
quechn1tlan
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Everything posted by quechn1tlan
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When people were saying Wasteland 2 had a lot of bugs I shrugged them off. Throughout the game I had one minor issue. Well now I know why, Pillars are a goddamn mess for me. What I remember off the top of my head: items disappearing when put into stash, items duplicating when taken out of stash, quest keys that are intended for multiple uses, disappear after a single use, camping supplies that go above the limit go nowhere, stats jumping all over the place for no reason, ciphers cease gaining focus, summoning items going off by themselves and at random intervals summoning endless hordes of summons that follow me in and out of combat, hirelings in stronghold aggro on me for no reason. There were others, but I can't recall them just now. At the very least there weren't any gamebreaking bugs so far. But I still have ways to go. How does this **** gets past QA? Honestly, all the bugs in these games, as well as apparent inability for monsters to have their personal AI instead of battle groups makes me think Unity should be avoided like the plague when it comes to engines.
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Yup, same here. That's mighty annoying, especially since I overwrote my manual save after getting that item. I aint replaying 20+hours cause of this. I guess my main character is just going to have to be a really squishy fighter now.
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In Raedirc's Keep with my lvl 3 rogueless so far party I came across a number of locked doors that required 8 Mechanics to unlock. I also found a priest Nedmar who promised me a key to open those doors. I got the key from him and went downstairs into the main corridor with a pair of big gates. The key opened the first gate and then - poof it disappeared forever. As a result I wasn't able to open the second pair of gates, neither the backdoor in the chanters room or however it was called, the original intended target for the key. I ran around the entire area searching for alternative routes but couldn't find any. I saw a suspicious wall that was an obvious secret passage but none of my characters were able to spot it. But I was effectively stuck, unable to complete the area. The workaround I've found was to give one of my characters the required skill to pick the door through the console and then revert it back to the original state, but it feels cheap. Since I've found a way out, I'm posting this more to inform others and/or staff about this quite annoying issue.
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Features concerns so far
quechn1tlan replied to Chilloutman's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Well I didn't ask for your opinion on MY preferences, have I? I just want to know if it is an official thing, or just another wild speculation blown out of proportion by a couple of over-eager forum goers. Well, thanks for the info. Sad day is upon us, indeed. I hope the story is Planescape levels then, cause gameplay seems to turn out to be utterly stupid. -
Features concerns so far
quechn1tlan replied to Chilloutman's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Ok, where was it stated that there will be no kill xp? When there was that topic there were just some guys throwing unsubstantiated opinions backed by a quote that stated they maybe, possible, perhaps thinking of doing this. Don't tell me that devs confirmed this nonsense somewhere. I mean, what's even the point of playing then? Here, have an rpg focused on tactical combat. Oh, by the way, combat has no point whatsoever. -
good and bad from Arcanum
quechn1tlan replied to Michael_Galt's topic in Pillars of Eternity: Stories (Spoiler Warning!)
o_O, well I guess there's no accounting for taste. I(alongside everyone I know who played the game), personally hold Arcanum's soundtrack to be a thing of amazing beauty. It's in my top 5 of game soundtracks of all time. Others being Deus Ex, Warhammer 40k DoW, Planescape Torment and combined soundtracks of BG, IWD and NWN as one(not in any particular order). You actually wasn't. Steps to get Virgil back involve one of the most un-obvious quests in the game and as such available to either people with great understanding of the game, or a walkthrough. Some may call it a downside, but I found it very rewarding when on one of the playthroughs I figured it all out. With a tech-character no less(it is much easier to get him back as a mage). -
As someone with a "weird" taste, but one who exists nonetheless, I just want to ask for an option to turn shadows off completely in the options menu. Shadows in games for some reason distract me from the gameplay greatly, while without them - everything seems right. So getting inside config files to look for ways of turning them off and sometimes finding out that this is impossible - is quite an annoying experience. I know, I'm in a real minority here, but, still, would be nice to have this option.
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Activated abilities make everyone into a mage. You use a sword to "cast spells", but you are still in your base - a mage: you have you resource and you spend it on using powers. Having fighters with few of those, like in 2-3.5 D&D makes for a diverse gameplay where classes cardinally differ from one another, with different playstyles and requirements(Wizards need to find spells, are more frail, more powerful, but need rest, fighters need gear and stats, can fight till kingdom come but lack in sheer damage or diversity of mages). Having everyone have skills makes everything streamlined and to MMO-ey for my taste, where classes have to be balanced. What's the difference between Burning Hands and a wide swipe of a sword if they both deal some damage in a cone? PS: haven't read the whole topic, so perhaps someone already mentioned a point similar to mine, but still.
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Excellent/favorite minor NPC's
quechn1tlan replied to Jarmo's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Gluupor, the stupid as bricks low-life Rodian who, for whatever reason, was hired by the Sith to plant evidence in KotOR's murder trial on Manaan. The way he talked about himself in 3rd person(with how it correlated with the alien voice acting) and the conversation itself to me were hilarious and very memorable. Also the fact that even other NPCs regard him in a condescending manner also added flavour.- 91 replies
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Pretty much what everybody's thinking about this discussion right now, I reckon. I think there are certain people whose opinions are now known, and there are still plenty of people who didn't voice theirs, so maybe give them some room instead of filling the thread with endless bickering. TBH, macnasaur is a well known troll, who escaped the banhammer for his previous threads by some miraculous occurrence. His threads are not to be taken seriously and are best left ignored - he gets bored, goes silent for some time and then comes back with a new load of BS.
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I would say this constitutes a Romance hating post and someone who is going to be denying themselves the excitement of deeper interaction with party members and getting to know more about the people that they go on these epic quest with in PE? Yes, that would be correct. And I would say please add me to your list of romance haters if just for statistic purposes, because I'm not big on persuading people I don't know nor care about. Also - good luck on your further trolling. It's quite exquisite.
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Romances in PRGs are stupid, pointless and time\resource consuming for the team. But good luck proving it to Bioware fans and trolls that are plentiful. Maybe I just didn't receive the memo about changing PRGs to Awkward Life Simulators.(Probably came with the one mentioning that FPS are now story-driven corridor shooters) Don't know why mods consider some romance threads to be the blight that they are, while letting others run amok for pages.
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Why? I've never understood why this term was so controversial. All game design is an attempt to remove/avoid degenerate game play. Otherwise we'd still be playing solitaire. Obsidian seems to be taking steps to remove cheesy, useless mechanics (read: degenerate gameplay) from their project, and I cannot imagine how this is a bad thing. Further, the term was never issued as an indictment against players. Sawyer made it pretty clear that degenerate gameplay was a symptom (not a cause!) of a larger problem, which was problematic design. So I ask, what exactly is wrong with getting rid of problematic design? Again, isn't that what the very essence of designing a game is all about? If the competition were to design problematic games we'd all be playing Calvinball. I'm not picking on you, I just quoted this because you used the phrase. Because I disagree with Sawyer's(and many others') vision about these things being poorly designed. I like them. For those people having some characters better than others and classes completely different from one another is unacceptable, resting after every battle is wrong, hoarding loot and micro-managing a limited inventory is bothersome, having unpredictable trial and error encounters is just game breaking and gods forbid quicksaving after every two steps and then reloading until you get things right or roll some lucky dice in a tight spot is heretical. I agree with some of this, but I think maybe you are considering things as "degenerate gameplay" when they may not be. But the resting system in NWN2 completely defeated the scarcity controls that were built into the DnD magic system. Since there was no limit on resting, there was no reason to be strategic in your spell casting. The problem occurred when the pen and paper design was applied verbatim to the CRPG platform, and I don't blame anyone for it. But it is a problem. That's degenerate gameplay. I don't doubt that people like certain aspects of it. But as a designer, I want to make the tightest, most perfectly designed game I can make. Which means getting rid of things that don't make sense, or things that make the player game the system in order to get ahead. Getting rid of that stuff isn't about making the game "accessible" so much as it is about making it sensible. I'm really not into internet discussions, mostly because I don't really care if other people agree with me, so I'll answer\clarify some points and move on here. 1-I'm mostly generalizing for the purpose of not going into excessive detail, but as far as randomness goes, afaik people had to convince the devs that "miss" is something that should exist in the game. 2-in PnP you don't generally have encounter after encounter of fights against dozens if not hundreds of monsters or have battles with CR mostly equal or higher than your characters, so the resting in NWN made perfect sense to me. Also, most games of DnD have a healer in the party, and in NWN where you didn't have one - it was more of a tool to regain your hp. And the thing is - if you wanted to (on rare occasions I played spellcasters there I sometimes did) you could try and go as long with being restless as possible. So I don't see a problem here other than it's not like in PnP. But then we could go into stuff like eating, counting actual time of steps, needing a torch to see anything or the lore skill actually being 10 different knowledge skills. There's just some things that don't translate well into electronic format. 3-There is no such thing as getting ahead in a single player game. And playing the system, figuring out what you can and can't do is really fun.(Perhaps to people living in places where games were sold with manuals or you could actually play PnP DnD before playing BG or NWN - not so much, but for me, who as a kid was getting through all this avalanche of information - finding out how to get an edge, or be more productive - is a very fond memory and to this days I like to have this option and not be spoonfed everything.) 4-As far as your latter addition goes - the per rest, per encounter abilities for casters is not something that bothers me at all right now. It actually makes sense to let Elminster cast as many fireballs as he wants. The fact that fighter types get them as well(and the lack of information on how it's going to actually be implemented)-is. I liked warriors in DnD because they were focused on actual melee combat, fighting stuff with a trick like trip or knockdown here and there. Most of the depth came from building your character and gearing them accordingly. You had a plethora of options how to make your die rolls and stats as good as possible. And the fact that now warriors can become basically melee mages who fight with swords instead of wands is somewhat unnerving(See Dragon Age for what I mean with their skill\spell trees).
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Why? I've never understood why this term was so controversial. All game design is an attempt to remove/avoid degenerate game play. Otherwise we'd still be playing solitaire. Obsidian seems to be taking steps to remove cheesy, useless mechanics (read: degenerate gameplay) from their project, and I cannot imagine how this is a bad thing. Further, the term was never issued as an indictment against players. Sawyer made it pretty clear that degenerate gameplay was a symptom (not a cause!) of a larger problem, which was problematic design. So I ask, what exactly is wrong with getting rid of problematic design? Again, isn't that what the very essence of designing a game is all about? If the competition were to design problematic games we'd all be playing Calvinball. I'm not picking on you, I just quoted this because you used the phrase. Because I disagree with Sawyer's(and many others') vision about these things being poorly designed. I like them. For those people having some characters better than others and classes completely different from one another is unacceptable, resting after every battle is wrong, hoarding loot and micro-managing a limited inventory is bothersome, having unpredictable trial and error encounters is just game breaking and gods forbid quicksaving after every two steps and then reloading until you get things right or roll some lucky dice in a tight spot is heretical. For me - these are things I like in my games. I think save\loading is a part of gameplay just like any other, cheesing pick-pocketing on almost no skill until you get it right? Please, this is every single Fallout playthrough for me. Having a limited inventory, backtracking and selling junk not because I need money, but because it feels right? These are parts of the core gameplay that I like. And furthermore their being in the game doesn't really affect those who don't like those things. Don't like resting? Don't rest, the game is perfectly beatable no matter how you play(unless you're just very bad, but then it's your problem, not the game's). People played IE games however they wanted. Some rested, some not, some looted everything on sight, some didn't, some had parties of 6 and some had parties of 1, and so on. Getting rid of so called degenerate gameplay and making the game as accessible as possible is simply taking away options from players. And in the process it has a big chance of oversimplifying to the levels of dumbing down(I'm still not convinced that health and stamina won't be a variant of regenerating HP), and this is not good for anyone. Once again I'll mention that this is not something that makes or breaks the game. But these are the things that I like and there's no reason for me to be glad about them being gone. Bad pathing, weird walkspeed, stats that are useless - these are poor design choices. Being able to pickpocket someone from 20th try - is a way of playing that, as a player, you may or may not prefer. And yes, I don't see the term "degenerate" being addressed towards players, it's just as simple as me liking things that are considered bad design and not being happy about games getting rid of them, when they weren't really harming anyone.
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I strongly disagree with the term "degenerate gameplay" and not too thrilled about some of the decisions made to avoid it. However, what do I, a random guy know about making games? Next to nothing. And as such it is not my place to tell the developers to change stuff because I am the all-mighty backer-investor and demand to be obeyed. So, what I expect from PE? A good RPG. If I don't like some elements of it, but the game itself is good - I'll just have to deal with it. Simple.
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And you need "to discourage excessive resting and potion hoarding" why exactly? Frequent resting\hoarding of others does not a) affect overall game design in any way, b) affect your game in any way. So yeah, um...no.
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Too much loot
quechn1tlan replied to Sheikh's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Welp, that's kinda sad. Not game-breaking, but still sad. Thanks for the link nonetheless. -
Some wild screenshots appeared!
quechn1tlan replied to C2B's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
From what I've seen in all KS game screenshots using Unity so far, they seem to use stuff like bloom and blur rather generously, I'd like to ask if it will be easy to turn this stuff along with shadows completely off for a sharpest shadow-less image possible? (I don't like them from an aesthetic perspective) Or if not, will it be possible to turn them off via a config file at least? -
Too much loot
quechn1tlan replied to Sheikh's topic in Pillars of Eternity: Stories (Spoiler Warning!)
A primary rule of classical RPGs: 1- Loot *everything* you can, unless it's bolted to the ground or on fire... 1b- ...then come back later with a crowbar and a bucket of water. Don't take this away from us. You're a mod, so probably not talking out of your arse, but could we still get a link where this is stated by the devs? -
Chris Avellone Plays Arcanum
quechn1tlan replied to Adam Brennecke's topic in Pillars of Eternity: Announcements & News
You do know, that if you close your browser while the video is running it will resume playing from that same spot next time you go to that page? So an hour long video gives you an option of either watching the whole thing in one sitting or dividing it into whatever number of segments you like. And what I'm saying - they most likely won't upload all 6 parts at once if they choose to go 10-minute long route. So this just removes that abovementioned option.- 112 replies
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Chris Avellone Plays Arcanum
quechn1tlan replied to Adam Brennecke's topic in Pillars of Eternity: Announcements & News
I can understand that some people prefer text format, but why would anyone prefer youtube over twitch? Twitch gives you at least a couple hour gameplay sessions that are saved as videos and later uploaded on youtube anyway where you can watch them at your leisure. How can people prefer weekly(daily?) 10-minute pieces to that - I don't get.- 112 replies
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