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illathid

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Everything posted by illathid

  1. Please no. The Witcher games and books are godawful dreck. The further PoE can be from them the better.
  2. well the pacifism achievement isn't a good tracker there IMHO. The achievement is about killing as little as possible, while the murder hobo argument was more about not having to killing everything to be optimal.
  3. You're moving the goal posts man. You first point was that a regular $5k backer wouldn't get any in game recognition so the BIB shouldn't get any, which I showed to be false. Now you're saying that the BIB shouldn't get more in game recognition than a regular $5k backer. Plus Aarik has explicitly said something like this would be fine:
  4. Well if you pledged $5000 and named your pirate captain mistermannindy and the boat "mistermannindy's leaky bathtub" you'd effectively get in game recognition. I highly doubt that. I would sincerely hope the team learned from those horrible tombstones in POE1. Allowing me to use my forum name in-game would definitely break the 4th wall. I'd expect them to force me to select a name, or names, they've already concocted OR work with me to get an agreed-upon name. Yeah, I doubt "mistermannindy" but you're missing the forest for the trees. If your handle was lore friendly it could work and would effectively be in-game recognition.
  5. Well if you pledged $5000 and named your pirate captain mistermannindy and the boat "mistermannindy's leaky bathtub" you'd effectively get in game recognition.
  6. Nah, she was the best of the bunch. And it was a strong bunch too. You know, it occurs to me that Calisca and Heodan are like the "sidekicks" for PoE1. Which just goes to prove that sidekicks can be popular. That'd paint a pretty grim picture for the sidekicks to come. You can pry my waifu ydwin from my cold dead fingers
  7. More fantasy games need a war of the beard. Damn knife-ears.
  8. Well my original idea was for the loot to be based on your contribution to the BIB. So because I contributed $20 (so far) the BIB have looted 20 Silver Fenning. But if people want a free for all that works too.
  9. Last update said that total funding was at $4,580,000 which means $420,000 is needed to reach all goals. No one knows for sure regarding your second question.
  10. Yeah, I think a list wouldn't be too hard. I could see something like this: -Lord illathid: 20 Silver Fenning and an oddly shaped skull would want a more lore appropriate name, but you get the picture.
  11. The problem isn't that pre-buffing is tedious. The problem is that pre-buffing is mechanically incentivised and the only other balancing factor is tedium. That's bad design.
  12. The official word is that a GoG coupon will never be an option.
  13. No, I don't overlook it, I personally just don't think it's that big of a deal. It's not like there are many different mechanics that intertwine with other aspects of the game - it's a simple on/off flag that changes one set of animation to another. Very similar to running and scouting, which is already in the game. To make it super simple: replace the scouting animation with walking - done. I literally "walked" through POE1 from beginning to end and did not encounter any problems. So if this feature didn't get tested before being implemented into IE mod, it either was coded perfectly in the first place or there is simply not that much behind the curtain that can cause problems... But hey, that's just my opinion and you guys are more than welcome to disagree. I just don't think we'll end on the same page anytime soon. It's not so much a matter of whether it causes problems or not. But rather by adding it means you have to check for problems even if there are none, because that's what good developers do.
  14. I think this gets to other stuff besides just enchanting, like player preference and the like. Making a build entirely based around a single piece weapon sounds like the old spiked chain fighters of DnD, i.e. cheesy and something to be discouraged (not trying to insult anyone). But that's just my opinion, and I know other people like doing stuff like that. It just seems like setting yourself up to have a bad time. ¯\_(ツ)_/¯
  15. Again, I think the is a problem with the itemisation in Pillars rather than the ability to upgrade the quality enchantment without limit. In vanilla PoE most unique weapons had one or two non-quality enchantments (rarely three) selected from a rather limited set of which a handful were substantially better than the rest, so if you found an item with Wounding, Speed etc. early on then adding a lash and keeping the quality enchantment maxed out made the weapon top tier. The variety of enchantments was improved in the two White March expansions, but because these weren't end game content this resulted in the new weapons being available fairly early on, so it didn't fix the problem. However with Deadfire Obsidian can carefully plan itemisation as I described in my earlier example: Which, I think you'll agree, does provide a meaningful choice even if we're allowed to upgrade the Fine enchantment on the first sword all the way to Legendary (in fact, I'd argue that not allowing us to do so removes an otherwise meaningful choice). I don't see the meaningful choice there. The second sword is better in practically every scenario regardless of whether the first can be upgraded or not. That's by definition not a meaningful choice. Now by having the second sword only available late game you allow the possibility to upgrade from the first sword which is better than having them reversed, but it's still not a meaningful choice. Let me try to state my position again. I want both the quality and the other properties of an item to factor in to making a decision about which gear to use.* In my opinion, if you don't enforce a ceiling on quality enchantment, then quality is no longer a factor in the decision making process. You just pick the best property and enchant it to the highest quality. I understand the other side of the argument as well. Since in PoE1 quality is so important if you enforce a ceiling on quality enchantment, then the properties are no longer a factor in the decision making process. You just pick the weapon with the best quality. I have a few issues with this argument (i.e. if quality was important as everyone says all late game builds would be centered on Abydon's Hammer and the Unlaboured Blade, & it assumes quality will be as important as it was in PoE1), but I won't focus on them here. Rather, I would be just as upset if the only factor in gear decision making was quality. However, as I see it making quality be a factor in decision making can only happen with a ceiling, while ensuring properties matter in decision making can be achieved several different ways (e.g. reducing the delta between different qualities, increasing the power of non quality properties, give diminishing returns for accuracy overkill, etc.). This is why I favour the enchantment ceiling. If Obsidian screws it up and makes properties a non-factor in decision making I'll be just as upset as everyone here. *Aesthetics are another possible factor in decision making, but that's a whole 'nother can of worms. Sorry AndreaColombo.
  16. I don't understand that. Isn't there actually less choice? How can there be more choice if you take away options? When you are preparing for a race and have the following options: a) repair and pimp your old but beloved red racing car (maybe it's not as fast and nippy as a new one, but you know it inside out) b) get a new fancy green racing car (highest speed) c) get a new gorgeous blue racing car (best acceleration) Now you take away option a): b) get a new fancy green racing car c) get a new gorgeous blue racing car How is there more choice? Or why is the choice more meaningful? And I don't want to nag or something - I really don't understand what you guys mean with that. This might be pushing the metaphor, but here's how I see it: If revamped the red race car is the obvious choice for this racetrack. So if you allow the revamping there's effectively no choice as the red car is the best option. If you don't allow the revamping then you have to make a meaningful choice between all three cars. Maybe the you'll decide that even with the lack of top speed and acceleration, the investment of time and knowledge you've put into the red car will better than the other two. Maybe you'll decide against that. But at least you'll have a meaningful choice unlike if you allow the revamping. That's what I mean when I say that ceiling for enchantment will allow for meaningful choice. Maybe I'm wrong, but it seems to me like there's a tension between having diversity of builds from gear selection and a diversity of gear from build selection. Just a thought I had.
  17. I don't think you understand how game programming work. That's like saying Harley Davidson has a great exhaust system on it's motorcycles, maybe Ford could us it on their cars. Of course. My point was that in Divinity: OS the followers of the main controlled character avoids hazardous areas (you can notice this very early in the game). Yeah, but Obsidian and Larian being friends would have nothing to do with it. It's a question of whether it fits the design of game, and whether Obsidian can come up with an AI solution that's better than the alternatives. Sharing knowledge about a piece of code in a game is not like trying to use a motorcycle part in a car. It's more like explaining how the motorcycle part works and then using this knowledge to build one that's fitting your car. I'm pretty sure that OBS wouldn't try to copy & paste code. I think it's pretty easy to exclude traps from the walkable area. Once you detect the trap it gets highlighted. This highlight sprite gets added to the scene and has a component (for example Collider2d in Unity) that prevents the player from stepping onto it. You could even play a special animation when going near to it. The trap itself has a collider to trigger the trap when you step on it, I presume, pretty simple. It would be like covering the trap with a seal - or like putting a chest or a man or any solid object on top of the trap so you can't step onto it. You could also exclude the highlighted area from the walkable navigation mesh (NavMesh). But since those are baked most of the time it seems to be more complicated. So, pretty easy to implement I guess. I can't say which other problems this may cause (blocking or something), but you could script or design around that I think. Maybe they'll do it if we ask nicely. You're right about the code but that's not what Osvir appeared to be saying, to me at least. Anyways, I think more than anything this isn't a question of whether Obsidian could do this, but rather if they should. While I myself am ambivalent on the question, I could see valid design reasons for Obsidian not implementing such a solution. But that's just me.
  18. I'd prefer V1, but I think you're being disingenuous regarding the pros of a ceiling. The biggest pro for me is that the ceiling means there will be more meaningful choice in regard to gearing my character and party.
  19. Yeah no, I don't trust you on that. You should. It's not just about the programmer putting the walk toggle in, it's about the designer figuring out how it should work in edge cases (does it work in combat? if not, is walk status preserved after combat ends? etc.), it's about the UI designer adding it to the interface (even if it's only a key bind they'll need to account for it in options menus), it's the QA testing it to make sure it works with every possible character, etc.
  20. I don't think you understand how game programming work. That's like saying Harley Davidson has a great exhaust system on it's motorcycles, maybe Ford could us it on their cars. Of course. My point was that in Divinity: OS the followers of the main controlled character avoids hazardous areas (you can notice this very early in the game). Yeah, but Obsidian and Larian being friends would have nothing to do with it. It's a question of whether it fits the design of game, and whether Obsidian can come up with an AI solution that's better than the alternatives.
  21. I don't think you understand how game programming work. That's like saying Harley Davidson has a great exhaust system on it's motorcycles, maybe Ford could us it on their cars.
  22. You will never find a more wretched hive of scum and villany this side of 4chan.
  23. A bit more about enchanting from josh: The former. You may find a weapon that has Bane against Dragons. That could then be enchanted into Dragon Slaying or Bane against Beasts (more broad), but you can’t just put those enchantments on any weapon. Enchantment exists to improve the core aspects of the weapon or armor that are already present. This also applies to more basic attributes like Finely Accurate, Fine, and Finely Damaging. You can upgrade Finely Accurate to Exceptionally Accurate, Fine to Exceptional, and Finely Damaging to Exceptionally Damaging, but not Finely Accurate into Exceptional or Fine into Exceptionally Damaging. If something has an inherent focus on being more accurate than damaging, enchantment will improve that, but not fundamentally change it. http://jesawyer.tumblr.com/post/157872978111/quick-question-about-enchanting-in-deadfire-as-i
  24. No, you'll be able to do that. It just won't be mechanically effective.
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