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Showing results for tags 'Fatigue'.
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I could not find any info on this on reddit or by google search. The wiki at gamepedia has an old reference that still claims Athletics affect your fatigue level but Josh Sawyer was saying in a patch 3.0 -preview that Athletics would no longer affect fatigue after the overhaul from what I could find. Is fatigue now the same for every individual at all times (I haven't played much with the latest game version)? Does it in fact still scale with Athletics? Is there something else that determines it?
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Up until today everything has been fine, today while attempting the quest with the dragon spark (can't really recall the name right now), iv'e noticed that resting in or outside the cave does not remove fatigue, nor does it heal my party members. i tried loading the game again, moving to a different map and back and it still doesn't work dxdiag and savefile attached here: https://www.dropbox.com/sh/2b4quvg9ufnvjzu/AABABZlGvhKdfSLlG8pjy0q1a?dl=0
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The Ranger's Animal Companion should receive an Athletics bonus tied to the Ranger's own skill level. As most of us have already discovered - Athletics is the most useful skill in the game and every character benefits from at least one or two points so you can finish a dungeon without resting. The Ranger's Animal companion is fatigued from only a few hours however and I feel this should be looked at.
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As a software developer as well as a gamer, the backer beta and the flood of feedback really got me thinking. By involving the customer base, which is a potential fan base in case of the game, into the development process at this stage, Obsidian has on one hand gained a lot more feedback than it would have otherwise, so they can polish the game to the testers' specific liking in addition to fixing more bugs. On the other hand, the players now had a look at a truly unfinished product. In some cases, a very thorough look. The beta players have developed an eye for inconsistencies, rule flaws and bugs. I think the beta players will not be able to enjoy the game upon its release (or after the first one or two post-release patches ) the way they would have otherwise. Instead of looking for and finding PoE's strengths, they will look for and find its weaknesses. All the other players will be profiting from the work the beta players put into the beta, but this part of the potential fan base will probably not turn into actual fans of the game. What do you think about that aspect? How do you work against such tendencies in your own attitude towards Pillars of Eternity? Or am I just over-analyzing things only related to my own point of view?
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If some don't like Vanacian and many don't like cooldowns, what then? Here's an idea: Fatigue * EDIT: in case you havn't figured it out yet, red is health, green is morale * Lets say your mage starts the day with 100 fatigue (or 1000.. higher numbers might be better for balancing and nuances) He and the party go traveling. They've been on the road for 2 hours and the mages maximum fatigue has gone down, so now he's at 90/90. Max fatigue goes down as the day goes by and as you do physicly demanding things (long journesy, running, etc..). Even if you don't cast any spells, you will need sleep. So your group runs into some orcs. Battle starts. You launch a pretty powerfull spell that costs 15 fatigue. Roughly 10% of that costs is drawn from MAX fatigue. Your max fatigue has now dropped down to 88. However, your regular fatigue will regenerate by roughly 1 point per second. In 15 seconds the mage will be at 88/88. He can cast antoher spell immediately or wait. Had he/she cast a less pwoerfull spell, the max fatigue would have been reduced only by 1 point. Either way, as time passes and the battles go on, the MAX fatigue drops. At 25% the character (any character, fighter or mage) becomes tired. It's harder to focus, but not by much. At 0% the characte is dead tired. He cna still continue to fight and move, but the penalties become severe. Miscasting becomesalmost a certanty. The only way to recover MAX fatigue is by resting. Yes resting. Resting should be a part of any true RPG. It gives inns and villages a clear purpose. It is a safe haven to gather information, prepare, stock up, rest and heal. I'd propose even healing to be very difficult. A natural and slow process. Healign spells don't heal fully - they give back only a small amount of HP (and a character cannot be healed over 50% wihout rest), but increase natural regeneration. - Note it would still take hours for critical wounds to heal. Without healing magic it might take days. This even more gives a feelign of a real adventure and resource managment. Pulling back and regrouping becomes not onnly a valid tactic, but sometimes necessary (realistic, no?). Also, leaving a wounded companion in the inn to recouperate while you take another companion with you for a while becomes an enticing prospect. Personally, I'd rather have a few powerfull spells that I can't cast all of the time, and having to resort to a crossbow/staff/sword often enough, thanto have easily spammable low-level spells. That just sucks. More like Gandalf, less like Hawke.