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paasi

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Everything posted by paasi

  1. I had tried uploading the save, but it was too big (~4MB). Cache verification worked though, so thank you. I doubt i would have thought to do that on my own, since i had no reason to expect fault in main game files.
  2. In short, my +40h PotD, trial of iron, solo paladin can no longer be played. Not sure if corruption or version difference, but char was able to clear White March 1 and had just entered Cragholdt Bluffs. attached the output log. output_log.txt
  3. I didn't go for Triple Crown Solo. I went for Triple Crown (not solo). Triple Crown = Path of the Damned, Expert Mode, Trial of Iron Triple Crown Solo = Path of the Damned, Expert Mode, Trial of Iron, Solo I have no problem with micromanagement. In fact, my favorite hero in DotA 2 is Chen, the most micro-heavy hero. I have a problem with how swingy the combat in PoE is, especially how rough the flow of battle goes. I actually didn't die in combat, because I'm pretty good at PoE combat. My game was also still active when I uninstalled. I just lost 1/4 of my current gameplay due to technical issues. I took to trying out the Triple Crown Solo, which was nightmarish at first. Then i encountered the drain-bug in 2.0 and it felt kinda like cheating (3-10 swings -> a minutes worth of +90% atk speed) but it got my character on his feet and now i'm through defiance bay and the white march add-on.
  4. ;D yeah, i'm no stranger to sarcasm, even if it is the least of witticisms. All i want from the unique items of the game is for to be actually unique, having unique enchantments that differ from spells and common enchantments, which would make finding one in the depths of Od Nua actually worth it, in stead of replacing it soon with one you made yourself. If you have some original ideas i'd love to hear them as, how you so eloquently have observed, my own creativity in that regard is wanting.
  5. While I love crafting and several different types of it, this one i'm not sure works here. I mean that you can pretty much top any "unique" item in the game by crafting one from a common weapon you found in the rubbish bin. The uniques provided by the game are not unique enough. That basically is the long and short of it. Some have unique meshes and textures, but stop right there. The supporter designed weapons are effective but nondescript, usable only as crafting bases. DEVELOPERS!! PLEASE, HEAR ME OUT!! You can't make an item with enchantments that you can craft yourself and call it unique. Soulbound weapons were a step in the right direction as they provided effects that are not replicable by crafting and are more unusual, though most are just spells cast-on-hit. What I, as a loving fan of this game genre, was disappointed in the most was the lack of imagination in the unique weapons and armor. Yes. I kid you not. I was not as disappointed in the less than immersive side quests as I was in the lack of proper unique weapons and armor. I expected to see something out of Baldur's Gate, like The Equalizer which does variable damage to opponents dependent on their moral alignment or the magical rod which transforms into a longsword, mace and whatnot at the push of a button! Look, cast-on-hit spells on a weapon or piece of armour is a handy thing to have, but it does not make a legendary artifact or a god-cursed weapon of evil. Put some real variables in there, please! Here are some ideas that you are free to use in any way you like: - Cursed armour which locks up and prevents you from moving like a petrify spell, until either you or a companion frees you with a strength check. - A holy symbol which radiates light like a torch whose area of illumination is like an impenetrable barrier to all Vessels. - A mighty blade that cleaves armour like butter, but if wielded by a character with a bad reputation (like cruel 3) has a remote chance of spawning something similiar to a demon to attack you during a fight. - A crossbow which when launching a quarrel has it split into two or more projectiles and uses a conical area of effect to aim.
  6. Ever since 2.0 i've noticed that orges have become unable to attack properly and keep themselves in an activate Frenzy loop. I.e they won't stop activating frenzy and cannot attack. Ogre shamans seem to not suffer this problem. if you travel to Caed Nua and go to the fourth floor, the ogre floor, you'll find plenty of instances to replicate this problem. Just attack, let them come close to smack you once, they'll activate frenzy and then just stand there even after the duration runs out. It seems they try to activate frenzy again, but can't.
  7. Everyone has their own way to enjoy a game, if you want everyone to play and enjoy the game as you do, you're just another idiot in the net. I enjoy playing games with and without cheats and playing the backer beta has left me with the feeling that this game needs cheats, be it via console or a cheat engine -table.
  8. As we all know there are several forms of these and I'm wondering which of them will be implemented into PE. Will it be BG style pause-to-plan; Fallout style action point based; ToEE style true turn based or what?
  9. I'm in favor of not implementing skill/talent trees. they make character creation into a linear and rigid system. Something similiar to fallouts skill and feat system is closest to my heart. In other words: a TON of different skills (at least 10 or so :D) a TON of different perks and a lot of gaming and experience available to gain them. The people at obsidian want to make a game with a lot of pure exploration areas with plenty of content to make us immerse into the game as adventurers, so this kind of multitude of skills and perks adds flavor to the game allowing you to customize your adventurers in so many ways. When you start off a rookie who doesn't know which end of his dagger goes into the bad guy, by exploring and getting side-tracked (my favorite thing in games ever since Morrowind) you develop into a fully fledged badass adventurer wielding mighty artefacts to hurl doom at any who would slight you.
  10. ToEE style turn based was great. It gave possibility to perform more complex tactics without spoiling the momentum of the game. Though it did get annoying when there were so many creatures that every time i opened a door combat started. That opposed with the attacked, pause, engage of the BG. I really like both, so I vote for an in-game switch from where to enable/disable TBC.
  11. I think each armor type should be unique, not just categorized into light, medium or heavy armor, but each should offer different ways of protection and penalties. and of course magical and improved armor has special qualities that outweigh normal armor. Leather tunic/jacket/doublet etc. is lightweight and encumbers its wearer very little, but offers very little in way of protection against bladed weapons that pierce or slash, but may serve to soften blows of blunt weapons like hammers or clubs. I.e no movement penalties, small DR/ DT against blunt, no dodging restriction Brigandine/coat of plates/scale armor is leather armor combined with small metal plates sewn in the jacket, thus offering more protection against bladed and, to a lesser degree, piercing and bludgeon weapons. It is also much heavier and bulkier and with addition of shoulder guards may hinder wearers arm movements. I.e medium movement penalty, medium DR/DT to slash and blunt small to pierce, large dodging penalty Chain doublet weighs more than brigandine or leather, but is more flexible in joints, not limiting the wearers movement as much. It offers superior protection against bladed weapons, but does very little to cushion blows of hammers or repel arrows and spears. I.e small movement penalty, medium DR/DT to slash, small to blunt, minute to pierce, minute dodge penalties Breast plate/cuirass only covers torso and thus does not limit arm and leg movement and weighs roughly less than a suit of chain, but offers protection only for the torso, but the protection is excellet, blades and arrows can't scratch the warriors torso, though maces and hammers still send concussive blows to the area. This leaves the character more open to critical hits. I.e small movement penalty, medium DR/DT to all, minute dodge penalties, greater chance to be hit critically Field plate/almain rivet is adds to breast plate shoulder and arm guards and lamellar plate to guard thighs, adding a whole bunch of weight to slow the character down, but also removes arms and legs from immediate danger of being chopped off. I.e medium movement penalty, medium DR/DT to all, medium dodge penalty muniton armor/ plate and mail is effectively the heaviest armor a warrior on foot can wear effectively. Similiar to field plate it covers roughly three quarters of the whole body completely in plate and vulnerable joints in chain. It is very heavy, exhausting to fight in and limits arm movement because of the plates covering arms and joints. It offers superior protection against blades and spears. I.e medium movement penalty, large DR/DT to all, large dodge penalty, Full gothic plate is the pinnacle of armour, with warrior fully covered in plate with padded undercoating. Only effective ways of killing a man in full plate is hammering his helmet to oblivion or inserting a tiny stiletto through the eye slits... or being boiled alive by a dragons breath. I.e medium movement penalty, great DR/DT to slash/pierce, large to blunt, large dodge penalty, exhausting, lesser chance to be hit critically
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