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patriot247

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About patriot247

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  1. Doesn't matter if I bury the skull in the Dragon or return straight to the Priest. As soon as I enter the building, all of the priests of Wael are hostile to me and attack me. No idea why. It's extremely frustrating. Thought it was part of the quest until I got "task failed" as soon as I killed the quest NPC who attacked me. I didn't save it, but I tried it multiple times and nothing makes them not hostile. At this point, the task is impossible to complete for me.
  2. Nope. "Must be at the stronghold to recruit or dismiss party members". Bummer. Guess that answers my own question. I guess the follow up to that is: is combat and/or quest experience "divided" among party members? That is, is there an advantage to having fewer members if I want to focus on leveling 5 vice 6?
  3. Anyone know if I can do this before I get 7+ members? Specifically, I am looking to do this before I get my keep. I need to unload a useless hire I created. I really don't need her and she is just an XP sucker. Thoughts appreciated.
  4. So speaking of traps. If you set a trap, save your game, then reload, the trap disappears. So, is this intended as well?
  5. In the Temple of Eothas, level 2, where you encounter the hordes of shadows, I have received zero experience in all encounters but like one. Not only does it not show up in the combat log, but I verified that my experience did not change in the character screens. Even if this is fixed, I am afraid that this is XP I have now lost and cannot ever regain. Since this is the typical IE "squishy as all get out" phase of the game at early levels, it can hinder my progression.
  6. Bunch of whining from entitled punk generation. Nothing new here. The ONLY thing you were owed was what was specifically described on your contribution tier - NOTHING more. You *gasp* get what you pay for from a business. Expecting more as a handout just paints you for what you are.
  7. Thanks for pointing that out. I have continued the conversation there. In addition, it appears my concerns about speed were remedied by being made aware of the "double-speed" feature FIXED!
  8. So, apparently I can edit my 2nd and 3 post, but not my original. Interesting.
  9. Did you accidently hit the double speed key? Um... yah. I will edit my original post to reflect that. Good catch. Didn't know about that "feature"
  10. TL;DR: I have not read every post on here, so I know much of what I am saying may have already been said or what may already be known. This is my honest feedback for my 1st couple hours playing. I will update this as I get time: Upon starting the game, when going through the config menu options, clicking on each button would randomly remove the labels for the other buttons. Effectively you would not know what menu was what. Movement speed while exploring is absurdly fast. It looks borderline comical. Even villagers just walking by move at a speed as if they just robbed a bank and are trying desperately to be inconspicuous. Map MUST have the ability to create your own notes on it. I really hope this is planned. This was available in games 20 years ago. It should be assumed for a game like this. I am hoping the food ingredient thumbnails are just placeholders. Everything in game looking like a sack of grain has left me wanting. Now that I am seeing more, it has to be placeholders. I just picked up a gem that looks like a sack of grain. Confident this is temporary. Love the coloring shift when you have looted something out of a container while hitting TAB. Also, showing the nameplates of all in the area while hitting TAB is a great feature as well. It saves the monotony of having to mouse hover over everything in populated areas. There is a lot of overlay issues. When levelling up a character, I could still see the purple "secret found" circle from a secret in a bale of hay I spotted. Another was when I scroll through a menu, the arrow on the left is sometimes hidden by the foreground, etc. Load times between areas are a bit jarring, pulling you out of the immersion a bit. It's not over the top, but my hope is that this will improve with tuning before release. Graphically and aesthetically, you nailed the Inifinity Engine look and feel (minus everyone moving around doped up on speed). Extremely pleased with this. The water, fire, smoke billow, etc. is beautifully done. I don't know if this is intentional - but it doesn't appear that conversations use the highest attribute from your party, but only from that of the main character. This is a bit of a dissapointment to min-maxers like myself. Yup, just tested some more on this. Even if I specifically have a character other than the main talk to someone, it tells me that the requirement is not met by the person talking to them, when I know it does. Why only use the main characters stats? Seems a bit silly, really. It takes away half the purpose of putting points into skills for the rest of the characters. When "Hiring" a character, once you click on it, you are stuck. What if you change your mind? Are you forced to complete the character creationa and out the 1000+? Hoping for more character customization choices. Never understood the current dreadlocks trend in recent high fantasy. Currently the choices are bald, some manner of dreadlocks, or severe beadhead. This request extends to character portraits as well. Half the portraits are God-like. It becomes difficult to find a portrait that even somewhat resembles what I have created. Adding substantial bonuses to resting in an inn was a nice touch. Pathing needs a bit of work. Your own characters should need to move out of the way to let others through. As it stands, the person just keeps running in place trying to get to the destination. Combat seems to be the biggest dissapointment. It's... unecessarily chaotic. My guys all-too-quickly swing a longsword around as if it's a dirk. It moves way too fast to really even know what is going on. Coupled with the fact that animations seemed rushed and sloppy, I have some concerns about longevity. Tooltips don't seem to be working for the party stash, but only each character's personal inventory. In the inventory, the tooltip pops up, but the thumbnails are missing. Character attributes should have some level of feedback to them. It's just random numbers to be. I can't make an effective choice in character progression if I only know what something should do and not "how much" does it to it. I know I need Dex to hit, but what if I am effectively hit capped for my level and need to put more into STR. There is currently no way to know this. Example: I have 18 DEX as a monk for my level, which increases my accuracy by 18 to a total of 45. Does this necessarily mean 45% chance to hit? How would one know this? My will is 32. Does that mean I have a 32% chance to resist will-based debuffs? All in all, I am very happy with the progress, but there is quite a ways to go. It has the potential to the RPG to set the "classic" standard for our generation.
  11. TL;DR: I have not read every post on here, so I know much of what I am saying may have already been said or what may already be known. This is my honest feedback for my 1st couple hours playing. I will update this as I get time: Upon starting the game, when going through the config menu options, clicking on each button would randomly remove the labels for the other buttons. Effectively you would not know what menu was what. Movement speed while exploring is absurdly fast. It looks borderline comical. Even villagers just walking by move at a speed as if they just robbed a bank and are trying desperately to be inconspicuous. Map MUST have the ability to create your own notes on it. I really hope this is planned. This was available in games 20 years ago. It should be assumed for a game like this. I am hoping the food ingredient thumbnails are just placeholders. Everything in game looking like a sack of grain has left me wanting. Now that I am seeing more, it has to be placeholders. I just picked up a gem that looks like a sack of grain. Confident this is temporary. Love the coloring shift when you have looted something out of a container while hitting TAB. Also, showing the nameplates of all in the area while hitting TAB is a great feature as well. It saves the monotony of having to mouse hover over everything in populated areas. There is a lot of overlay issues. When levelling up a character, I could still see the purple "secret found" circle from a secret in a bale of hay I spotted. Another was when I scroll through a menu, the arrow on the left is sometimes hidden by the foreground, etc. Load times between areas are a bit jarring, pulling you out of the immersion a bit. It's not over the top, but my hope is that this will improve with tuning before release. Graphically and aesthetically, you nailed the Inifinity Engine look and feel (minus everyone moving around doped up on speed). Extremely pleased with this. The water, fire, smoke billow, etc. is beautifully done. I don't know if this is intentional - but it doesn't appear that conversations use the highest attribute from your party, but only from that of the main character. This is a bit of a dissapointment to min-maxers like myself. Yup, just tested some more on this. Even if I specifically have a character other than the main talk to someone, it tells me that the requirement is not met by the person talking to them, when I know it does. Why only use the main characters stats? Seems a bit silly, really. It takes away half the purpose of putting points into skills for the rest of the characters. When "Hiring" a character, once you click on it, you are stuck. What if you change your mind? Are you forced to complete the character creationa and out the 1000+? Hoping for more character customization choices. Never understood the current dreadlocks trend in recent high fantasy. Currently the choices are bald, some manner of dreadlocks, or severe beadhead. This request extends to character portraits as well. Half the portraits are God-like. It becomes difficult to find a portrait that even somewhat resembles what I have created. Adding substantial bonuses to resting in an inn was a nice touch. Pathing needs a bit of work. Your own characters should need to move out of the way to let others through. As it stands, the person just keeps running in place trying to get to the destination. Combat seems to be the biggest dissapointment. It's... unecessarily chaotic. My guys all-too-quickly swing a longsword around as if it's a dirk. It moves way too fast to really even know what is going on. Coupled with the fact that animations seemed rushed and sloppy, I have some concerns about longevity. Tooltips don't seem to be working for the party stash, but only each character's personal inventory. In the inventory, the tooltip pops up, but the thumbnails are missing. Character attributes should have some level of feedback to them. It's just random numbers to be. I can't make an effective choice in character progression if I only know what something should do and not "how much" does it to it. I know I need Dex to hit, but what if I am effectively hit capped for my level and need to put more into STR. There is currently no way to know this. Example: I have 18 DEX as a monk for my level, which increases my accuracy by 18 to a total of 45. Does this necessarily mean 45% chance to hit? How would one know this? My will is 32. Does that mean I have a 32% chance to resist will-based debuffs? All in all, I am very happy with the progress, but there is quite a ways to go. It has the potential to the RPG to set the "classic" standard for our generation.
  12. How do you even link our accounts to show we paid via kickstarter? When will our accounts be linked (i.e. special VIP forum badge available, etc.)? Just curious as to how we "proof" that the process works, if we have to maintain the same email address as that may be how you do it, etc.
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