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Found 17 results

  1. Hey bois, I know that FT is not too praised here but I really liked its engine/gameplay. Yeah story (if you can even call it like that ) sucked but I really enjoyed combat in that game. It was kinda Jagged Alience in Fallout universe and I digged that quite a lot. Too bad that its engine was probably not enough modular for mods to get hands on it, I would love to see proper fallout story on that engine, anyone else liked it as well? I played it in Real time and liked it a lot, I think it was one of few games which made both systems fun in one game.
  2. Letting the players essentially craft their own AI via this interface is great, but I feel it's missing some crucial options: 1. Include items such as potions instead of just abilities. This would reduce the burden of item micromanagement. Example: If [self: Health < 30%], [Consume: Potion Of Moderate Healing] or [self: Threatened by Multiple Enemies], [Consume: Potion Of Ultimate Badassery] 2. Allow the switching of weapon sets. Example: [self: Enemies in Melee Range > 1], [switch to Weapon Set 1]. This is for the purpose of switching between ranged and melee automatically, and why no
  3. Hey everyone! Thank you so much for reading! A quick intro. I’m a huge Infinity Engine enthusiast. Baldur’s Gate 2: SoA+ToB is pretty much my favorite game of all time (read best game of all time). Playing as a mage and blasting through everything like Irenicus on speed is probably the greatest feeling I can get from dancing pixels on a screen and I wanted to re-create that feeling in Pillars of Eternity. There have been plenty of posts on soloing the game, but the information is not standardized and consolidated. Also, there isn’t much for mages in the way of target gear and tips for
  4. 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
  5. Generals are always prepared to fight the last war. NATO armies actually quite retarded and win wars only because bribing a generals and enemy armies tactical incompetency. This thread about "how to defeat best armies in the world". http://youtu.be/6yOk3pr_LWA
  6. so sometimes, especially my two most melee characters, have ineffective weapons. I have a rogue who has piercing/slashing and can swtich to crushing/piercing. sometimes neither seems to be effective. some monsters don't have their DR stuff listed yet. I was wondering if the Prima guide might be of help, or if anyone here had suggestions. what I have done with my rogue and fighter have been to use one melee one ranged. I just got a ranger, so I can switch up the fighter. also, I am the least effective member of my party (if I can keep mage alive) the rogue invisibil
  7. Simply; I am trying to enclose enemies in a door way so that my two front-liners can keep enemies from maneuvering to my back-line where the squishy mages and archers are. My issue is that my front-line keeps trying to move forward to engage new enemies rather than sit tight and let the enemies come to them. Worse, enemies keep getting attacks of opportunity on my front-line because they insist on fidgeting around. So my question then; Is there a way to tell my team to stand still rather than constantly trying to advance? I've turned on 'Disable Auto-Attacks' but it doesn't seem to take affe
  8. Hello , In a few battles where I fight tightly with reaching weapons behind , the tank character/s wander out the formation , chasing retreating enemies , thus getting hit by disengagement and ruining the fight all together , which especially takes long from the start. There is a "stop party movement" option but I couldn't get the difference it makes , I think it does not work in this case ? It would be best if a Hold Ground option is added. Thanks
  9. Combat is too complicated to be fixed and is the weakest part in a game where it should be its strength. -Suggestions: 1.bring back the IE 'invisible' combat round. Limit attacks/spellcasting on that basis. Since there is a new faction in Dexterity, have the ability score influence the above somehow, eitherwise change DEX's function (it's pretty useless as it is now anyway). 2.Attack resolution- damage dealt must both be simplified. Current mechanics are too complicated for no reason other than causing trouble. You must come closer to IE (D&Dish) terms. The simpler it is, t
  10. At the current state of the game, combat remains its major flaw, where instead, this should be one of its major strengths. Obsidian is trying their best to eliminate bugs & tweak combat to make it fluid & fun-to-play. Backers are crowding the forums suggesting ideas on how to 'fix' combat since everybody wants combat to feel as enjoying as in the IE games, but also refreshed, absent GM sucker punches and not susceptible to exploits and cheesy tactics. All of this effort is sincere and worth commended for. The purpose of this poll is to determine whether you feel a radical ch
  11. Hello all. As you probably know, there is currently a problem with area-of-effect abilities and INT - namely that the inability to adjust the AoE of certain abilities can actually be a disadvantage instead of an advantage. With really high INT, you sometimes end up in situations where you are hitting yourself with a negative AoE spell. This disincentivizes INT as an attribute - and disincentivizing an attribute is never a good idea when building RPG systems. Some have proposed a system in which AoE is adjustable. This is a great idea. And it seems obvious that they'll have to implement it
  12. Reading about the confirmed attributes and one thing struck me about spell AOE, what if the Wizard who manipulates the damage can mitigate its effects on his companions? One assumes that the Caster is in control of his creation, or else how can he shape and direct it, so why not have him proof his companions against these effects? Obviously there should be a price for this, as a matter of strategy and balance, perhaps a daily or per encounter ability is burned up in the casting of these wards. Would this totally unbalance the game, and destroy the usefulness of various protection spells, o
  13. I wanted to talk about the difficulty of P:E. I skimmed the first few pages and couldn't find a topic about it, so I decided to create one. Maybe I haven't looked hard enough, but here we go: I've been replaying DA:O on nightmare and couldn't help but notice how easy it is. When I played it for the first time I found it was more difficult than other games this generation, but that feeling went away when I got used to the mechanics. Now I just wail on the enemies and wait for them to die. That's not good combat. I know Obsidian is trying to capture the IE games, but those weren't *hard* per s
  14. Admittedly, while Planescape: Torment did have a much smaller variety of spells to choose from than other Infinity Engine games, one spell in particular stands out in my eyes as almost superior in design. Globe of Invulnerability. Unlike the traditional self-targeted sphere which protects individuals from set levels of spells, this one occupied an area - a fairly considerable one. One could cast the globe over an area, and ranged, squishy characters could remain moderately protected inside; Ignus and Co. snug under the sphere, protected from Fire-and-Ice (but not necessarily from Death
  15. This was an idea in the "Small Suggestions..." thread, and it was growing a bit big there, so I decided to move it here. The idea is for the game interface to allow the player to utilize inter-character teamwork (in some form) to pull off things like friendly-fire-avoiding AOE abilities, or any other ability in which an ally's position would detriment the effectiveness of an attack. The initial idea was callouts, much like the "grenade out!" in a lot of shooters (as such things are actually used in military group tactics so that no one inadvertently charges into a grenade zone or somethin
  16. WHAT ARE TACTICS? Here is some very basic description of what the word Tactics ought to mean in video games. First, I need to explain that I am NOT borrowing the meaning from a dictionary. I am going to take the description from experience. Also, nothing revolutionary is being said here. If you are reading this to get new insights, give up now. Alright. Within most combat engagements, planning is done on two non-exclusive but sufficiently differing ways: 1) Long term planning 2) Short term planning The requisites of decision making are typically informatio
  17. So I've been reading the different arguments for and against Vancian magic (sp?) and cool-down based, stamina based, and other metrics based magics. I wanted to propose another possible mechanism. I will lay out the problems as I see them, and then lay out my solution. Finally, I will try to address how this solution answers the problems as laid out. If you are not interested in reading the whole thing, look for the yellow text. The Aspects of Vancian magic (and its problems as outcomes): 1- The one-time use of memorized magic severely limits the magic-user to only using a limited num
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