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fmatthew5876

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About fmatthew5876

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  1. The Skill cheat command in the console does not appear to work as advertised. My character has 10 mechanics When I say "Skill player mechanics 15" I get a message saying "Player_New_Game(Clone)_0's Mechanics is now 15". However when I look at the character sheet, her mechanics skill is 25. Also if I save and reload, the skill level reverts back to 10. So it seems that the command somehow adds to the skill instead of changing the base value and the effect is not permanent. As a feature request, it would also be nice to have a AddSkillPoints command which would add skill points to be spent at the next level up instead of just setting the skill level to a flat value.
  2. I just had this happen to me for a steam install. I went into steam and did an integrity validation of the game and it found several files corrupted and redownloaded them. After that everything was working again. https://support.steampowered.com/kb_article.php?ref=2037-QEUH-3335 If you're not on steam, try reinstalling the game from scratch.
  3. I played through hard mode with a 4 person team of a Fighter, Wizard, Rogue, and Cleric. The early game was just about right but most of the end game outside of the 2 hardest bosses was easy. This phenomenon seems to happen often in games like this, where in the beginning you have no money, equipment, or abilities but by the end you're a killing machine. I remember Fallout 1 and 2 in particular had this problem. By Act III, my characters were near or at max level and I basically owned everything. The Sky Dragon went down the first time easily without even trying. The only battle in Act III that gave a bit of trouble was the ogre bounty. Adra Dragon took a few tries, but once I figured out how to kill the spellcasting adds first he was not that bad. It definately would have been much harder had I not done the quest first and not been able to initiate the battle how I wanted to. The final boss battle was pretty well designed in my opinion. I had the hardest time with the last boss because my party had only 1 really good tank (fighter). It took a lot of careful positioning and wizard CC. My party reached level 12 while finishing the quests in Twin Elms. I did not do hardly any of the endless paths and I specifically did not turn in the heads to finish the bounty quests, even though I had killed all of the bounties.
  4. In the end of the game, going through your inventory of weapons in a chore. It would be helpful if fine, exceptional, and superb had different colors in their weapon icons. This might also add more excitement to finding new weapons with rare color backgrounds.
  5. Wow super fail. How could I have forgotten about Suikoden (and Suikoden 2)! Thats the model for what a stronghold system can really be. The prestige and security thing we have already would tie nicely into recruiting NPCs. Each NPC would have a minimum prestige and security requirement (and also some of them requirements on specific structures existing) before offering to go and live in your stronghold and offer their services there. I'm also not a huge fan of the statue that manages the stronghold for us. It really doesn't make any sense. If it were me, I'd probably have added a new humanoid NPC to be the point of contact. Someone with a personality can provide banter. How is this statue thing organizing the workers to make the repairs? The stronghold is already empty and lifeless as it is. The manager of it being a statue and not a person contributes to that empty feeling even more. A good stronghold system (just like any game system) needs a lot of work to get right. I agree with the second poster that as an add-on stretch goal its somewhat lacking. Good games with good systems tend to do a few things really well instead of trying to add a little bit of everything. Better to either do it right or not do it at all. It might have been better instead to just add more content (maps to explore, quests, party members, etc...) to the core game with those stretch goal resources. I know the stronghold thing is a trend in RPGs nowadays, but nobody would have noticed or cared if this game did not have one.
  6. The stronghold is a nice idea, but honestly it feels incomplete or even rushed. This post might be somewhat spoilerific to people who want to discover what the stronghold offers on their own first. A few suggestions I would make on the stronghold. Some of them minor, others major and could be part of an expansion. 1) I find it very strange that I have my own city which is completely devoid of life. As we repair things, add more NPCs to the stronghold. I should see guards standing by the gates and villagers walking around the city. The closer I get to full repairs, the more populated my city gets. These NPCs don't need to have any unique dialogue so it shouldn't be too much work to add them. When I build the forum I should see people there talking to one another. When I build the training center, I should see guards there training. Seriously this breaks immersion. Who is building all of my structures? Why would any of the visitors (good or bad) want to come visit my stronghold just to sit alone in the keep? Basically now I'm forced imagine that my stronghold is a city with people that I just can't see in the game for whatever reason. 2) Allow resting from the stronghold button when anywhere on the stronghold map. Having to walk into my house and then again to the 2nd floor is tedious and pointless. I should be able to enter the stronghold map, build something, rest right there, and then leave without needing to walk to the house for the 100th time. 3) There needs to be more rewards for investing the time, money, and effort into building the stronghold. Currently you get very little return for sinking so much cash into the repairs. After completing the stronghold I was very underwhelmed with the result. The money from taxes is minimal and will take forever to cover the costs of repairs. The advertised incentive for the stronghold is earning income, but it fails miserably at that goal. If we aren't building it for the tax income, than there should be other incentives. Going back to (1), it would be cool if some unique NPCs starting showing up after you do a lot of repairs. These NPCs could be quest givers or even add a new party member whom you can only get when you fully repair the stronghold. Another cool way to do it could be to have a unique hireling who randomly appears after a certain prestige who if you hire and then go talk to offers you a quest or becomes a party member. Right now the stronghold is more of a liability than anything else because I have to run back and take care of bandit attacks from time to time. 4) The prisoner system doesn't make sense. The gold rewards are very small. Its much better to just kill the guy and loot him for any unique gear he might have than to put him in jail. Also it seems like a lot of people are having trouble with prisoners escaping even with high security. Maybe this feature is bugged? At minimum, it would be good if there was at least a little more transparency with how the prisoner thing is supposed to work. A long form text description for each upgrade would go a long way here. 5) The merchants don't really offer too much value. One option could be to upgrade the merchants via quests and/or additional repairs to improve trade routes etc.. With the end result being that each merchant will sell some unique powerful loot at the end, making your investment in the stronghold all the more worthwhile. 6) Other RPGs with strongholds allowed the player to recruit NPCs from the world to live in their stronghold. Examples from the SNES era include JRPGs like Breath of Fire 2 and Secret of the Stars. This provides yet another incentive. Build the stronghold and then you can go out and get people to come live there, offering further benefits in terms of additional quests, merchants, prestige, security, etc..
  7. Consider trying a priest instead of paladin for second offtank. His defenses are not as high naturally but he has a lot of additional utility in healing, buffs, and crowd control.
  8. I'm running a 4 man party. In front I have a custom fighter as main tank, Durance as off tank, my PC as a wizard in the back lines and finally a rogue which alternates between ranged DPS and melee DPS / 3rd offtank. So far, I find his most useful spells are the seal spells. The level 2 spell repulsing seal will knock several enemies down for a good while, providing great crowd control. Buffs and healing help out a lot as well. Since priests don't have high damage potential, theres really no point in sitting in the back and throwing out a support spell now and then. I think its more useful to give him plate armor and send him to the front lines and help tank.
  9. There were many threads on this forum debating whether or not the EXP progression rate is just right or too fast. The basic problem is that if you want to be a completionist you'll likely hit the level cap well before the end of the game. The progression is optimized for players who don't do all of the optional content. Why not add a new difficulty setting for EXP gain from quests? For hardcore players who want to do everything the EXP level can be set to a lower multiplier. This setting could at minimum award an achievement upon completion of the game. It also might be the case that the EXP reward from the bounty quests is too high, especially since these can also award unique loot.
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