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Zap Gun For Hire

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Everything posted by Zap Gun For Hire

  1. Guests are folks who aren't registered to the forum reading the thread. Anonymous users are folks who are registered but have chosen to read the forum in 'invisible mode', meaning their user names don't show up on the "users are reading this topic" or various other lists that show which active users are doing things on the forum (reading, searching, posting).
  2. No. Worrying about fine-tuning PotD is literally one of the last things they should do, IMO. I would be quite irked to find out they cut features just to spend more time on something to satisfy the difficulty fetishists* out there. Especially since balance gets tweaked for months (if not a year) post-release. * NOTE: I am something of a difficulty fetishist (though not on the first couple of playthroughs). But even I realize that it's a side challenge that the vaaaaaaast majority of the user base not only won't care about, but would be upset to find out that things were cut just so folks like us could scratch an itch.
  3. For folks with OS X: MINIMUM:Requires a 64-bit processor and operating system OS: OS X 10.12.6 Sierra 64-bit (or newer) Processor: Intel Core i5-4570S @ 2.9GHz Memory: 8 GB RAM Graphics: NVIDIA GeForce GT750M Storage: 45 GB available space RECOMMENDED:Requires a 64-bit processor and operating system OS: OS X 10.13.3 High Sierra 64-bit (or newer) Processor: Intel Core i7-4770HQ @ 2.2 GHz Memory: 16 GB RAM Graphics: AMD Radeon R9 M370X Storage: 45 GB available space And Linux: SteamOS + Linux MINIMUM:Requires a 64-bit processor and operating system OS: Ubuntu 14.04 LTS 64-bit or newer Processor: Intel Core i3-2100T @ 2.50 GHz / AMD Phenom II X3 B73 Memory: 8 GB RAM Graphics: ATI Radeon HD 4850 or NVIDIA GeForce 9600 GT Storage: 45 GB available space RECOMMENDED:Requires a 64-bit processor and operating system OS: Ubuntu 14.04 LTS 64-bit or newer Processor: Intel Core i5-2400 @ 3.10 GHz / AMD Phenom II X6 1100T Memory: 8 GB RAM Graphics: Radeon HD 7700 or NVIDIA GeForce GTX 570 Storage: 45 GB available space
  4. For those of us importing characters from PoE I, will we be able to import our kickstarter/pre-order items from PoE I? Don't really care about Guan's Pledge (and I don't know how it would work in PoE II with the Endurance change) but I'd miss my Cloak of the Obsidian Order as well as my Miniature Giant Space Piglet and Tiny Obsidian Worm. I suspect the answer is "No", but it can't hurt to ask.
  5. I can provide some more context for this bug, or at least a similar one. First of all, I had all AI scripting turned OFF. When I first enter into battle after loading a save, I get this: https://imgur.com/cobOOF5 If I use a special ability, then that special ability will not clear out of the icon when it is done: https://imgur.com/ksTEhrN This can make it seem as if it hasn't gone off yet if one isn't paying attention. Finally, if I start another combat with the same save, if a character used an ability at the end of the last fight, it'll appear again at the start of this one: https://imgur.com/wAQXF35 (All of the above links go to 1920x1080 pics, so they can be right clicked on and then zoomed in on) If a save file will help, I can attach one later on.
  6. That makes the weapon only really usable by a Ranger though, which shouldn't be the case. I'm all for the idea of "it's so powerful that it can Stun and Prone people, therefore it takes a long time to reload", but if the devs were really trying to play that angle the decreased reload speed should have coincided with the Stun and Prone chance. In this way the level 3 weapon unlock is actually better than the level 5, which is fundamentally counterintuitive, and therefore likely an oversight (extremely weird seeing as the got the +50% attack speed working just fine, you'd think they wouldn't make the mistake to throw in a minus in front of the reload speed). I'd agree with you, partially - at the moment it only usable by ranger with SA. Another one thing: this arbalest don't have crit damage penalty (- 0.3 to crit gamage). But you're right - level 3 seems to better than lvl 5. Don't think it's a mistake (becose with bonus +50% reload speed, rangers might have +100% reload speed bonus and +70% attack speed which will be overpowered anyway), i think it's a design oversight. The War Club also seems to have a bit of a design oversight as the change from Level 3 to Level 4 is perhaps lateral at best when it changes from Exceptional to Accurate 4. You get an increase in Accuracy (+8 to +15), but less damage (+30% to +15%) But the time one is going to be on Level 4 is pretty trivial, IMO. Dealing 300 points of damage via Critical Hit shouldn't take long at all. Then it gets upgraded to Accurate 6 which is +21/+30%. So in the end, not a big deal.
  7. I haven't seen any class-specific upgrade, but I didn't do rigorous testing either. If anyone finds any evidence of a class-specific upgrade, I'll edit in the post. I highly doubt either the Cap or the Belt give different class upgrade options, though. Just really doesn't make sense from a design perspective. Maybe I'll test a Wizard for Spike-Flinger or a Priest for the War Club sometime, as they might be the most likely to have something different. But the options given (Prone, Stun | Hobble, Weaken) do seem generic enough to be universal. Real Men wear pink drink milk.
  8. As promised, the benefits and upgrade requirements for each level of the new Soulbound items for the Deadfire DLC. I put them in spoiler bars so it wouldn't take up a lot of screen space. War Club of the Mataru: One-Eyed Molina's Gold-Fingered Spike-Flinger: Belt of the Royal Deadfire Cannoneer Company Captain's Cap ======== One interesting thing I noticed is that the second level of the Company Captain's Cap and the third level of the Belt of the Royal Deadfire Cannoneer can be unlocked nearly simultaneously if they are on the same character, with a little bit of work. What one has to do is track down something that delivers ranged damage, take 100 points or so from them, unlocking the second level of the belt. Then track down any ol' melee combatants and get the next 200 points of damage to unlock the third level of the belt and the second level of the cap. The cap will almost certainly unlock first simply because it'll be really hard to stop the damage at exactly 100 points. But there shouldn't be too much overlap with careful planning.
  9. I first thought it might be a bug as well, but I just finished upgrading it manually, and I'm not so sure now. First tier: +15% chance to cast prone on hit/critical, +4 acc, +15% damage Second tier: +15% chance to cast prone on hit/critical, +8 acc, +30% damage Third tier: +15% chance to cast prone on hit/critical, +15% chance to cast stun on hit/critical, +8 acc, +30% damage Fourth tier: +15% chance to cast prone on hit/critical, +15% chance to cast stun on hit/critical, +8 acc, +30% damage +25% attack speed, -25% reload speed Fifth tier: +15% chance to cast prone on hit/critical, +15% chance to cast stun on hit/critical, +12 acc, +45% damage +50% attack speed, -50% reload speed The fact that the fourth tier is ALSO a trade-off of Attack Speed and Reload Speed makes me think that this might be Working as Intended. Could be wrong though. Maybe I'll make a thread in the bug section and see if Obsidian has anything to say about this. (As an aside, I now have manually unlocked all four of the new Soulbound weapons. I'll post their full upgrade path and requirements later tonight in another post when I have time to write it all up)
  10. Is party assisted skill checks actually a thing outside scripted interactions and conversations? True enough, I shouldn't have said 'all'. Still, thematically the idea of a Party Assist (I edited my post) for finding something makes sense. More eyes to spot something. Maybe one person just happens to be looking in the right spot at the right time.
  11. Since we don't have stats of any of the companions yet, I don't know how we could possibly know the bolded bit. I would also add that Perception boosting items will exist in the game and we don't know how high it can temporarily go with food/items/rewards/scripted interactions. Now needing at least one high perception character in the party might be a bit of a problem. But perhaps, if feasible, trap detection can work on the same principle as all other skill checks: A pooled party resource via Party Assist. This doesn't do much about solo builds, but they're supposed to be a challenge anyway (as well as the game not really being balanced around solo play in the first place).
  12. Directly from Josh Sawyer, paraphrasing (starts at 36:30 on the Twitch stream during a discussion about traps [which are also being tweaked when it comes to player use, but that's another topic]): We want to encourage people to be careful, but we don't want to encourage rest-spam. This presumably that would also cover 'save-scumming'. Also Josh seems to agree that 25%/50% health loss is too much of a penalty for a frontline combatant, which was one of the main things discussed in this thread. Another point seems to be why they want to encourage resting. Paraphrasing again, resting is intended to be more centered around food bonuses gained and lost. I interpret this to mean that rest-spamming for injuries isn't really what they intended for the rest mechanic, so that's one reason the injury system is being tweaked. ==== Sounds good overall to me, FWIW. Four injuries = autodeath (except on Story Mode), some cause health loss and some don't. Less of a health penalty for those that do. And nice balance between injuries matter and injuries matter TOO much.
  13. For people curious, players don't have to drink in The Gref's Rest in Stalwart Village nor in The Wailing Banshee in Ondra's Gift to get the last level of the Company Captain's Hat unlocked. Even if you have the White March installed or finished the quest revolving around The Wailing Banshee. I tested by drinking both Ale and Beer, and they both unlocked the Captain's Hat, so I presume Mead would work as well. For ease of use, here are the six places you have to have a drink. Black Hound Inn (Gilded Vale) Goose and Fox (Copperlane) The Charred Barrel (Brackenbury) The Salty Mast (Ondra's Gift) Dracogen Inn (Dyrford Village) The Celestial Sapling (Heartsong) Near as I can tell, you don't actually have to be at/near the bar as well. Just be somewhere on the level map. This also means this soulbound item can't be fully unlocked until Act III at the earliest.
  14. In that case you have to modify files yourself. Change the values like I did, more specifically: - assets with path id 445 and 446 in px4_principi_arbalest.unity3d - path id 28 in px4_attack_and_reload_1.unity3d and px4_attack_and_reload_2.unity3d You can use my raw files as reference. In order to be able to extract, modify and repack the files you need Unity Assets Bundle Extractor: https://7daystodie.com/forums/showthread.php?22675-Unity-Assets-Bundle-Extractor I was afraid of that, thanks. I'll consider diving in to that pool, but much later down the road. Hopeully Obsidian will fix this before I decide whether or not to try to crack it.
  15. Downloaded the mod so I could 'fix' the arbalest in the latest patch. AIUI if all I want to do is modify that weapon, I should only install the files related to the arbalest. But if I want to keep the requirements for upgrades/classes and ONLY change the reload speed, what should I change, if anything, before installing?
  16. Does anyone know if any of the new soulbound items give different benefits to different classes as they unlock, like some of the other soulbound items do?
  17. But what are you figuring out? How to push the "things die" button? If you invent a sport called "do anything," then you do anything (even nothing is something), and you go "YAY, I WIN!", then what's the point? Your choices and skill are taken out of the equation. You aren't solving anything, or figuring anything out. At that point, the only challenge would be actually losing combat encounters, as it would be a challenge to do so even if you just left everyone to AI everything to death. You still don't comprehend the paradox. In the context of "I want to overcome stuff," you can't take away all the obstacles or challenges yet still derive enjoyment specifically from overcoming stuff. Bolded. It's not that I don't comprehend the paradox. I reject the notion entirely of it being a paradox. Jeff Vogel of Spiderweb software had some thoughts about this, or at least related thoughts on this matter (with more thoughts on the subject on a later post). I'll quote the meat of it here: Jeff Vogel has been designing cRPGs for over 20 years now, which is several eternities in the gaming world. And while he isn't infallible in his opinions, I give his thoughts on game design extra weight simply because he HAS been around so long and survived as a self-proclaimed bottom feeder. And his thoughts here about how in SOME of the rewards in cRPGs can be nothing more than elaborate way for a mouse to realize it gets food by pressing a button are pretty astute, IMO. Now Pillars has much more to offer than a gussied up Victory Button as you put it. It, unlike MMRPGs, isn't based around the grind. Players don't have to push the Victory Button to advance there characters. But for those that want it it's still there. It's that ol' power fantasy bit I mentioned in another post. To put it another way that constant drip drip drip of satisfaction from seeing something done, even if it isn't that hard to do it. You might not see it as an accomplishment, but it's enough that others do. ===== So why not cut out the middleman and make a game with nothing more than a Victory Button? Well presuming you are actually serious about your question, it's the gussied up bells and whistles that help sell the illusion. With out the bells and whistles it isn't as appealing to as many people. Simple as that.
  18. This is an old post, but since this seems to be one of the two main threads on the burning house (at least the ones found via Google), I thought I'd chip in with an observation for any future players having problems here. I strongly suspect Hiravias auto-fails finding the ring because he has only one eye. It's a little difficult to be sure since the .conversation files can be a bit hard to read. But I do recall remembering an Orlan character auto-succeeding (or at least having a bonus) to a size based check somewhere in the game on one of my playthroughs, so there might be precedence for this. Anyway, just throwing this out there for any future players banging there heads on a wall trying to succeed with Hiravias.
  19. BTW, if people want to walk/saunter from one end of the map to the other, knock yourselves out. As I said in another post, different people like different things. If Pillars can satisfy this particular itch to these different folks, more power to 'em, I say. More the merrier and all that. Just don't complain about my so-called run setting is all I ask.
  20. So... why do swords damage characters? Why can't our characters run infinitely fast? Why are there so many simulated things in the game if "because this is a game, not a simulator" justifies the abandonment of any and all simulation whatsoever? Game. Balance. There is a push/pull between suspension of disbelief and ease of game mechanics and over all balance. Take the stash. Not only is that incredibly unrealistic (even with the mechanic of only being able to access it at rest), but even the concept of the backpack with limited slots doesn't work. How is a sword the same as a tower shield? Have it take more inventory slots? Setting aside the tediousness of balancing that from a game designer standpoint, it still really doesn't work. Almost everything people find in RPGs of a decent size would NEVER fit in any sort of backpack except for rings and belts and whatnot. Mule packs then? Whole host of other issues. This is the sort of Pandora box that gets opened when simulationism runs amok. There are games where this system can work, though even there there are still sacrifices to game play, but Pillars (thankfully) is not one of them. ==== PS: Not that it was asked, but sitting around waiting for people to walk from one side of a Pillars sized map to the other is BOR-ING to many. Hence the so-called run setting. It's designed so people don't waste TOO much time going from one spot to the other while still allowing interaction with game environment (ambushes, running into enemies, whatever). In other words a compromise to facilitate game play.
  21. This has a really really REALLY simple answer: Different people get satisfaction out of different things. Crazy ol' world, huh? For some folks satisfaction is fighting tooth and nail, worrying about every hit yet emerging triumphant. For other folks satisfaction is seeing just how high the fish will jump in the air when one shoots into the barrel. (For others still, it's both, depending on the mood. ) The reason why the "I Win" button 'solution' you suggest doesn't work you don't get the satisfaction in seeing things get exploded on the screen. No sense of "I am REALLY good at figuring this game out and watch as I carve destruction in my wake". There's a reason why that Conan quote about what is best in life is so popular after all. In the end it comes down to power fantasy. Nothing wrong with satisfying that itch as long as one is honest about it, I reckon.
  22. That's by design so players don't accidentally sell/drop a quest-related item.
  23. Here are a couple screenshots of one example (1280x720 due to playing on a REALLY old computer): https://i.imgur.com/2nq8EUZ.png https://i.imgur.com/INHPzED.png I panned the 'camera' around once I got the auto-pause message. If a save file would help, I can attach one. (FWIW, the game state has that duplicated animal companion bug that I've seen referenced and I haven't bothered to clear it on that run-through)
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