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Everything posted by Quillon
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Not the QA stream but in the backer update video ogre hits the character with a giant as* hammer and the character doesn't even flinch. Besides there should be more visual impact-more blood/flinching; giant as* hammer-big weapons-titan's attacks etc should have very high interrupt rating, I think.
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Asked too many already but have couple more: How about pseudo-defensive animations instead of about-to-attack-waiting during recovery? Holding the shield up, holding melee weps diagonally in front etc to make the combat flow look more natural? Is the deeper companion relationships based on giving and receiving as well as having and sharing? And is the love that they give and have, shared and received? And through this having and giving and sharing and receiving, will we also be able to share and love and haveā¦ and receive?
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I was bothered right away and expressed my botherednessness in the E3 thread. Since then I watched the footage many times and I'm not noticing it anymore, 'cept Aloth's buggy sliding at the beginning of titan fight. Also small slides both in and out of combat seems to be there to give way to each other, besides resolving some very annoying pathing issues I think this is better than how it was in Pillars 1: When a character bumps into some other/s, it starts to project this flickery half walking/running animations till it gets free or gets stuck.
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Will we be able to change color of metal materials on armor? Pillars lacked a black plate armor set for a certain base character concept... edit: How about a functional cook in the crew system who we give recipes to cook for us? A captain shouldn't cook his/her own meals... What are some crew roles?
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How will dialogue skills combine with dispositions? Will we assign dialogue skills for all characters or just the PC? Or will they be learn-by-use? Will companions' skills always matter in dialogue/scripted interactions? Or only when it makes sense? Will solo characters be able to make highest skill checks if he/she has devoted in that particular skill? If so how will you prevent a full party making most, if not all skills checks? Does NPC scheduling extend to world map where ships have routes & move as player does? So we can encounter with a ship in different parts of the map along its usual route? Have you ever considered/experimented with ultra-slow time over pause? Or NWN2/DAO like follow toggle as optional/gimmicky features? Can we equip pistols in the new trinket slot i.e. 1 per encounter pistol shot? Or unique armors with special pistol slots to bolster the pirate-y feel? Will we be able to change our characters' eye color if its not a godlike? edit: How will class calls for multi-class characters work? f.i. Will the game consider 1 level Cipher in a 1/19 combo, enough Cipher for all Cipher class calls or will it check power source levels of classes? Also thanks for the instagram tease of death godlike models you'll be filming after the stream.
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I noticed it with the help of: http://forums.obsidian.net/topic/93022-update-36-deep-diving-into-the-e3-video/?p=1921145 I wouldn't leap to "all striking abilities hits twice" from this but any special attack animation for appropriate abilities is welcome if the animations aren't too long. And Eder has basically two striking animations regardless of abilities as far as I can see; one is like "hammering in a stake", the other is backhanded strike. Would be nice f.i. a kick animation for knockdown attack. ps: I liked barbaric blow's poleaxe animation better than the dual wield one.
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Deep diving into the video: - Suspected this back when ships revealed...so why are we controlling whole party on board the "small" ship when there is no combat going on? - More varied and better weapon swing animations needed. Eder swings his sword like hammering in a stake half the time. - Melee wep. hit sounds are missing most of the time . Also what is that metal on metal scrape sound we're hearing often in combat? - Destructible wall part needs a slight delay in "destruction" and more dust to obfuscate the transition more I think. - *Arquebus smoke* for the positives: - Everything else looks great
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Can't disagree more. Loving the minimal intrusive new UI. Dialogue UI shouldn't get in the way of enjoying the scenery, now with unpaused world & more detailed characters its more important for the scenes to be visible. Having played Pillars 1 on a 720P monitor for a time, the dialogue UI was especially bad, covering more than half of the screen and I assume some people will also play Deadfire with a similar output. Having said that UI customization was a stretch goal. Make it optional; everyone's happy.
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Split Health/Stamina
Quillon replied to desel's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
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