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Ragg

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Posts posted by Ragg

  1. When a companion is dismissed, all the items in their inventory are gone when you bring them back. The items are not in the stash or anywhere else that I can see. All equipped items are still there. Also, Hiravias has 10 level 4 spells, which I'm pretty sure he's not supposed to have.

     

    How to reproduce:

    1. Load the save in the Dropbox folder
    2. Dismiss Eder and click accept
    3. Recruit Eder and click accept
    4. All the items in Eder's inventory is now gone. This happens to the other companions as well.

    Savegame, output log and screenshots: https://www.dropbox.com/sh/8y1gmrqdbs3ac3f/AADuZOIjyO3zygGPJiTlk5yKa?dl=0

  2. Supposedly the idea is to have a range of skill check thresholds for all areas so that a generalist can succeed at a lot of easier skill checks, or a specialist can succeed at all skill checks but only for 1 or 2 skills. I hope the balancing works out and all skills will be useful, and generalists and specialists will be useful as well. Based on the beta I'd pick up Lore and Survival for my PC and a bunch of points in Might, Intellect, Perception & Resolve for the conversation options. Hopefully the rest of the game is more balanced in this regard.

  3.  

    There's far too much loot in these games to deal with that. Fallout New Vegas was particularly annoying on this front.

    I'm so happy to hear there's somebody else who found this to be a problem in F:NV. Although I suspect you still didn't mind it quite as much as I did, since it was one of the (numerous) factors in my deeming the game unplayably frustrating within a couple of hours and uninstalling it.

     

    (Seriously, that game was mechanically so awful that I can't understand how so many people were willing to suffer through it long enough to get to the 'good content' that I'm told exists somewhere. I feel sorry for anyone contractually obligated to attempt to develop an enjoyable game in such an unspeakably bad engine.)

     

    Well, it was that and the awfulness of Old World Blues that killed it for me. I'm fairly happy with this games looting & inventory system, although it really needs highlights for everything you can interact with, like loot dropped from corpses.

  4. I'm not a great fan of players having to lock-in decisions like that at character generation.  Flexibility is a plus-- if a player sees lots of opportunities to use Survival skills and would like to try them out, he or she should be able to sink some points there and see the desired result.  Won't get as much out of it as the player who invested heavily from the start, but hopefully should see some benefits.

    I'm not sure this is going to happen in practice. I mean, if you're well into the game and suddenly decide you want to pick up a new skill, are you even going to be able to catch up to the skill levels required? Not to mention that the already invested points are somewhat wasted if you don't keep leveling the skill.

  5.  

     

     

    Carrying capacity isn't actually strategic because you can just go back and forth ferrying loot out. Unless you also have another system that restricts that such as needing supplies to travel back and forth, or respawns.

     

    But going back and forth ferrying loot sounds like it could be made into an interesting gameplay part. Add dangers on the way back: like random encounters between zones or other interesting features. Also, ferrying loot back and forth doesn't sound so bad. The environments are amazing and I'd love to feel like an adventurer going back to town to sell off my loot when my backpack is filled.

     

    Personally I really dislike having to sort thru every bit of junk lying around to evaluate whether to keep it or not. There's far too much loot in these games to deal with that. Fallout New Vegas was particularly annoying on this front. I prefer either for there to be a lot less loot that's more valuable, or loot as much as you want and sort it out when you get back to town.

     

     

    Why do you feel like you have to look through all loot? I feel like that is a leftover from bad game design. Sounds more like a job to me than a game.

     

    Because it's there.

  6.  

    Carrying capacity isn't actually strategic because you can just go back and forth ferrying loot out. Unless you also have another system that restricts that such as needing supplies to travel back and forth, or respawns.

     

    But going back and forth ferrying loot sounds like it could be made into an interesting gameplay part. Add dangers on the way back: like random encounters between zones or other interesting features. Also, ferrying loot back and forth doesn't sound so bad. The environments are amazing and I'd love to feel like an adventurer going back to town to sell off my loot when my backpack is filled.

     

    Personally I really dislike having to sort thru every bit of junk lying around to evaluate whether to keep it or not. There's far too much loot in these games to deal with that. Fallout New Vegas was particularly annoying on this front. I prefer either for there to be a lot less loot that's more valuable, or loot as much as you want and sort it out when you get back to town.

  7. The files for conversations and scripted interactions are actually XML, so you can just open em and check it out. You need 5 athletics to climb up to the egg and 20 CON to carry it down. You can also climb up with a grappling hook in which case I believe you need 16 CON to carry it down. Also, it looks like if you have another hook you can use that to lower it down without any other requirement.

  8. Yeah fatigue is an actual mechanic. I've seen characters get light fatigue for no particular reason. I guess maybe from fighting a lot? And then the characters with low Athletics got critical fatigue from crossing the chasm.

     

    I do agree that the optimal thing is to make sure each party member has a high enough skill to beat the scripted interactions. Probably pumping Lore on my PC since it seems to come up a lot in convos.

  9. Assigning points might seem stupid if you are playing a balanced party. But let's say you want to go crazy and make a party of 6 paladins. Assigning points lets you have 6 paladins with different skills. It of course also lets you make a completely useless party skill wise. I'd personally rather have the freedom to screw up, but also make wacky parties.

    True. I kinda wish they'd just remove the skill bonuses from the classes entirely. An interesting option, in my mind, would be to tie it to your starting background.

    • Like 1
  10. 6 Characters:

    Character 1: Athletics Focus

    Character 2: Lore Focus

    Character 3: Mechanics Focus

    Character 4: Survival Focus

    Character 5/6: Whatever you want.

     

    Right now you only need 1 point in stealth to get pretty close to things. So unless you want an uber stealth party, why would anyone not do the listed setup? Everything is covered with room to spare. 

    There are a couple downsides to this, for example you have to cross a chasm with a grappling hook and everyone with low athletics becomes critically fatigued (huge accuracy penalties), also conversation skill checks can only be unlocked by your PC.

  11. I think my Rogue has Mechanics level 7 at the moment. But you don't get any messages of "you cannot open this lock" just nothing happening at all.

     

    I just wasn't sure if there were any specific icons you had to click on to actually try picking locks.

    I got a Mechanics Required: 7 or whatever message when I failed to pick a lock.

  12. I made a Rogue and pumped mechanics, opened the door just fine. I guess the lockpick is only needed if you don't quite qualify to open the door with your skill alone. If you level mechanics and another skill you won't be able to open any doors in the BB it seems, at least not until you level up.

  13. What's the point of tying skill bonuses to classes and then giving you a bunch of skill points on level up. I highly doubt that people are going to put points into skills that they didn't get a bonus to, and also the ones that start with 3 bonuses are worse because if you pump 3 skills you won't be able to reliably unlock skill options. Furthermore the whole skill points on level up thing is stupid because nobody is going to suddenly change what skill they've been leveling, for the same reason. If I'm in the part of the game where you need an average of 10 to unlock options, why would I start leveling a new skill? It just doesn't seem very well thought out at all.

  14.  

    I don't get it - who's forcing you to queue AoE abilities? Why do you guys keep insisting that having an action queue means that every action will be queued and you have to manually unqueue them? It's the other way around. You queue actions when you specifically want to do that - otherwise you just play as if the queue didn't exist at all.

    I didn't say any of those things- i said that if you do use queue (even manually), you will then have to manually unqueue things manually a lot as the tactical danger of the fight changes.

     

    Basically, Queuing enhance the strategic aspect (macro) at the detriment of the tactical aspect (micro). It's even worse when you consider that in order to make queuing /work/, you would have to completely change the balance of the game even for those who don't use queuing.

     

    Basically, i want my strategic aspects to be in the character building/gearing/grimoire selection, and not in the actual combat itself. I want the combat itself to have /challenging/ tactical gameplay, and in order for the tactical gameplay to be challenging, it must constantly present new difficulties/challenge that the player either didn't expect or didn't consider likely, and as thus will make queuing a hassle.

     

    This makes no sense whatsoever. You don't have to have a system where you have to manually unqueue, you can just have optional queueing that plays identically to the old IE games except when you choose to use the queue. Game balance doesn't change at all because you could already pause and do it manually.

    • Like 1
  15. You just ignored my above post. Adding an action queue to the game will change the way that everyone gives orders to their party.

     

    Example:

     

    No Action Queue

     

    AI auto-attacks, and you override those actions with actions of your choice, and you are free to override your choices if you change your mind

     

    Action Queue

     

    AI auto-attacks and queues up an attack action in the queue every X often, you add an action to the queue, however if an auto attack has already queued before you want to do an action, you have to cancel the auto attack before your character can perform the action (annoying) or you just let it run through and be late (not great for harder difficulties). If you change your mind about what you want to do you have to manually fkn cancel everything in the queue and then queue them up again.

     

    It is literally the most aids thing ever.

     

    There is no way that I will support an action queue for this game. The IE games didn't need them and neither does this.

     

    Your idea of what an action queue has to be like is really bizarre. First of all, there's no reason why the AI has to add actions to the queue, second the problem of being unable to override actions is easily solved: make the default to clear the queue and put in a new action, and if you hold down shift it adds actions onto the queue. Simple and you can still play without using the queue at all.

    • Like 2
  16. right now I just got on telos, and this ithorian is explaining to me about restoration problems his people are having, and something about czerka corporations. It's too fast when he speaks!

    The Ithorians are the only ones who I've noticed speak too fast, but I agree it's annoying, especially when all the other aliens speak too slow.

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