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crius

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Everything posted by crius

  1. With the release of the game out of Early Access (or preview) I've noticed a lot of people interested in trying it. The "shared save" concept is interesting especially for its "jump in" possibility but as many other people, me and the people I play with coordinate via Discord for planning sessions and not just having a voice/text chat. My suggestion is to integrate Discord Rich Presence https://discord.com/rich-presence into the game to allow for quick-join directly from there.
  2. This is clearly a minor bug but should be fixed to allow to export the character into expansions and potentially other installments of the brand. Actually, to add a custom portrait you've to copy the file in "\Pillars of Eternity\PillarsOfEternity_Data\data\art\gui\portraits\player\" either the male of female subdirectory. I had a "serious" game in progress the will be my "to export" savegame in case there will be the option. My first playthrough was nice but something didn't go as I expected. Now in the middle of this second playthrough I choose to uninstall the game and re-download from Galaxy Client. The reason was the auto-update features that lack in the classic GoG Downloader. So, now if I launch my previous saved game I got a huge question mark instead of my PC custom portrait. I tought that copying over the same file would solve the problem but either I can't remember the filename (I tried several that could have been it but without success) or the path to the potrait is in absolute form. Trying another name fixed the problem, so at least the path to filename isn't absolute but relative. So: Question: Is there a way to find and eventually change the path to the portrait? Or any other way to fix this problem? Doubt: if it's planned to have an expansion and/or eventually a second chapter, shouldn't be better to have a "customPortrait" inside the savegame folder? Thanks for your time reading this and sorry for any errors, not my first language and really tired atm
  3. About the aggro system, I partially agree with you. The system use an engament system in which if you are engaged in melee combat, you suffer a penalty attack with incresed damage, if you move. Now, the cons of this system is that even a minor adjustement cause a disengagemente attack instead of triggering it while you move to a certain distance. Again, shallowness. On the other side what you propose is either terrible. Grantind a "taunt" is viable in games in which you've to deal with other player who can be unaware of going to overaggro the tank. In game like this, things like taunt shouldn't exists. BUT Should exists an aggro table. In short: If a mage are causing enough damage to get the attention of an enemy, the enemy should go for him even if that means a disengagemente attack from our tank. And this is just "basic" AI for the combat. The actual state of the system is that seems that there isn't any logic behind the enemy attacking the tank or another melee around him. Most of the other things that I find lacking are summed in this post on RPGCodex (I'm not the author). My collected criticism on Pillars of Eternity (very minor spoilers) Before some non-sense about RPGCodex will start, I'll let you know that I'm not an usual user of that site. Actually I think that this is the first time which I read something up there. This is a good 7/10 game but a lot of things are very shallow, not badly implemented, just not enough developer imho.
  4. In the Keep management menĂ¹. When a companion is on mission you can see the text of the button being "Ricorda". I suppose it's a literal translation from "Recall" that should be translated into "Richiama" instead. I think the file is gui.stringtable and the line is the 3448. <Entry> <ID>677</ID> <DefaultText>Ricorda</DefaultText> <FemaleText /> </Entry> Thanks for the nearly perfect translation (Except the names translated too but I can live with that!) (don't know what's happening with the forum formatting the code)
  5. Nevermind. Turns out that the italian translation team have some some really terrible work with names.
  6. Sorry to bring back this topic but I've cleared the lvl 4 without seen this "gelatinous mass". Could you remember the location of it? Seems like i'm missing it.
  7. Update: I didn't noticed that the following door was opened. Speaking with the assistant of Azo, Riply, triggered the next step. Sorry for the false report.
  8. I'd opened the chest from the quest "A Voice from the Past" and . Now, I can't go ahead with the quest "The Man who waits" because I should have spoken with him firsts. I was at the step in which you need to ask to Animancer around the place. Considering that this quest is categorized between the main quests, it should be fixed asap. Is there any workaround to move to the next step of the quest via console?
  9. My Cypher 2 wielding are an exceptional trap scout and decent stealther. Definitely this separation between classes and skills is one of the best things of this new ruleset.
  10. You can definitely wear plate armor and cast spell. Still I hadn't figured out most of the statistics behind this system so I suppose that there is a con. Maybe someone with a little more time to explore the game had already figured it out? I've read the manual while waiting for the game to release but I didn't found nothing about penalties for wearing armor and casting. Maybe I've missed it?
  11. ITT: People forgot this is a cRPG built to be played with a group of six character in the player's hands.
  12. I can't see this website linked anywhere: http://drakonis.org/ You will need to work a little because the picture size are not fitting the PoE size of large and small portrait but it's not a real problem. Those are mine, probably a cypher but the avatar is generic enough to fit any class I would like to reroll later on.
  13. I you played enough Baldur's Gate you should have recognized what a Space Piglet is. Just sayin'
  14. I absolutely agree with you. One of the first things taught me when I was studying english was that the proper name never translates. Plus, in our case, it will make really much more difficult to discuss or find help in the community if the italian player will have completely different names.
  15. Even if I play a lot of games (the most) in English nowdays, games like this, with a huge component of texts should be translated when possibile. Thanks for this topic.
  16. If the first levels are balanced for the very early game and the difficulty curve is linear you will end with a dungeon very easy for the ~60% of the floors. Easy for another 20% and balanced for the last 20%. That's not my idea of "good". Mhm, how a dungeon designed around a precise challange level (not dynamic, static) could offer you a fun and balancing challange whenever you enter it? It can't. You've to go in the dungeon when you've the right levels. This is what seems very wrong to me. I'm forced to go in the dungeon whenever i've the right level if I want to enjoy it.
  17. Ok, seems like a lot of my concern/point of view has been misunderstood or i've not explained my point very well. So... I don't want to ignore the Dungeon. I want to do it very badly. My concern is that such a huge content in the game, spread across different moment will result in two potential bad ways and one even worse: The Dungeon will be far more rewarding of anything else. In terms of quest and in terms of loot. The Campaign will be far more interesting and engaging so playing in the Dungeon will result in a pretty dull experience except for the loot. Both will be engaging and you will be struggle between wich one progress. Pay attention, you don't need to skip anything. It's clear, but i'm thinking of the sense of immersion into the game. If you're constantly fought between Dungeon and Campaign you could end not enjoying none of them. Sort of, I think ... so it's 15 levels, right? Let's for discussion then say Levels 1-3 are your "the main storyline sends you here levels", depending on your current level, you might do OK in it or find it a bit difficult (but manageable). L4 will kick your butt (in a fun way) ... so you go out, finish up some other things, maybe level up once ot twice. Then come back, breeze through 1-3 (hopefully more monsters will be spawned, because traversing 3 levels of empty dungeon is no fun) ... L4 and 5 are hard, but do-able and give you "good loot" for your new level, you go to L6, find that it's kicking your butt again like L4 did a few levels ago ... BUT you're richer and have more healing spells, so you press on and finish L6 ... L7 nearly exhausts whatever you have left spell and potion wise ... so you GTFO and do something else. Later on, you go back and do L7-9... get beat up bad in L10 and leave You come back, do L10,11, get beat up in L12 and leave ... You come back, get 12-14 done, and 15 is too hard. You come back, finish 15 and the megadungeon story arc... (or, find out that obsidian was totally awesome and it goes deeper than they told us) And this is really really a terrible vision of how the Dungeon experience. Seriously. Remind me of the mmorpg farming. I don't want to have to "farm" something in a single player crpg. I expect it to be a goddamn cRPG with a good story focused on my main character/s. As said before, me too will likely explore any single room of the Dungeon. I love dungeons. To be synthetic, what i don't love is "Hey you've to save the world but there is a goddamn fat loot there if you kill the rats" experience. It's just break the immersion. This game is not a Diablo-like where you're fighting the source of all evil just as an excuse to collect loots. This should be a game where you live a great story like Baldur's Gate or Planescape: Torment. As said up there, there's no need to sympathise with dungeon-haters when there is none 1. From what I've heard it will be part of the story line but optional. I wouldn't expect any major plot revelations to happen there. Maybe a surprise ,but nothing that you couldn't beat the game without. 2.It's basically a long side quest. You finish one part then come back later and do some more. It shouldn't break up the story more than doing other side quest would... I hope. 3. Like I said in number one it's optional so you could just do it at the end and fly through the entire dungeon instead of doing it in parts. Though I would suggest you do it right before you finish the game instead of after so you get the story info. 4. Yeah but you would have to grind and a faster way to level up would be to complete the story and side quest. I also have a feeling that the really good loot will be at the bottom levels. The loot at the top should be good for your current level but not game breaking.. I hope. 5. You should seeing as its optional. Also we don't know what the levels the creatures are at the last levels of the dungeon. They could be stronger than the final boss. Also yes if you wait that long to go into the dungeon you'll fly through a good portion of it. But seeing as how low ex you'll be getting for those levels you probably won't be op.. well not until you get to the harder stuff. Sorry for that long winded post but I hoped that helped. edit: seeing how a small part's not optional. Though it could just be clearing the first floor or just seeing where the dungeon is located. So until we know more my thoughts still stand as is. I will not answer using point to point for the sake of legibility, try to follow my toughts It's clear that the Dungeon isn't a mandatory content. It has been said in the Kickstarter if I can remeber well. It's a very long, and hopefully interesting, side quest. However side quest it's named "side" because should not distracts from the main quest. The Dungeon is very huge indeed and it's quest (or i've to said quests i suppose) could be very long, complicated and distracting. The point about loot and options its just a matter of personal choice I suppose. Personally i'd like to enjoy all the content. Dungeon included. And like me I suppose the most of the players. I'm really hungry for a new Baldur's Gate - like game for a long time. For this very reason i'd prefer to have time to focus only on such a big content when i'm not busy saving the world / saving the princess / saving the souls of the Other World / whatever. But hey, i could accept that they could design the dungeon to be played even in the middle of the main campaign. For example, at a certain moment you've to wait for some event to occurs, so you can just skip to that event / new chapter or use the break to go into the Big Bad Dungeon everyone is mentioning in town. But God, to me, not a fragmented experience like that. That was the worst idea ever, imho. Going down to floor 1-3. Then stop. Exit and progress main quest/side quest. Then come back to do other 2-3 floors. And what if i miss the window of experience when i've to play the 4-6 floor? I can go there later of course, but i'll probably being too strong for the fights down there and i will not enjoy the experience in the end. Honestly i don't know how this idea comes up. It's just opened to many variable. Too many. That's why i was expecting the Dungeon to be a content to be challanged at a precise time, maybe after the main quest has been done. Because you (developers) will be sure that the players are all at the same levels and the challange will be interesting and rewarding for everyone at the same level. I hope i've explained myself better this time. Thanks for your answer, btw Have a nice weekend!
  18. Hello everyone, I'm writing a couple of thoughts after reading this article published on RPS a couple days ago. To be more specific, these lines: So... my doubts follows: The Dungeon will be fully integrated in the main storyline? Or it will have an own story line wich lead you into and out of the dungeon? For such a huge thing like the Dungeon, having to go in and out soon, pausing exploration to level up, won't it be a little distracting from the main quest-line? I mean, the main concerning should be the main quest-line to me. Having that and the Dungeon quest-line do not risk to confuse things and to-do lists? Maybe it's just me, but I was sure the Dungeon was something extra that a player could play after the main campaign was over. Some sort of "Hey you, big bad adventurer, you're so famous now, why not try to solve this big bad problem out there?". And anyway keeping the in&out concept for the main quest-line of the Dungeon that surely helps convincing the player that the Dungeon is not just "a dungeon" but something integrated into the background of the World. Having the Dungeon the best loot and the hardest fight can lead to some problem in my opinion. Knowing the Dungeon has the best loot will lead the player to just level up enough to go down again and loot shinies to easily overwhelm the enemies in the main quest-line. Last but not least if I just ignore the dungeon... how the main campaign will be balanced? I will have anyway a decent gear to finish the game? And again, if I just stop myself before the last boss to go into the dungeon? I'll steamroll everything till the last floors? And when i've completed even the dungeon, with an extremely easy feelings, i'll come back with a huge xp boost, an overflow of powerful items and just steamroll even the final encounter of the main compaign? Honestly this kind of structure and integration of the Dungeon worry me a lot. Sorry for any errors, english is not my first language and i'm just recovering for a laser eye surgery
  19. First post here, so "hello" Actually i think a good compromise between personality e customization left to the player will be the following: Companion will earn some gold from the loot, which they can use to buy some basic improvements when i'm visiting a shop just to avoid having some companions with crappy equip. This will be rare while you level up i can suppose due to the better loot you find. Of course that items can't be taken away from the Companion but just replaced with the equip you choose to give to them. And should be equipped back if you take back the items you've given to them. Companion should complain if you make certain decision about who receive an item. They shouldn't decrease their relationship with you if you just equip a good items on someone else. You're the boss anyway, but maybe grumping a bit if you give a good bow to the thief instead of the ranger. This will help feel like the companion are not just some bunch of pixel. This will help newbie too, so they can understand when they're messing up with the equip optimization. Companion should have at least a peculiar trait. A drunken dwarf, a self-conscious half-elf and so on. This traits will affect the gameplay. As someone suggest, a drunken character without alcohol will be rude and distracted maybe, gaining some malus to both social and physical skill. Instead, about the feature of "Companion can gift something to the player". I think this sould happen only when the relationionship is good enough. And should be something related to the Companion. I don't think this features will be easy to implement not for technical issue but for the logic behind. "Why the hell <Companion> should gift me a powerful items just now, after we've fight side to side against any sort of monstruosity risking our lives? Can't him just use that items itself or give it to me before?? Jeez such an idiot!" - I suppose this explain why i think this is a nonsense. Of course this is only some point i find interesting and must be integrated with some good interaction with the companion meanwhile the story goes on (See Dragon Age: Origin for a good example imho). That's just my 2 cent. Have a nice day.
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