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Everything posted by AndreaColombo
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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
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The technical team is still alive?
AndreaColombo replied to TT1's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
The devs are still alive and kicking; the dev tracker is dysfunctional. For some reason, it stopped picking up their posts—there have been a bunch since the last one shown on the tracker. -
A very literal bug
AndreaColombo replied to mrverbal's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
Hi, I encountered this bug too, although it happened only once and I could not figure out what caused it. I had summoned wurms and beetles during a fight, and when they died their corpses remained on screen across all area transitions until I quit to the game's main menu and reloaded. Something during the battle must've triggered it, but it never happened again since then. Without proper repro steps, I'm afraid such an elusive bug will be hard to fix (meaning that nothing will be done about it unless we can find a way to reliably make it happen.) Let's keep an eye out for it, and hope it never happens again -
Hi MonarchX, resolution settings work fine for me on a GTX 970 card, so I am not sure why they don't in your case? Perhaps a dev will chime in on that one. DSR works with the game if you first set your desktop resolution to the target resolution you want to use in game. E.g. if your screen's native resolution is 1920x1080 and you want to use DSR to play at 3840x2160, you first need to set your desktop resolution to 3840x2160 (via DSR), then select 3840x2160 in the game. It will work, but it will likely make backdrops fairly blurry owing to their 2D nature (using SSAA does the same.). This is not a PoE-only issue but rather an issue with the way the Unity engine interacts with DSR (it is just not a particularly DSR-friendly engine.) I agree with you that SSAA is generally preferable to MSAA, but in the case of Pillars of Eternity it really is a sub par solution because 2D backgrounds get really blurry (try forcing MSAA + SSAA transparency anti-aliasing via your graphics card's drivers, run the game, and zoom all the way in: You'll notice backdrops are quite blurry compared to just forcing MSAA.) Patch 1.4 added a "Graphics Quality" slider that controls MSAA (in fact, that's pretty much all it does and it should've been named "Anti-aliasing" instead.). It does work, and setting it all the way to the left disables MSAA. The setting is remembered across area transitions.
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It is a common problem. I contacted Paradox last week because my CE box had been shipped two weeks before and hadn't been delivered yet. Turns out a number of delivery addresses (among which mine) were truncated by mistake when they were transferred from the Obsidian portal to Paradox's shipping partner. How this happened, I do not know. Thing is, my CE box is likely being returned to Paradox because of the truncated address (postman couldn't find it) and Paradox is sending me a replacement. It's a bit of a bummer but I'm not particularly annoyed, to be honest. Stuff happens. Paradox was very quick in replying to my message and everything will eventually fall into place, so I'm cool