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Everything posted by AndreaColombo
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Gender typo in Stronghold message
AndreaColombo replied to The_Jooze's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
Typo reports will have more visibility if they're posted here (Eric actually reads that thread): http://forums.obsidian.net/topic/77064-translation-errors-missing-translations-english/page-2 -
Patch Notes: 1.05
AndreaColombo commented on Darren Monahan's blog entry in Pillars of Eternity Support Blog
Does the patch add new icons for unique items that lacked them? -
Do I understand correctly that all rings granting extra spells to wizards and priests are also part of the random loot table? I've just beaten the game on my first completionist run and I found none. Any hints as to where they are supposed to spawn? (I really don't like random loot tables of the "if you don't find X in that specific place on this play through, you'll never find it until your next play through" kind.)
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Information on IE Mod
AndreaColombo replied to View619's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Wouldn't play without -
Enemies shoot through walls
AndreaColombo replied to Askii's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
OP—your repro steps speak of Skaen priests but your attached saved game puts you in the Black Hound Inn. Guess you meant to attach a different save? -
If dominated chars were doing so intelligently and with purpose, it would be OK. However right now they do so systematically and for no reason (they switch to a bow while engaged in melee, for example) and it's annoying when you regain control to have to switch weapons again and wait until your recovery is over before you can attack.
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scrotiemcb - I disagree with you on multiple levels I believe this boils down to my approaching attributes from a system design perspective, whereas you're approaching them from a player/character-building perspective. From a system design perspective, attributes are indeed a matter of calculation. You have design goals that you want to achieve (in PoE's case, no dump stats and no pigeonholing) and six attributes to fill with effects that achieve said goals. And no matter how many fancy names you come up with for things attributes do, they all boil down to two things: increasing your DPS, or increasing your durability (by either making you harder to hit, or increasing your Endurance/Health.) In this context, if you don't do your math, or if you do it wrong, you end up with dump stats, must-pump stats, and a system that overall doesn't allow much room for meaningful player choice. The current system in PoE, for example, offers 3 stats that are universally good for all characters (Might, Dexterity, Intellect), 2 are must-pump for tanks and dump for everyone else (Perception, Resolve), and 1 that squishes can dump and others can ignore (Constitution). You can still make meaningful choices with regards to character concept and development (as well as overall roleplaying), but there are only so many ways in which you can make your character optimal/efficient. It's hard to make a completely hopeless character, but very easy to make a sub par one. Matt's and Sensuki's paper propose a system where all stats are equally viable, so if you make a jack-of-all-trades character it will be about as good as a polarized one. That's because investing in one stat gives you about the same amount of benefit you'd get from investing in another. To make an overly simplistic example—if investing in Might makes me kill enemies 10 seconds faster, investing in Resolve will make me last 10 seconds longer while taking punishment in combat (numbers are random and this is just an example to get the point across.) This, imho, is how a good attribute system should be. Players would be free to create their character however they like, safe in the knowledge it will be viable in combat and not particularly worse than any archetypical, optimal build.
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Hi Eric, thanks for your reply! I won't report any further comma splices I may run into, then. For slips like Kana's, however, that's a tougher call for me to make—as in, it would be hard for me to determine whether it is a genuine mistake or one put in place for realism 'cause people don't always speak grammatically. I guess the easiest/safest thing would be for me to keep reporting those, and for you to subsequently make the call on whether to leave them. Though it's good to know about the leeway; if something doesn't change, I will know why and I won't keep reporting it as not fixed Keep up the good work!
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As some of you probably already know, Sensuki and Matt516 worked on a paper on attribute design during that beta. The system they proposed was mathematically proven to make all six attributes equally viable, and I still advocate that system should be used in the game. In fact, I keep hoping the IE mod will eventually offer it as an option...
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Information on IE Mod
AndreaColombo replied to View619's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Is this about what you're looking for? EDIT: never mind; just seen it is no longer being maintained. -
Just chiming in to say that I agree with Matt and Luckmann overall. I'm not a fan of trap XP, bestiary XP, and exploration XP (the latter being as immaterial as it is dumb.) In my first play through I reached level 12 before I got to Twin Elms. I upped difficulty to Hard and I can still get away with auto-attack in most encounters. Don't get me wrong--I'm all for reaching the cap a bitesrlier than the final fight (sorry Luckmann; we'll have to disagree on this one). One thing I've always hated in other games is that by the time my character is at their full potential, the game is over and I had no time to enjoy it. BUT... If I reach max level before the end, subsequent content should be balanced for it. I don't want to brainlessly auto-attack everything for I'm so much more powerful. With that in mind, and fundamentally agreeing with an exponential XP curve progression, I wouldn't mind for crit path to scale with level (but optional content should not.)
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When Delem asks you to retrieve the birds for him to eat in Twin Elms, there's a comma splice in his speech and one in your possible answer. Both commas underlined in the screenshot should be replaced with semi-colons. Screenshot When you pray Rymrgand after completing his quest, there's a missing "and" in one of the descriptions (i.e. it reads "The aurochs stops stands before you"; I guess it should be "The aurochs stops and stands before you".) Screenshot