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Everything posted by Doppelschwert
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Feedback on the game
Doppelschwert replied to FatePAC's topic in Pathfinder Adventures: General Discussion (No Spoilers!)
This is partially already in the game (at least for cards in your hand, but sadly not all conexts) - if you click on them while they can be played, they will enlarge and buttons with options how to play them will appear on the right side. If the whole screen is zooming in when you make a dragging movement, thats due to the emulator - on my phone the game has a fixed zoom level and will only enlarge cards when I click on them. -
F2P Strategy?
Doppelschwert replied to cyberkal's topic in Pathfinder Adventures: General Discussion (No Spoilers!)
While that is true, the second adventure deck will give your characters a skill, feat and card upgrade which means an easier time in those low scenarios, making the grind potentially faster. Apart from that, quest mode (once it works) will probably be the most motivating grind, since you will also advance constantly in this mode and see something new all the time. -
F2P Strategy?
Doppelschwert replied to cyberkal's topic in Pathfinder Adventures: General Discussion (No Spoilers!)
This is also what I think works best. Each character tracks his advancement independently. I picked up seoni after having the first 8 scenarios completed with kyra and merisiel. While I played through the first 8 scenarios again after adding seoni to kyra and merisiel, seoni got the rewards while the other two did not (as you gain rewards only once). -
That's been the source for quite some confusion when I first started the physical game, and I think there are a lot of threads about this in forums dedicated to the physical game. The short answer is, if you do the math, it actually scales quite well. If you are interested, you can search the topic on the internet, but it boils down to the fact that with more characters (assuming a balanced party) you - are more efficient with closing locations (what hannibal just posted) - have access to more free explorations (most allies and blessings can be turned into explorations, after all) - the number of cards you have to go through in each deck to encounter the henchman is closer to their expected value, so that you don't need to check all cards in the decks anyway (where the different characters increase the probability of actually closing the location at the first encounter with a henchman to achieve this number). Even a simplified mathematical analysis can show that the game does not scale as badly with the number of players as it seems at first.
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Thanks a bunch everyone! I installed the game on both iPad and Android tablet, and the answer is: No, you can't synchronize between platforms. The long answer is that synchronization would require you to log on a device independent server (e.g. from Obsidian, or Facebook, or Google) with a username and password, so that your game information could be stored there and loaded on the other device when you log in with the same username and password. But the iPad version only stores data on Gamecenter, and the Android version only stores it on GooglePlayGames. Those aren't compatible with each other. I have an untested theory that the way the game saves would at least make it possible to not lose your game progress when you switch e.g. from an old iPad to a newer model. That's the way I assumed it worked (even though it was poorly worded in the op), thanks for clarification. Then I will wait until release on my favourite platform and play the game for free on the phone occassionally. While I've been following this game since announcement and would really love to support this game with the season pass right now, the experience on my small smart phone screen just doesn't live up to playing the game physically (and thats ok - I'll buy the season pass on steam or kindle then, as soon as one of them is supported). A sale postponed, not a sale lost - game looks awesome so far.
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If we have multiple devices on different platforms with access to the game, will we be able to synchronize them? To give some context: At the moment, I own an android phone which plays the game just fine, albeit with a small interface. I would really like to play it on my kindle, but thats not supported right now and I'm thinking about whether getting the season pass or not. Since I already own the physical card game and put a lot of money into expansions, the small screen of my phone does not seem to justify spending money on the digital version. However, with plans of a steam release for pc and my hopes for a possible release in the amazon app-shop in the future, I'm willing to spend the money on the season pass if it means I will be able to transfer my content over eventually. I thought I already read during the beta that content will be able to synchronize, but now I'm wondering just how this is supposed to work. My phone did not let me earn any gold without connecting to the google games app, and there does not seem to be a way to connect to a third party account for data management. Suppose I had an ipad, I doubt that the google account would communicate with an apple account for synchronizing, so now I'm confused how this is supposed to work. On a related note, do I understand correctly that the only way to earn gold is to be online? That would mean I need to unlock plenty things first to take it with me on a vacation without internet access.
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kindle?
Doppelschwert replied to theAxinar's topic in Pathfinder Adventures: General Discussion (No Spoilers!)
I looked it up, there is no way to sideload apps with in-app purchases. the guy in the other thread was talking about a kindle where the operating system was replaced with a normal android system. -
kindle?
Doppelschwert replied to theAxinar's topic in Pathfinder Adventures: General Discussion (No Spoilers!)
the game won't appear in the amazon app-store at release. i guess there are means to download it with an android system and send it over to the kindle, but its not supported -
Everytime I think something like this is some kind of special super secret easter egg and wonder how people are able to find out, I have to remind myself that I disabled the unavailable dialgoue choices in the options on my own. :/ I had the helmet in the stash so there was neither a prompt nor did it occur to me to try out. Too bad I overwrote that save. Anyway, thanks for having these kind of options available!
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Doppel, you make a number of very interesting points. The way things are now with monks, armor is basically the player's means of managing how much damage is taken vs how many wounds the monk can build up. It's not really the same as it is with all other classes. A monk that over armors himself will find himself unable to get the wounds necessary to power his abilities. OTOH, too little armor/DR and the monk can take more damage than he really wants to be taking and get knocked out before he can put all those wounds to good use. It's a tricky balance. Your point about having orders for monks is very interesting. That said, I don't think that it'd really be possible to have different orders radically change the basic structure of the class. Instead of having orders like those of paladins or priests, you could functionally end up with each monk order looking like an entirely different class with very different abilities. One order might favor lightly/un-armored, unarmed martial artists, while another might favor more heavily armored, monks who fight with weapons. Looking at these two extremes, they look more like entirely different classes, rather than sub-classes (i.e. orders) of the same basic class. On a side note, I think that the idea of a Kensai like "monk" sounds interesting. The character might select a single weapon type at creation (though I suppose one could respec out of it), and like with monk fists, perhaps the character gains additional accuracy and damage bonuses as he progresses up the levels, but at the cost of not being able to select any weapon focuses. His "weapon focus" would be on that single weapon type. I suppose that this could also be the basis for an entirely new class as well. A class with significant commonalities with monks, but made into a new class so that it could have abilities and in-class talents that were more appropriate for a "kensei". I don't know if it'd be a good idea to outright prevent a "kensei" from picking up a non-favored weapon. But the kensei should only be able to get all his special bonuses while using his favored weapon, possibly even take significant accuracy and damage penalties for trying to wield a non-favored weapon as a strong incentive for not doing so. Thanks for the response. I didn't have much time at posting so some of my ideas probably weren't flashed out enough. Let me clarify a bit: First, I think wounds as a resource are conceptually a good idea. What I don't like is the way they are explained in the lore and how they interact with armor. I think it would have made more sense to split the monks into different orders where each order has a different interpretation / philosophy about wounds: For example, you could have one order that embraces wounds (flagelants, pain will clean them from distractions), you could have one order that feels encouraged about being wounded (aiming for perfection where a wound shows there is room for improvement, which is closer to the DnD monk as I understood them) and other interpretations. Then you add something similiar to turning wheel, a passive ability that increases with # of wounds and whose effect is determined by the monk order. Give each order a class ability that further enhance this passive bonus and another one which modifies transcenced suffering. This modification does not change much mechanically but makes the lore much more open and closer to the interpretation as the DnD archetype. You can easily implement the kensai and other archetypes through using appropriate orders. I don't think it's that much of a stretch, really, but that is not relevant for this game anymore anyway. Second, It's not like I think the monks in PoE suck, I think zahua and his philosophies are actually kind of cool. While I could do without the drug stuff, it has a different vibe than the usual archetype, and it would be nice to have both instead of having to choose. Third, regarding the armor - although it is intended to be a trade-off between damage taken and damage dished out, it's actually more complicared than that since light armor also helps you to spend the wounds faster as well. However, I feel my ability to generate wounds depends more on the enemy targeting than the actual choice of armor, so I'm not sure the mechanics turned out so fine. As said above, I did not mean to introduce new class mechanics or an abundance of talents, so I won't comment on the mechanical issues you raised. Apart from that, low DR monks work also well on PotD, but so does every other character in low DR gear if you play around that fact. In DnD, you only have Armor Class which represents armor rating and your abilitiy to dodge/reflect. The concept of a character in light armor that dodges a lot is well supported by the mechanics. In PoE, light armor means hitting faster but has nothing to do with evasion, which makes an dodge centric character difficult to describe. This is more or less the reason why a light armor monk as martial artist is not quite represented in the mechanics, since such a character gets automatically pushed towards glass canon. Personally, I would have made armor trade off damage reduction to additional deflection and govern attack speed by weapons and weapon styles, but this is besides the point of my post. Regarding the archetypes: I'm not for choosing either or, but I would have prefered the option to have both instead of being locked in by the lore. Every other class can fall back to the way it is defined in DnD, but for the Monk it seems much harder. There is a difference between trying to aim for perfection through training and meditation compared to smoking weed and getting hit repeatedly. There is no objective argument to prefer one over the other though, I just prefer my asian martial artist. I try to play this kind of character whenever I can in any RPG, but PoE makes it actually quite hard from the setting point of view. To the best of my knowledge, there is neither an asian inspired region nor culture in whole Eora, in stark contrast to the IE games, where character creation and exotic items aknowledged their existence (although it was not part of the regions of the games). It is completely fine to build a setting this way, and I like Eora, but I still would have expected something along those lines at some point, so I feel justified in feeling let down by the lack of that.
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I agree with crucis for the most part, but want to stress his points about monks some more. The way they envisioned monks in PoE compared to DnD was a very controversial change imho. To me, they don't feel like the DnD version they are based off from a mechanical point of view and their lore alienates them even more. Imho, it would've been fitting to give monks the choice of different orders where the self mutilating is the theme of a single order, but using that as the basis for the whole class cuts off the traditional archetypes. I still don't get why the paladins got them instead - besides the lore aspects, paladin have more class talents than monks even without their order talents. It's especially ironic because the original version of the monk could mitigate damage through using up wounds (which would have been cool), but the concept of wounds storing damage was silently removed before beta since it was deemed too confusing. Now a class about self mutilation can be best played by wearing armor to mitigate that same class defining damage... And while its completely viable to give light armor to monks, that is true for every class and not one of their selling points. I tried to remedy that by using the cross class talent novice suffering to all other martial classes in my current run, but even now the talent is still bugged in some cases. The case of implements for wizards and weapon specific talents for rangers especially show that boni tied to certain types of equipment are viable from the designers point of view, so having some benefit for lighter armor would have been possible. I also feel the kensai could have been better represented within the monk class by having them choose a favoured weapon, where unarmed would have resulted in the trascendend suffering talent. Anyway, while I doubt they will change the monk too much in the next game in the poe universe, i'll be interested in what they come up with. Apart from that, the raedric quest is stupid insofar as the name of the villager messenger is deceiving. Not a single NPC with a generic name has anything meaningful to tell as you are taught throughout the whole game until this point, so the quest is too easy overlooked. I remember seeing this NPC as well as his speech above his head during my first playthrough. Once I saw he had a generic name, I ignored him on purpose - I thought there won't be any dialogue anyway . That is objectively bad game design, because it goes against the implicit rules established throughout the game beforehand. On a related note, I never got his army to attack caed nua and played through the game multiple times already.
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Update 3.02 Beta is Live
Doppelschwert replied to BAdler's topic in Pillars of Eternity: Announcements & News
Thanks for the fixes! While I hate to be that guy, I'll still ask if the bugs concerning novices suffering have been fixed? I filed several and they haven't been mentioned at all. -
dyrford mill
Doppelschwert replied to superjase's topic in Pillars of Eternity: Stories (Spoiler Warning!)
I can explain that with lore from the beta: Initially, the wheel outside was turning in the same direction as the axle. However, if you look at the world map, the river clearly forces the wheel to turn into the direction it is turning now, but did not back then. A bug report was filed and the direction of the outside wheel was reversed to take the direction of the river into account. Apparently, they forgot to change the axle accordingly. You might file a bug report if you feel like the devs should spend time on that. -
Main Story, an atheist cliche?
Doppelschwert replied to Brimsurfer's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Huh, I didn't know that. That's pretty neat! Then again I always play with unavailable options hidden, so I guess its not much of a secret reactivity-easter-egg if you just display them all game long. Maybe I should do that some time... -
Apparently you think I suggested a noober run, which I did not. Even if I did, I don't see a reason for the snarky remarks. He wanted to do something with less kiting, so I was suggesting a classic solo run, only with a bad weapon, which is easier than a noober run. You, on the other hand, suggested to make the kiting start earlier on a noober run without the figurines. I'm pretty sure my suggestion has the faster clearspeed of the two.
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The reason godlikes can't wear helmets comes from the animation part. I'm 95% sure that it was not possible to make helmets work with their special head geometry/effects in a reasonable amount of time, so the solution was to lock the head slot and just increase the racial in return. The only time in the game a godlike can wear a helmet in a scripted scene is the Woedica Hood precisely because then they could just replace the whole head model with the static model from the helmet. While the godlike racials are not equally strong, they are pretty balanced against the maingame helmets. At the moment, they are a big boost in early game and fall of in the expansion and personally, I think such a option is fine. Lastly, a good effect on kill for the death godlike would be bloodlust from the 'Tempered Helm'. On kill, it gives +3 might, +5 DR and -5 Deflection for 20 seconds.
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It's open for all to see on Steam: http://steamcommunity.com/stats/291650/achievements What's your point? It's also open for all to see on any arbitrary achievement site on the internet. However, you don't see it in the game if you don't want to and the spoiler free part of the forum is supposed to be spoiler free (otherwise, what's the point?). I'm not complaining because I was spoiled (I sadly spoiled myself about those encounters before), but because its already spoilt in the first sentence of the thread and there is no way to evade it like that, since the caption is open enough to mean anything. I see the color was changed, but its still readable. Spoiler tags should be utilized.