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Everything posted by injurai
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Well there could be issues with how Unity deals with game time. It might be hard to pass down a global variable from the outer loop of the project down to whatever computes DoTs. C# isn't the greatest languages as far as managing memory goes.
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Sometimes I would get this weird pathing issues with my companions. It seemed to start right when I got a sixth companion, or in my case Sagani. Basically when the party moves to their move location. One or more companions "stutter" rapidly in place trying to find a place to stand. It seems like the issue might be worse with a party formation that is compact, but it happens still in more spread out formations. You'll also get an annoying sound of rapid footsteps as the characters jitter. I think sometimes even NPCs off screen can bug, because sometimes (once my own party starts bugging out) I'll hear rapid pacing from what sounds like an NPC off screen or in the fog that is. This is a bug that exists in the current version of the game with both expansions. --- The purpose of this thread isn't exactly to beg for bug fixes in PoE1, though that'd be nice. But it's to collect a number of issues that could be fixed going forward. Since Deadfire is actively being developed and that's where Obsidians focus and resources currently lie.
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Bashing ideas
injurai replied to George_Truman's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
What's it called when you bash with your shield and then drive your sword past the side into someone? Well maybe following a bash you could earn a high crit chance on your next attack if you also have a pierce weapon equipped. -
-snip- Also can you people please please send me a portal to your alternate universe where fantasy fiction is dominated by awesome masculine women and the dainty elf lady trope is dead forever? Thanks. Dear god, please do send us this portal. The dainty elf lady trope is the ****tiest, boringest, worstest trope in fantasy fiction. Let all women always be Brienne of Tarth or the like. It'd be refreshing as all hell. Why would you want all women to be written like her. It's always better to run the gamut. Elves are slender in stature and hold to propriety, it's not like those traits all of a sudden reduce the women down to being helpless little tulips. I've never understood this inversion that feminine forbearance is something that is bad. I get there are grating extremes and all, but bad writing does not solve another type of bad writing.
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Romance
injurai replied to Skyleaf's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
It does, and in fact this knobly bit emits fire when handled correctly. Seek a doctor. -
5 million wouldn't be enough though. AW team is huge, probably around 100+ people. They need a big project or two smaller with full funding to keep them employed. Not to be political. But Microsoft has been pretty vile for a long time. Hearing about the behind the scenes over what happened to Scalebound was shocking. Obsidian needs to saddle up to some better publishers. Ones that understand PC games. I hope they find a project with Paradox, maybe Sega. Take-Two maybe even. Shame their relations with Zenimax fell out. Edit: Maybe it's time for a new Vampire: The Masquerade game. Come on Paradox, do the right thing and give it to Obsidian.
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As far as gaming the system to not miss out on content. I usually see it more as gated content, and not exactly something to be gamed. If you want to get different content, play through again fulfilling a different character role. I get that some content is their for every play through, and some content is branching in nature. As for <insert katy perry - hot n cold> styled interactions. I do think you have a point. Maybe your reputations will aggregate to some extent to produce more of a "mood" response. Which might be more realistic. I do see a possible problem with going that route. You're likely to end up somewhere on the middle of a bell curve as opposed to the extremes. And if you do get one reputation to an extreme it's likely to be balanced by the others (when taking the aggregate.) Which could create rather middling same-y interactions. I see you sort of describe something similar with your tug of war example. So somehow consistency needs to be achieved but how. Well you as the player might suspend your disbelief a bit more, which can sometimes be the answer. Or you could realize that real people are often contradictions. Certainly it's not all on the player though. Perhaps how the characters react could be written a little less "on the nose" that way they never feel like they are wearing themselves on their sleeves in two dialectically opposite ways. On bringing your companions different places. Yeah there should be a tolerance (in the engineering sense) built in, where perhaps you have to hit the majority of the companions interest points, but not all of them. Give enough opportunities to "sway" a companion. Maybe you will accomplish unlocking some content, but the companion might be less than enthused that it is you who is helping them. Since you did the bare minimum and butted heads far to often up to that point. Basically any moment that "impresses" or "dissuades" a companion, we need more opportunities for those than what is needed to get past reputation-based feature gates. That could allow greater granularity as to how gated content unfolds, instead of just a binary toggle of a scripted sequence. I think you are spot on as far as how companion disapproval of the player can go awry. Maybe Obsidian could keep track of the companions disapproval of your actions. Which basically unlocks a specific "retort" that will be saved for a future interaction. Later the companion will dredge up something from your past in an accusatory manner. That way arguments with them always seem topical and related the the player's history with said companion. Of course in these instances it would be best to allow the player to defend themselves in some form. Maybe not to change the companions opinion, because clearly their is a divided. But maybe the players response will garner increased respect. Basically earning "Kantian" points with a companion, even though consequentially they disagree with your actions. They might respect how you handle yourself, your candor and tact and all that. Maybe on occasions you do change there mind, because a particular past action had to be decided in the moment, and only later does everyone get to reflect on how those events panned out. - - - Of course too much reflection of the past could harm the pace of the game, you want to keep moving forward as well. Balance balance balance... if only this stuff came easily.
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There is like a dozen ways to go about balancing the increase in levels. Not sure if Obsidian has any plans or has talked about this, but it seems to be the next big topic on fans minds. Maybe a thread to get people's opinions is worthwhile once we hear a bit more. Gaining levels too fast though might mean we don't get enough time to "settle in" with each next tier in our build. I'm sure others can think of more concerns in regards to balance and scaling.
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Maybe we'd take skill every other level. Josh gave a talk at GDC on how they scale attributes differently than past Infinity engine games and the table tops. He talked about how the stutter-step solution was good and had it's merits but ended up not being used in PoE. So maybe the team wants to go for that.