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I can not initiate ship combat anymore. I sail up to a merchant ship, click attack, hear the battle music, and no combat happens. I keep sailing and hear the battle music. I have tried to attack multiple different ships with the same results. Seems unaffiliated ships are the main issue. I can double click on ships that are not unaffiliated and initiate attack.
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I'm not too excited about the whole ships and ship combat lark, I mean i'm glad it's there just for variety but I really want a story that is much more intense than the first game, some good drama parts like with Yoshimo in BG2. I want to see some really hard fights as well. Even in Veteran/Hard or whatever it is called, I want some difficult fights. I remember the early days of BG1 the fights with... Mulahey and Davaeorn were really tough, I want some bosses like that. 'Normal' guys but really tough. I know it's probably because i just sucked at the game they were hard because now i understand it they are a joke, but i want that feeling again. Going into the unknown and getting my arse handed to me. On a side note, one of the funniest lines in the game is Davaeorns apprentice when he says something like 'Yes sir, that's right i'm reasonably sure i'm not going to be getting involved in anything like this again!'. Have we got to a point now where we're not allowed to say we want something like BG1/2 because people get too annoyed?
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I got around to playing today, and I've noticed all my characters' speech gets cut off if I click on someone else or someone else says a battecry, "ouch", etc. The spell sounds, "moeth ixi anath" etc get cut off as well if anyone else makes a sound, interrupting it. Has anyone found a workaround for this? Is this ever going to be fixed? I've done some research and this bug seems like it's been going on for a while, but I have seen some YouTube videos where the game seems to work fine. I think this really ruins the immersion =/ Any advice or help would be truly welcome.
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Working my way through a tactical battle in the first game, and I noticed something: The auto-pause options in PoE I don't cover every situation where characters are twiddling their thumbs. For instance, when you're done quaffing a potion. Rather than set lots of options for specific things that tend to leave your character idle, why not auto-pause on the idle state itself? As soon as your character has the [...] over their heads, auto-pause. Then I can rest assured Aloth isn't lollygagging after nipping from his purple flask. It also covers "xaurip gibbed" and "finished moving out of the way of a flaming dragon belch".
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In PoE, unless you've read a Walkthrough or you have already played the game, you don't know what kind of enemies you will encounter in the next area you explore. So your characters carry around a chest filled with 107 weapons, 23 suits of armor, 2310 potions/scrolls/traps that you could use at any time. Which I feel misses an opportunity. As such, I'd like PoE 2 to offer the ability to ask locals, read notices or hire a scout that can give you information on an area well before you visit so you can pick the appropriate weapons, carry the necessary potions and load in the optimal spells. I'd love for equipment to allow for the bonuses to be changed at certain locations, that way you could choose to Enchant the equipment to allow you to cut through the mass enemies at that site, or be more effective against the few powerful leaders there. I've read the goal by the developers is to make the combat less of a filler and more interesting and I think arriving at a town, talking with the locals find out the area you are going to explore is filled with strong but dim witted Ogres, but lead by a clever Spirit. At the moment, I think most people use the same equipment most of the time. I like in the Witcher you could chat to people to get information about a Contract, Use a Bestiary to gain information on those creatures and then apply an oil to give an advantage before entering an area, same weapon, but correct oils give significant benefits. Instead of ripping off The Witcher, why not allow for replaceable Enchantments?
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I was reading JFSOCC's post about why he/she (sorry don't know you gender ) didn't finish the game (here's the link: http://forums.obsidian.net/topic/92127-i-never-finished-pillars-of-eternity/) and at some point he/she complains about hating combat because of its score. Although I liked combat music and didn't got bored of it, I understand why it can become annoying being 3-4 tracks and combat encounters being all over the place. So, wouldn't it be agreat thing if the sequel has unique music tracks for specific encounters and even places? Like if Cancelhaut had his own music only during wis combat encounter or if Raedric's Hold had its own score as an entire area? I believe this is going to make parts of the game more memorable.
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Just wanted to suggest something I feel is missing from most RPGs today, and something I know was discussed (post launch at least) with PoE1: one-handed swords as only weapon. No shield, no off-hand, and certainly no two-handed log of a weapon My reasoning is that if you look at most fantasy books (and movies), many of the characters opt for a one- to one-and-a-half (bastard?) handed swords, instead of wielding a huge lumbering claymore. This would be a master swordsman, who strikes with speed and precision, relies on parries and dodge (to some degree), though not neccessarily the "ninja" style of a rogue. Think in the lines of Al'Lan Mandragoran from the Wheel of Time.
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Josh Sawyer recently explained what the current combat system looks like: I believe this will be a significant step back in terms of strategic resource management. Even if spells are weaker, making Empowerment a significant boost, or very limited per-encounter uses, I don't think this is enough. You'd still have the problem of the original game in which you'd use the same (per-encounter) spells too often, and even if they are very limited in (per-encounter) uses, it would only create a priority list. I'd love for Josh Sawyer to explain his reasoning in detail and give some example scenarios. That said, I think eliminating having to make a conscious decision of saving spell uses for following encounters would be a huge loss.
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I got my hands on the White March 1 & 2 at last (very good expansions, btw, especially the 2nd) and playing the game again after so long, something occured to me that I didn't notice (or didn't care for some reason?) at the first time: humanoid opponents behave like midless beasts when it comes to initiate combat. What I mean: I was walking around some military encampment, trying to find a way to slip in and a lonesome guard notices me an my party of 6 high level, heavily armed adventurers. What does th he do? Charges at us in melee and, naturally, dies in seconds. And I though "what an idiotic behavior!". I mean, shouldn't he run for assistance, trying to alarm the other guards that a group of dangerous looking strangers sneaking around? Of course he should. But the game treats all opponents as "monsters". As soon as green meets red, combat to the death occurs. I'd like to point this as a suggestion for the devs to consider implementing in the sequel. Humanoids should have a way to "measure" situtations. If enemy is way more powerful, maybe they should run, try calling for backup or -if there's nowere to go- have a fear debuff and a cornered buff, or somethings like that. Sorry in advance if this topic has already been discussed somewhere else.
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Attacking Issue
viruk1 posted a question in Pillars of Eternity: Technical Support (Spoiler Warning!)
I got the game recently and was really looking forward to playing but I'm having some issue when trying to attack in game. Whenever I select an enemy to attack, my character performs a walk action to the target instead. If I don't have AI turned on, my character just walks up and stop in front of the enemy and not attack. This occurs with a character that has a ranged weapon equipped also, instead of attacking the enemy (that's within range) the order becomes a movement action instead. Eg. I select an enemy to attack, my ranged character walks right next to the enemy and just stands there. It will attack the enemy if I set the AI to be defensive etc. but only after walking right up to the enemy. I've taken a screenshot as an example below: This is at the beginning of the game, I am surrounded by Xaurips. I have turned off the AI (to show the issue). I selected the bottom right Xaurip as my attack target. You'll notice that there is a small green circle underneath that enemy, my character will then try to walk towards that spot (walking around the enemy if needed) and then just stand there not attacking (you'll notice the portrait shows a movement action also). Is the combat supposed to be like this? The way I am playing now, is to set the AI to defensive and then just let my characters attack by themselves. I am unable to choose which enemy I want to target because if I try to, it stops the auto attack AI and my character just walks around the enemy before stopping and the auto attack AI kicks in again. I have the latest patch (bought via steam) and have searched the net for this issue (but only found a few people experiencing this and no fix offered) Really hoping I can find a fix to this as I cannot plan my battles but instead let the auto attack do the work... -
Namaste. I got an issue with quest-NPCs not turning hostile after dialogues, when they contextually should do so. This problem occurs in every quest, where I need to fight or kill for progress. In this case I run the quest "Built to Last". I enter the abandoned house at Ondra's Gift, traverse through the corridor and open the left door. The quest triggers. I maneuver through the dialogue until it says: "Dodwyna- She raises her flail and rushes at you." She should turn hostile now, i thought. But the circle around her is still grass-green. I can't attack her and she won't attack me. I can talk to Vianna and she acts like I saved her. She says I can now take the quest-item from Dodwyna's corpse. But the undead corpse still ignores me and my needs. Well yeah... and this error occurs in every similar quest. Here I uploaded you some files: savegame right before this issue, at the entrance of the abandoned house https://www.dropbox.com/s/02enbjqcilajpwr/9155b50c-be1c-4bcb-bf37-856ec2545664%20autosave_2.savegame?dl=0 savegame created at the same time as the screenshot was taken/ during the issue https://www.dropbox.com/s/oql77c396k2vd4d/9155b50cbe1c4bcbbf37856ec2545664%2012685446%20AbandonedHouse.savegame?dl=0 output_log https://www.dropbox.com/s/s3f6j0ol17e3hr1/output_log.txt?dl=0 Further informations: The game is patched. The game cache has been verified several times - without success, no files were faulty. Here are some postings from my earlier unsolved issue, where i couldn't fight enemies at all. That is not the matter now. The problem has changed after the patch, it seems. Greetings Warhamster
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Another big bug from my single playthrough that I didn't found posted here. So.. I simply entered Galwain's Maw to turn Larha's quest and right after loading into level my party entered combat stance. Some NPCs are also in an attack posture, however no one attacks me. I ran through all hallways but there is no enemy in reach nor stuck in walls or something. I found that it is not a single bug that happened only to me - http://www.rpgwatch.com/forums/showthread.php?t=32573 I almost did all quests possible in the game, also Galwain's with Sul and Oernos before the issue occurred (did it yesterday<?>). It is possible that I picked up the quest from Larha and resolved Sul-Oernos conflict without leaving Galwain's Maw, so it is probably my second visit here. I closed the game without saving it and copied outputlog here: https://www.sendspace.com/file/btugw2 After loading the save the issue didn't occurred again, however it probably may be useful for you: https://www.sendspace.com/file/vmm46z
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Release Giacco from his cell in Raedric's hold. Then accept Raedric's offer and turn against Kolsc. Go to Kolsc's hut in Magran's Fork and attack Giacco. The rest of Kolsc's crew doesn't react, except for going into combat idle animations. They won't attack you while you fight Giacco. When Giacco is dead and the game shifts out of combat mode, everyone returns to normal idle animations.
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The last time I played POE, I died on path of the damned difficulty. I had no idea my ranger wasn't firing her arquebus even though I queued her attacks. Had I known my ranger got interrupted, I would've won the fight by a hair. It turns out the Druid Ogres I were fighting were able to cancel all queued attacks whenever they attack with their spells. It would be great if you could add a feature that auto pauses combat when a companions queued attacks get canceled/interrupted for any reason. Thanks!
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Already in the first encounter with the young wolves that guard the berry bush, when I hover over one of them I know its DR and all defenses other than reflex. However, in the bestiary, after killing 2, I only know their DR rating. Is it intentional? Edit: ah I see, it actually starts with ?? but gets unhidden during the fight.
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i have to say i for one am very pleased. i was a bit surprised at first at all the disengagements by the enemy, but i think it only makes sense for my opponents to go after the squishy big hitters. after all that's what i am doing, too pallegina (specced as a kind of off-tank/support/dd) seems to do decent en passant strikes and now i am glad i took her along instead of aloth. before she was kind of redundant in my setup. edér is still pretty great: one time i accidentally pulled another group and i would have wiped if it weren't for him. he finished off the last 4 mobs alone with the help of the sanguine plate i needed to kite a little bit with GM, which i didn't mind. i've only done the first crägholdt map so far but i already learned to keep her way back at the start of fights. she probably will switch from robes to padded armor in the future. i am playing on hard btw. but yeah, from my first experience combat seems a lot tougher, more punishing and more positionally dynamic. it's going to take quite a bit longer to get through the game now. what do you think about it? i haven't experimented with the new party AI at all. what are your experiences with it so far?
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I have finally sat down, having had some time with PoE and can say without a doubt this is one of the finest rpg's I have ever played. Immediately you start the game you know Pillars is going to be something special when you hear that incredible music, and oh what music it is! At once, chilling, yet eliciting wonder and mythology reflective of all the great English, Saxon and Scandanavian tomes such as Beowulf; story, characterisation, combat, PoE has it all. Thank you so much Obsidian, you have given hope to an old-school gamer who had thought that the suits at EA and Ubisoft ruled unchallenged. Thank the Gods for you, Kickstarter, Bards Tale and Inxile, my gaming time looks ready to be full with the likes of PoE, Torment 2, Bards tale and Wasteland 2. If there is a god he is smiling down on Irvine, ca.
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I am currently working my way through the Endless Paths and it occurred to me how nice it would be to see a replay of my most recent battle or even the most epic battles of my 'campaign'. As players we spend all of our combat time micro-managing the scenario with very little time to sit back and enjoy the show. Imagine, at the conclusion of a long and draining battle being able to watch the encounter again at a preferred speed and, do I dream too much, perspective. There could be a site where players post their encounters for other players to rate and comment on, glory beckons! Food for thought anyway. And yes, I do know about You Tube.
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I really hope there are resources and the will from the developer's side to address these two, major issues present in PoE's combat: -Enemy AI We've been informed during development that there was not enough time to properly develop enemy AI, as a result enemies take simple decisions and act in a similar fashion despite their type. Combat will be a lot more colourful and challenging if this would be to be taken care of. -Option to Escape Combat A rare few parties may manage it, but certainly not the majority of them and since PoE is a game where you may end up fighting enemies tougher than you, the option to escape should be there. It could be done via an 'escape button' (not unlike scouting button) that enables the party to run at an increased mv rate, albeit applying a penalty on defenses, so as to outrun enemies and get out of the aggro zone. It will be risky, having to suffer from disengagement and all, but the option should be there. Thoughts ?
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Hi all! Really liking PoE so far. Only 20-something hours in, about half way through Act 2 & I've got a question regarding my party's damage output, specifically why it seems so low. Whole party is level 6. Eder (Heaviest armor i can find, shield, fine sabre) Aloth (leather armor, fine wand) Durance (fine robe, fine wand) Kana (heaviest armor available, shield, fine hatchet) Pelligrina (Heaviest armor available, shield, fine pike / spear thing) Cipher [me] (fine leather armor, fine war bow / lead spitter, key spells used are Mental Binding & Mind Blades) recently been doing some quests around Defiance Bay, and I've noticed that my damage output seems really low. like, each party member is only doing 2-5 damage per hit. without spoilers, the enemies i've been facing recently all have a DR of about 10-15 & I'm hitting for the MIN damage value more often than not. Have I done something wrong gear or skill-wise? should I be hitting harder at this level? most fights at the moment are drawn-out wars of attrition. my casters drop before too long coz I cant defeat anything quick enough & my front line just sit there slowly hacking away. most of the time, they get the job done, but it takes ages & I cant help but feel I'm doing something wrong. any advice would be greatly appreciated.
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I have the Linux version from Steam. I play an all-ranger party on PotD. I first encountered this bug on the 13th level of Od Nua; I lured a bunch of monsters from a larger group in one of the rooms out into a corridor to kill them separately, a tactic I've been using the entire game. I killed all the mosters close-by, but I noticed I was stuck in combat mode, so no regen, travel, or anything. I tried to resolve it by killing the rest of the group, which was pretty small at that point, so I gave my figurines a stretch and managed to solve this unplanned complication without regenerating. The second instnace occurred while fighting the undead Raedric. I managed to isolate Raedric from his fampyrs and kill him by a thin margin, but again, the combat didn't end, and I was too exhausted to do anything about the herd of fampyrs still remaining, and had to load. When will this bug be fixed? It's incredibly annoying, having to reload after just winning a difficult boss fight. Luring enemies away worked just fine before, so why not in these two cases?
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Why is the answer so obvious? Is it because it makes sense? Is it because we've seen the scenario a thousand times already and know how it plays out? If the right answer is so obvious then why isn't that an available option for players to start combat with? Why must the player, like a solo spellcaster, be forced into choosing option 1, 2, or 3 to start combat with any enemy? Why have we been content to sit back and sign it off as "oh, well, that's just how it is?" I don't mind some abilities being restricted to combat-only. I agree that many should be combat-only in fact. What I do mind is that I have no way to simply declare a state of mutual combat so that I can cast that in-combat-only ability as my first action instead of having to suffer the recovery frames from a senseless ranged attack or become too close to the enemy and allow them to declare combat. Solution? A Declare Combat button. By pressing the button while highlighting an enemy or friendly unit within range (open to suggestions) a state of combat is declared. Both the enemy and the player are drawn into combat as though a physical aggression against them were made. From an immersion or lore sense this could be achieved by suggesting the enemy became alerted to your presence by a shout, your weapon became unsheathed and you assumed a combatitive posture, or even that some choice dialogue had taken place. It could even be named the "Draw Weapons" button or "Shout" button. Whatever. I mean... this state of immediate combat is already made able to be declared through dialogue choices. Saying something aggressive in a dialogue choice doesn't require you or the enemy to make a physical attack to start combat. I am submitting this in the technical support forum as, after consideration, I truly believe the lack of this mechanic is an actual issue with the game. I've spent several "hours" in recovery frames that were counterproductive to my cause. It makes no sense whatsoever that the player has to sacrifice distance or that the player has to sacrifice recovery time to start combat where an enemy has to do neither and instead gets to take their ideal first action from their safe distance. This makes little to no difference for large parties- I'd actually prefer to open with a beefy archer ranged attack so that I can land a strong preemptive blow! And once combat is started with that arrow landing using my ideal first spell with my caster. With a solo spellcaster though you're not benefitting from a weak ranged attack as your opening move. You're not benefitting from forcing yourself to get close to the enemy, sometimes even immediately within melee range due to small rooms or corners or teleporting enemies. This isn't just restricted to solo spellcasters though it hits them the hardest. A lot of solo adventurers could benefit from the mechanic that's already used by enemies but not even an option to the player. You're a solo adventurer and see a group of 5 enemies? You know your first priority against this group is using your figurine for a summon? Well you'd best get close to the enemy to alert them, or perform a ranged attack and pray you have a low recovery so you have enough time to use your item before the enemies have teleported to you, peppered you with arrows, cast all forms of spells, or simply closed enough distance that they'll still engage you once the summon is cast (if you're lucky to afford that much time even). Because these are your options. Or, hey, why not just declare combat with a button and be able to take your first action, how you see fit, in a combat state with the enemy? Again- this isn't an issue with abilities or items being only available during combat. That's a whole other arena of debate. Items like scrolls of stealth should be allowed to be used outside of combat. I understand the restrictions in almost all other cases. This is an issue with having to take unwanted actions or place yourself in unrealistic distances of an enemy just to start the combat state. This is an issue with not having a means to start combat without an action against both friendly and hostile npcs. If dialogue can start combat without action, if enemies can start combat without action, why can't the player? This is a reiteration of a previous post that I have chosen to abandon as I communicated the idea poorly. Thank you.
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Grazes seem to serve no real purpose and are not explained at all. Well, other than buffing the perk lists that is. Right now, they are way too common, instead of what they should be which is uncommon. A graze should be something that gives your character some breathing room in the endgame of a fight, or makes them go "oh ffff". Right now, grazes are so common that they should just be called regular damage.