bang up job.