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Everything posted by JerekKruger
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Making a mod that removes the cap on quality enchantment upgrades is likely to be fairly hard I think, but based on modding items in Pillars I'd think modding individual items to have a higher tier enchantment should be as easy as changing a few text entries once a suitable unpacking tool is released. I reversed the changes to the proc rate of Firebug on the Unlabored Blade after patch 3.05 and all it took was unpacking the appropriate asset bundle and changing a couple of entries from 3 to 10.
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It's essentially impossible to get this right, because different people want different things. I've said before that my ideal CRPG would only reward experience for the critical path, thus allowing the levelling curve to be very well controlled by the developers, but I know that a lot of people would hate the idea of not getting experience from side quests. Even for people who like my idea, I am sure there would be disagreement over when the player should hit max level: personally I'd prefer around 80-85% through so that I can play with my finished character, but I am sure others would only want to hit max level right near the end of the game. All that said, I think that most people would agree that PoE levelling was too fast, but luckily one of the people who agrees is Josh so hopefully the curve will be slower in Deadfire.
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Paypal backing ?
JerekKruger replied to obsinaut's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
I don't think anyone is suggesting the Black Isle Bastards as a replacement for such an option. We're just mentioning that it's available now and fulfils the same purpose. It's doing pretty well yes, but it would be a huge shame if it failed to reach $5000 because (a) we wouldn't get the Black Isle Bastards and (b) Obsidian would lose whatever proportion of $5000 we do raise (if the BIB fails to raise $5000 it's being refunded). So honestly, unless you (not specifically you Hemmer, generic "you") actually don't want the BIB in the game, if you have some spare cash you want to throw Obsidian's way you might as well donate to the BIB campaign. -
From an effectiveness point of view I'd say no. As an emergency defence +4DR is nice, but it's not really going to save you if things going really badly, and as a Wizard you already have a plethora of fast cast spells that drastically raise your deflection which will probably do a better job. Of course, if you want to play a Fire Godlike for some other reason, don't let this stop you. I'll admit they're one of the most striking looking models in the game, and Deadfire's model looks awesome.
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The Custom Portraits Thread
JerekKruger replied to Namutree's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
The artist's DeviantArt, she has some really good portraits that fit fairly well into the existing PoE ones, and will (I imagine) be popular once Deadfire comes out. -
Same as when a door is closed between you party an the area you command them to walk to I'd say. You can always try to disarm the trap, and choose to trigger it if you can't. Sure, but the question was how the path finding code should govern traps that completely block your path and my suggestion was that it should treat them the same way it treats closed doors that completely block your path i.e. your party will not pass through. Of course, to make this work you'd need an option to trigger a trap that you can't disarm by clicking on it, since you wouldn't have the option of simply walking through it. Is that currently in PoE? I usually have a high Mechanics character who can disarm any trap so this isn't something I have to deal with.
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Same as when a door is closed between you party an the area you command them to walk to I'd say.
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A question I asked along with its answer: http://jesawyer.tumblr.com/post/157949245471/another-enchanting-question-the-limit-on Well, being able to use a weapon from the beginning of the game to the end was a specific complaint that many Pillars players brought up. For those players, their sense of discovery and excitement was ruined (in their words) by the enchantment system because once they found a weapon they liked, there was no reason to switch to anything else. There are some other potential approaches we could take, e.g. only allowing a weapon to be enchanted a single time, but with no restriction on what power of enchantment goes on it. That would force players to choose between extending the normal lifespan of a weapon for a few levels or putting it away for many levels until they can put a really strong enchantment on it in the late game. Ultimately, though, if you’re looking for the ability to use any specific weapon from hour 3 or 4 through hour 30/40/50/60, I don’t think there’s a good solution that will make everyone happy. My thoughts: I wouldn't say there's no hope for those of us who don't like this change, but I don't think there's much hope.
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If the problem is that it's possible to reach max level long before the end of the game then there's not much to be done in (unmodded) Pillars. If the problem is that the game becomes too easy then there's a simple solution which doesn't require any mods at all: don't click the level up button until the game starts to become hard. This has the same effect as spreading out levels, although obviously you'll have to exercise your own judgement as to when you think you should level up. Not a solution for everyone, but I like it.