Jump to content
  • Sign Up

ksagan

Members
  • Content Count

    9
  • Joined

  • Last visited

Community Reputation

2 Neutral

About ksagan

  • Rank
    (1) Prestidigitator

Badges

  • Pillars of Eternity Backer Badge
  • Pillars of Eternity Kickstarter Badge
  1. Not sure where else to put something like this--"I like your product a lot, and I know you value feedback, so here's mine". Obviously, this is a forum, so if people wanna argue, you're welcome to, but I'm just gonna put this all out there in case the devs wanna read it, not interested in debating. General context: I played on hard, made mostly goody-two-shoes and/or radically anti-capitalist decisions (gave monarch to zora, took 100% of the dimethyl. didn't kill the chairman tho.) too much loot; sometimes in weird places I'll buy that byzantines are all strapped, but would there really be a bin with a pistol and ammo sitting next to a park bench, free for the taking? I prefer to only pick up loot that is not marked as "stealing", even when there's no possible way to get caught, and it didn't take me long to feel rich. Something like this should make a difference; I should be struggling a tiny bit, financially. not enough challenging encounters; combat never felt hard after I got a feel for it (basically, by the end of the power plant), with the sole exception of the final boss companion active abilities hard enough to keep track of--making so many perks revolve around refreshing them faster only made it worse was there a visual indicator of them recharging? Should be more attention-getting, maybe with a pulse when they're ready. Apologies if it does and I just didn't notice--but that's an important data note in and of itself. Skill investment didn't feel meaningful enough I get that leveling groups of stats prevents weird characters who are skilled in persuasion but incapable of lying (although frankly I just described myself so I'm not sure I agree it's a valid goal), but once I eschewed melee, it was too easy to be a jack of every other trade and a master of a fair number as well. Maybe the actual problem was not that specializing didn't *work*, but rather that it simply felt too inefficient. Where I put my stats, and my specialized (i.e. after 50) skill points, felt less important than which companions I had with me--particularly in conversations, and especially once I had the perk that doubled their impact. Too much lockpicking; made lockpick skill feel indispensable (even if money was plentiful enough that this feeling was an illusion) could have used something like rubicon from P:T, something very optional and grindy to just play the combat system. I do enjoy being able to bypass combat encounters, feels more elegant. However, I do *also* enjoy the combat, and a low-detail, low-effort optional dungeon would make it easier to have my cake and eat it too. would have liked diminishing returns past lvl 30; maybe no more perks, but continued skill increases? Something needs to be changed about consumables. too much trash to sift through, and simultaneously too hard to keep in stock of your favorites; I ended up not using any except the basic healing until the end of the game. Having about a dozen different effects, and THEN multiplying by several different brands having different durations for each effect, resulted in too much clutter, and made it hard to keep a steady supply of your preferred varieties in your inhaler. I get that the plethora of brands was important for tone, but it might have been overkill. Maybe reducing it to just 2 different brands (durations) for each item would have been enough to make this aspect of the game more accessible, but as it was...I really wanted this to be part of my gameplay, the same way orange mentats and psychojet were part of my F4 gameplay, but it just didn't fall into place until the final sequence, when I was no longer concerned with stock management. it didn't help that consumables with different durations and the same effect didn't look similar, or that stores stocked very small amounts of consumables, or that consumables were really expensive to buy. I think the high buy/sell price ratio makes sense for weapons and armor, but I think it kinda hurt the game when applied to consumables. And yes, I did mention elsewhere that I felt rich, but not rich enough to throw money away; consumable prices seemed hig Part of the problem might have been the low combat difficulty; I might have been more pressed to hunt down consumables in stores and spend money on them if I hadn't been coasting through the combat--but I don't want all the additional effects of supernova/survival difficulty, I just want harder combat. FINAL COMPLAINT: I did not even realize until I was making this post that I NEVER FOUND ONE OF THE COMPANIONS. I had to google where they even were. So, apparently, the priest in Edgewater was supposed to join me after I gave him the book? I don't know if it was a bug or if I accidentally blew through a dialog exchange that told him no, but...consider it a data point that somebody who wanted every companion possible, did not get one of them, in spite of completing the necessary quest.
  2. You're also insisting on literalism. It can make sense, if you're willing to accept that it's abstraction. The diamond isn't worth 2000; that's what you get from the system of pawnbrokers, appraisers, traders, etc. that absorbs all the junk that adventurers bring in, a sizable amount of which is counterfeit (Hell, how do you even know the diamond YOU got was genuine? Maybe you were lucky to get that 2000; maybe the whole hullabaloo was over a counterfeit to begin with). Your hirelings don't live on 10 a day; your keep spirit attends to various duties (e.g. creating indirect incentives to attract combat-ready citizens, purchasing equipment, possibly paying *some* full-time staff, and probably paying a stipend to some farmers/reservists) in order to retain a militia to deal with attacks as they occur. The monetary cost of these duties scales with the military strength you want to have on retainer, and the game abstracts this out to 10 a day per "hireling" (I wouldn't even insist on assuming a "hireling" is "One person", it's a unit of military strength; it could be half a dozen guys with pitchforks, two part-time mercenaries, or HALF of a full-time guard captain/sheriff) An egg isn't 5 cp; that's how much it would cost you to get enough of that ingredient to comprise its share of a recipe, and it abstracts out extraneous details like the time and effort to prepare food and follow recipes, gather the other mundane, common ingredients, etc. Conversely, the inn stays ARE expensive. A day at an inn is not a night at a motel; first of all, it includes meals. The cost of staying at a relatively cheap hotel and eating from the kitchen is more than an individual should make per day. And that's the CHEAP inn stay! The ones that grant bonuses are LUXURY HOTEL ROOMS--that's why you're so alert and well rested the next day, you supped and slept in the lap of luxury. You can choose to believe that a hireling is literally a full-time mercenary, you sold the most valuable diamond in the region for its actual market value, and that an egg is 5 cp. But you already know that the in-game recipes for foods with eggs are skipping some mundane ingredients; so you already know that they're abstracting away some of the extraneous detail to streamline the mechanics and ease your understanding. Why does your suspension of disbelief accept discrepances in the ingredients necessary to cook certain foods, but not the costs of goods and services?
  3. No! The solution to visibility isn't to turn on a novelty feature. I gotta be honest; as soon as I heard about big head mode, I knew I was going to have it on all the time, for exactly this reason. And I was right. But it still isn't enough; my chars are usually too clustered. I end up waving my cursor back and forth over a portrait, while staring at the combat, searching for a flickering green circle. Maybe, like Justinian said, a head size *slider*, so they wouldn't get in the way of each other as much. EDIT: Also, I wonder if allowing the color selection to affect equipped armor would be helpful (maybe as a toggle option, since some people might not like that much divergence from IE aesthetic/realism).
  4. Yes it does. But it's funny to watch them rage about nothing. Oh. Okay. Sorry. I went looking for "trap" in the auto-pause options, and was greatly disappointed. Thank you for informing me that I was simply scanning for the wrong word.
  5. I do agree with that point, but-- WHY ISN'T THERE AN AUTOPAUSE ON TRAP SPOTTED OPTION?! (obviously, I'm not demanding answers of YOU, Emptiness, just sayin'--it's a heluvan oversight
  6. [mild early game SPOILERS] This game uses everything for non-combat interactions, not just intuitively social skills/attributes. So far I've see a test that had two levels for perception, of which I had neither, but also let my high might bail me out, a lore test, and a slew of cultural/racial tests that I have failed all of (which, statistically, any given player usually will); but I've yet to run into an opportunity to flex my 20 intellect outside of beastly CC spells.
  7. That's odd, because my own experience with tanky paladins has been that they are fantastic. Mind you, they can't kill anything at all, but they can soak it up like nothing else while your killers do the work. What kind of build were you using? Could vary situationally; if your ranged DPS is trading blows with the enemy's, or if the enemy has high numbers but low endurance, a tank that can hold his own on the DPS chart could be superior for his ability to decrease incoming DPS by thinning enemy numbers. Convsersely, if you're fighting a boss, or high endurance enemies, you really need your tank to be able to just soak blows ad nauseam. It comes down to personal tactical preference: Do you build for the trash encounters, conserve your strength, then burn resources on the boss? Or do you build for the boss, and struggle to conserve through the minions? I've always preferred the latter, especially on harder difficulty settings; smooths out difficulty curve spikes. But I'm not used to the level of micro-managing PoE entails, and I think building with RTWP in mind makes it a more viable option.
  8. ^This. I...kinda value my time really high. I want to customize my party completely, but I also wanna get all the companion plot. If you could pull this off, I would be your bestest friend forever. And on a *sincerely* unrelated note--read your sig, sorry to hear you're up **** creek. I backed Numenera too, and threw an extra copy in my pledges just because I was looking for things to give them money for. If you didn't already back it (and assuming you don't expect to be able to afford it), I'd be happy to gift you it (Again, COMPLETELY REGARDLESS of whether or not I am your "bestest friend forever" as per the above paragraph)
  9. I've been using triangle formation pretty constantly. At some point, it seemed to...degrade. It didn't look like rows formation, it might have been...the pentagon one...but I don't know for sure, it just looked like a couple guys were out of true. At first I assumed it was a matter of space to move, but I noticed it in open spaces also. Then my main char nearly died because I hadn't noticed that the degraded formation had her near the front, which implies that they weren't simply out of true, they were actually in a different formation, but I'm still not *certain*. In any event, switching to another formation and back fixed it immediately.
×
×
  • Create New...