Jump to content

gerahmurov

Members
  • Posts

    9
  • Joined

  • Last visited

Posts posted by gerahmurov

  1. Give us something for killing enemies.

     

    Idea:

     

    1) Killing different enemies fills out the blanks in your bestiary. Upon completing the page, party members get small damage bonus when fighting that beast. 

     

    and more importantly... 

     

    2) When using weapon type, party members get damage and speed bonuses after some time. Like a weapon XP. Everyone can use whatever they want, no need for weapon groups, focus, specialization or any weapon talents. No real XP for killing enemies, but fighting makes you better at... fighting. 

     

    So, if a character deals XXXX damage to xaurips with sword, he will be better at fighting xaurips and better with swords. 

     

    After going through the whole game with a bow, character will achieve mastery with that weapon, but will still be level 12 or whatever, like the rest of the bunch, just slightly more powerful (if a player took the time to complete all the quests, clear out wilderness areas etc).

     

    Resting:

     

    Away with current system. IE style rest back into play, but more punishing.

     

    Rest wherever and whenever you like, small chance of interrupt in wilderness areas, huge chance for interrupt in uncleared parts of dungeon, small chance of interrupt in clear parts of dungeon. Do dungeon designs with resting places in mind. 

     

    Who wants to SAVE/LOAD their way through the game, so be it. 

     

    Remove resting bonus in inns. Makes no sense. Maybe add a longer period before becoming fatigued after resting in proper bed. 

     

    Come up with some minigames (Witcher style) if you can't think another way to make inns relevant.  Rolling dice (how appropriate), fighting bare handed, playing cards with gods painted on them, having bards recite poems when you talk to them, drinking beer and getting some flavor information about the world from the innkeeper. 

    I disagree with resting. Resting is fine as it is. Also bonus in taverns is the greatest thing for making me sleep in taverns. I use it very often instead of camping outside.

    And interruption by monsters - not good idea for crpg without random levels and random monsters. And personally, I hate when they appear out of air.

    I'm so happy that there is no respawn of monsters so you can literally clear all locations and you cant grind small mobs at start.

    Or it can be interruption by script and disbonus - and everybody hates disbonuses. Bonuses are a better motivator. That's why I think resting is fine as it is and tavern bonus is an excellent solution.

     

    Just to make clear that there are people who dont want to change the resting system.

  2. Opening a door with a key should be rewarded by the same amount of experience as opening it with lockpicks. XP is important and after finding a key I can not pick a lock to the door anymore. And why characters without lockpicking skills, but who traveled through the whole level, slayed countless foes, found a key in a kidney of a dead spider-ogre on the bottom of the cold stream, shouldn't be rewarded by a small amount of XP? They got the door opened, right?

     

    Or give a option to lockpick it even if I have a key. Because now it is a problem.

    Furthermore, finding a key can be rewarded to by a small XP =)

    • Like 2
  3. Traps. I love 'em. When I found out they're recoverable with a successful disarm check, I was overjoyed... only to be immediately dismayed when I saw that you can only place one at a time.

    Why? I get that it's most likely a way to avoid abusing them (even though, it would be hilarious to see something like a dragon be taken out instantly by dozens of traps) but it could be easily solved.

    For example:

    -number of placed traps at one time proportionate to Mechanics skill;

    -have the traps' strength and damage, again, proportionate to the Mechanics skill;

    -give the enemies the ability to detect traps (not sure if they do this now, but from what I've seen, they can't) and avoid them.

    or any other number of ways.

    Why not abuse them? Abusing is fun sometimes. I don't recall whether they are limitless in shops but otherwise there are not much of traps in the game. And if I collected all of them just give me the chance to kill dragon with traps. I earned it. It a single player game. It should be fun above balance. Make me feel I broke the system.

     

    and +1 for these

    -Better transparency or character outlines when characters are behind scenery (trees, doorways, etc)
    -More obvious character location indication when they are selected. It's currently very very subtle and I have to almost zoom in and look for it.
     
    also please do something with unstackable bonuses from items.
    As I wrote in another thread, in Divinity Original Sin I had to spend hours to sort items manually in the inventory before patch. And now in Pillars sorting is presented from launch but now I have to spend hours replacing items on my chars through 12 windows for better bonus (1 inventory, 1 status, both x6 chars). High-end items with bonuses to different stats at once make things only worse.
    There is so much info I have to keep in my head every time I shop.
     
    And I cant think of any convenient interface for speeding up this process. And the only useful thing could be 'Autosuggest' button based on priority of stats for the character, which (thing), seems to be not so easy fix.
     
    • Like 1
  4. This is really not convenient. In Divinity Original Sin I had to spend hours to sort items in the inventory before patch. And now in Pillars sorting is presented from launch but now I have to spend hours replacing items on my chars through 12 windows for better bonus (1 inventory, 1 status, both x6 chars). High-end items with bonuses to different stats at once make things only worse.

    There is so much info I have to keep in my head every time I shop.

     

    And I cant think of any convenient interface for speeding up this process. And the only useful thing could be 'Autosuggest' button based on priority of stats for the character, which (thing), seems to be not so easy fix.

  5. Okay, about dragging camera by right mouse button. There is an option in controls and by default it is set to Mouse Wheel (aka Mouse2 button).

    But I cant set it to right mouse click Mouse1 - the key just unbinds after setting.

     

    And left mouse button and right mouse button are different from the beginning - left is pointer and right is a formation rotation (which is also works as a pointer).

  6. So the game is released and it is wonderful!

    I'm so happy with it.

     

    Let's make a thread of feature requests and other wishes as I didn't find it anywhere.

     

    First three from me:

     

    1. Please make 'cleared' mark on icons of locations on World Map when there is no enemies or interactive things there. Or allow me to make custom notes. I'm forced to leave some strong foes alive and some traps remains in different locations. And I start forgetting the particular places now =)

     

    2. Drag the camera by right clicking. Currently it seems that left and right clicks do the same. And I constantly found myself trying to move the camera by holding right mouse button and dragging.

     

    3. Please increase the speed of moving camera by cursor or arrows. It is really slow now.

×
×
  • Create New...