Pillars of Eternity by Obisidan
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Radicalus




Posts: 6423

PostPosted: Fri, 17th Apr 2015 16:42    Post subject:
The things that are unique on the items start making sense on harder difficulties, especially PotD.

I'm on a PotD playthrough, and I appreciate the uniques a whole lot.
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earawen




Posts: 76
Location: Belgium
PostPosted: Sat, 18th Apr 2015 13:34    Post subject:
The_Leaf wrote:
Quick question: how do attributes work in relations to the choices you can make in dialogue? Because I was
 Spoiler:
 

Does this mean that only my MAIN carachter counts when talking to someone? Even if I initiate the dialogue using a different carachter?? Seems a bit stupid....


Sure there is:

 Spoiler:
 


But if u got through without that problem, ur clear Smile
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Auran13




Posts: 385

PostPosted: Sun, 19th Apr 2015 17:57    Post subject:
Finshed it and loved it, cant wait for the sequel/expansion. Gonna start replaying as an 'evil' character straight away.

complaints;
too easy, i never even used a single potion, scroll or item and rarely used magic, when i did it was insta win. generally stun/knockdown all and then mop up.
that said i like that i can choose to make it more challenging with self imposed rules like less characters etc.

need individual stealth, kinda useless to move your rogue in position then start battle and instantly get mobbed because combat reveals him

autopause was broken for me, i put it on pause on spell so i'd know what was coming but only paused on my spells not enemies and only some of the time

needs more interesting gear

i had more in mind but forgot them Razz well back to playing
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Sohei




Posts: 476

PostPosted: Sun, 19th Apr 2015 18:12    Post subject:
Auran13 wrote:
Finshed it and loved it, cant wait for the sequel/expansion. Gonna start replaying as an 'evil' character straight away.

complaints;
too easy, i never even used a single potion, scroll or item and rarely used magic, when i did it was insta win. generally stun/knockdown all and then mop up.
that said i like that i can choose to make it more challenging with self imposed rules like less characters etc.

need individual stealth, kinda useless to move your rogue in position then start battle and instantly get mobbed because combat reveals him

autopause was broken for me, i put it on pause on spell so i'd know what was coming but only paused on my spells not enemies and only some of the time

needs more interesting gear

i had more in mind but forgot them Razz well back to playing


If you play on Path of the Damned difficulty it will be challenging
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Auran13




Posts: 385

PostPosted: Sun, 19th Apr 2015 18:39    Post subject:
yep playing on that now, i misread it before and thought that was the 1 save only mode.

playing a monk because its the only character not in the main game, hope its good
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The_Leaf




Posts: 1542
Location: Italy
PostPosted: Mon, 20th Apr 2015 08:41    Post subject:
Uff, the more I advance in the game the more it breaks... now 4 upgrades just "disappeared" from my stronghold, including the Main Keep... I'm guessing it's not intentional??
Usual Obsidian highscool-level programming
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Aquma




Posts: 2805

PostPosted: Mon, 20th Apr 2015 09:12    Post subject:
Are you sure you didn't just miss an attack on your stronghold? Because that's how it ends sometimes - you need to rebuild the stuff that's been destroyed.
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Bendi




Posts: 3399

PostPosted: Mon, 20th Apr 2015 09:44    Post subject:
Yup, he must have missed an attack or auto-resolved it without looking. Only way to avoid structural damage is to do it manually, or have 8 mercs and a bit of luck when using auto.


sin317 wrote:

typical jew comment
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The_Leaf




Posts: 1542
Location: Italy
PostPosted: Mon, 20th Apr 2015 09:48    Post subject:
Bendi wrote:
Yup, he must have missed an attack or auto-resolved it without looking. Only way to avoid structural damage is to do it manually, or have 8 mercs and a bit of luck when using auto.


That's probably it... unfortunately I have the other bug that makes entries in the "events" menu disappear, so I often can't see what's going on Sad
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bonaldo2000




Posts: 157

PostPosted: Tue, 21st Apr 2015 10:54    Post subject:
Can the GoG 1.04 patch be used on the FLT release? And is 1.04 in a state where it's OK to try the game? I have no problem waiting a bit longer if need be...
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Drowning_witch




Posts: 10818
Location: Strawberry fields
PostPosted: Tue, 21st Apr 2015 11:37    Post subject:
fallout nv needed 8 patches, i'd use that as an approximate metric Very Happy
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dodger2020




Posts: 3537

PostPosted: Tue, 21st Apr 2015 12:05    Post subject:
bonaldo2000 wrote:
Can the GoG 1.04 patch be used on the FLT release? And is 1.04 in a state where it's OK to try the game? I have no problem waiting a bit longer if need be...


The FLT release *IS* the GoG version so there shouldn't be any problem.
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The_Leaf




Posts: 1542
Location: Italy
PostPosted: Tue, 21st Apr 2015 12:40    Post subject:
bonaldo2000 wrote:
Can the GoG 1.04 patch be used on the FLT release? And is 1.04 in a state where it's OK to try the game? I have no problem waiting a bit longer if need be...


I don't seem to have any serious problems with it.
The only thing that remains quite broken is the stronghold, at least for me: hirelings not getting payed, events disappearing from the log, etc. But other than that it's quite stable.
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fawe4




Posts: 1787

PostPosted: Wed, 22nd Apr 2015 11:34    Post subject:
Codex strikes again:

http://www.rpgcodex.net/content.php?id=9867

Honestly these guys are bonkers:

Quote:
This is literally the worst Obsidian game I’ve played to date. That’s right, I even had more fun with Dungeon Siege 3
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Steelone




Posts: 1524

PostPosted: Wed, 22nd Apr 2015 11:38    Post subject:
fawe4 wrote:
Codex strikes again:

http://www.rpgcodex.net/content.php?id=9867

Honestly these guys are bonkers:

Quote:
This is literally the worst Obsidian game I’ve played to date. That’s right, I even had more fun with Dungeon Siege 3


Meh, it's Darth Roxor. The guy has a reputation for edge.
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DCB




Posts: 5410

PostPosted: Wed, 22nd Apr 2015 13:30    Post subject:
fawe4 wrote:
Honestly these guys are bonkers

That's a guy. The Codex rarely agrees on anything. Vault Dweller is working on a review which, judging by his comments on various threads, sounds like it will proclaim PoE better than all of the IE games bar Torment.
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fawe4




Posts: 1787

PostPosted: Wed, 22nd Apr 2015 14:39    Post subject:
DCB wrote:
fawe4 wrote:
Honestly these guys are bonkers

That's a guy. The Codex rarely agrees on anything. Vault Dweller is working on a review which, judging by his comments on various threads, sounds like it will proclaim PoE better than all of the IE games bar Torment.


That only confirms that they are bonkers!
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DCB




Posts: 5410

PostPosted: Wed, 22nd Apr 2015 15:12    Post subject:
Not really. The Codex reaches about the same level of consensus about things that the Hump does. Which is to say, precious fucking little.
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dsergei




Posts: 4059
Location: Moscow, Russia
PostPosted: Wed, 22nd Apr 2015 15:36    Post subject:
I agree with most of his points but I still enjoyed playing the game.
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Aquma




Posts: 2805

PostPosted: Wed, 22nd Apr 2015 15:54    Post subject:
I find most of the stuff he wrote pointless/idiotic or a downright lie (itemization/crafting being the prime example of the last one - but same goes for many statements about classes, among other things). His whole "review" seems like one big whine the game isn't exactly like he wanted it to be, but without giving almost any real arguments for why precisely that's a bad thing.

Oh well. I guess you can never satisfy everyone.

*goes back to his second PoE playthrough*
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DCB




Posts: 5410

PostPosted: Wed, 22nd Apr 2015 16:08    Post subject:
Aquma wrote:
I find most of the stuff he wrote pointless/idiotic or a downright lie (itemization/crafting being the prime example of the last one

I'm not seeing any lie. Itemisation and crafting are pretty lacklustre in their implementation.
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dsergei




Posts: 4059
Location: Moscow, Russia
PostPosted: Wed, 22nd Apr 2015 16:24    Post subject:
There are certain things that they took from the old IE games (for example why exactly do we still need these IE-style smallish locations with 9999 loading screens in between in 2015) for no reason other than nostalgia and some things they changed just for the sake of changing (your combat mechanics and the role-playing system behind them suck ass - why not take d20 or any other working system and adapt it to your own needs?).
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DCB




Posts: 5410

PostPosted: Wed, 22nd Apr 2015 16:44    Post subject:
dsergei wrote:
why exactly do we still need these IE-style smallish locations with 9999 loading screens in between in 2015

The IE games had plenty of maps that were bigger than PoE's maps. Without going back and pixel counting, I would hazard a guess that all of BG2's major locations were bigger than anything in PoE. I think it is probably down to all the fancy VFX like fog, etc. causing Unity to choke, so they had to keep things smallish.

dsergei wrote:
your combat mechanics and the role-playing system behind them suck ass - why not take d20 or any other working system and adapt it to your own needs?).

Most of PoE is a straight rehash of D&D, just Sawyer-ised to strip out any fun. The problem is Sawyer is a shit designer and never should have been put in charge of PoE.
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Aquma




Posts: 2805

PostPosted: Wed, 22nd Apr 2015 17:02    Post subject:
DCB wrote:
Aquma wrote:
I find most of the stuff he wrote pointless/idiotic or a downright lie (itemization/crafting being the prime example of the last one

I'm not seeing any lie. Itemisation and crafting are pretty lacklustre in their implementation.


The lie is about there being no unique items in the game. There's a lot of equipment with unique abilities that can't be reproduced by crafting. In one of the game's first quests you recieve a shield that acts a secondary weapon while still providing bonuses - there's no item like that again. The same blacksmith you get it from sells a unique stilletto that casts a devastating spell on a critical hit - there's no other item like that (with that particualr lightning spell) and only a couple weapons with the same mechanic in the entire game. There's quite a lot of this stuff.

Itemisation in the game is not that much different from D&D games, to be honest. Just swap +/+2/+3 and so on with the quality enhacement and voila. Crafting I actually find better than its implementation in D&D games that had it - mainly because I actually had a reason to give a shit about it in PoE.

As for other stuff - I agree about the locations - should've been bigger. I definitely don't agree about combat. I find most of the changes in PoE (engagement, despite some problems with it, resting, armor) to be good. Combat as a whole system is very much better in comparision to old IE games.
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Steelone




Posts: 1524

PostPosted: Wed, 22nd Apr 2015 17:05    Post subject:
DCB wrote:
The problem is Sawyer is a shit designer and never should have been put in charge of PoE.


He has a strange obsession with balance, which to me is fairly pointless in a single player game.

As they post on the codex:
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DCB




Posts: 5410

PostPosted: Wed, 22nd Apr 2015 17:07    Post subject:
I suspect that he eats a bowl of plain bran muesli, dry, for every meal. Possibly he occasionally treats himself with a glass of tap water.
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dsergei




Posts: 4059
Location: Moscow, Russia
PostPosted: Wed, 22nd Apr 2015 17:16    Post subject:
There are uniques but they don't feel particularly unique or powerful. Maybe it's the flavour text, how you aquire them or the way combat works - like the dungeon sword was pretty much the only weapon I felt attached to and it was't even that powerful. BG1 was a low level and low magic adventure so every +2 weapon made you excited and killing Drizzt for his +3 chainmail and +3/+5 scimitars was a dilemma. BG2 went a bit overboard with epic loot but it matched the power level of your character and many of the items were attached to great adventures and battles - like getting the Staff of the Magi by fighting the Twisted Rune or surving all those imprisonment from Kangaxx for his ring. In PoE I pretty much never felt that.

Same with crafting - compare assembling the Flail of Ages or the Crom Faeyr to just opening your crafting screen and seeing if you have the necessary stuff in your garbage stash.

I'd agree that the mechanics could be seen as slightly better than BG2/IWD in general but it doesn't change the fact that they are still bad and promote mmo style fighting!
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fawe4




Posts: 1787

PostPosted: Wed, 22nd Apr 2015 18:22    Post subject:
DCB wrote:
dsergei wrote:
why exactly do we still need these IE-style smallish locations with 9999 loading screens in between in 2015

The IE games had plenty of maps that were bigger than PoE's maps. Without going back and pixel counting, I would hazard a guess that all of BG2's major locations were bigger than anything in PoE. I think it is probably down to all the fancy VFX like fog, etc. causing Unity to choke, so they had to keep things smallish.


In that case, I'd advise you to actually start counting pixels. Maps are not small, in fact, they are huge compared to the ones in infinity engine. It's just that everything is drawn in much larger scale. So, that scale makes them appear smaller than the ones in BG2. I'm personally a sucker for 2d prerendered pixelart, and I think the combat is well balance for the scale the maps are in, so for me that really isn't a problem, but I fully understand that people can see it as a problem.

Purely personally, I'd even take the smaller maps over the ones in Wasteland 2 only because they look better. I really enjoyed the art so much. It's art, combat, game system and design, that made this a great experience. For main story and quest design I fully agree with that codex review, it is pathetic, and only reason that makes Wasteland 2 better overall in my book.

But that's the problem with codex. They have extreme views on everything. And simply must criticize every rpg that comes their way. That writer had a hard time liking anything, jet he kept playing till the end and wrote a mess of an review in spite of all. I quite similarly disliked Divinity OS, but since I can't make myself playing it, I see no reason to criticise it ether.
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Boneleech




Posts: 1439

PostPosted: Thu, 23rd Apr 2015 00:28    Post subject:
I've been playing IE games since the first BG game, and I found this game extremely lackluster and the follow quest to level up approach was unnecessary. Game feels like they wanted create a grandiose environment but end up with a shallow husk of what could had been.

I stopped playing after earning the keep since I felt, that advancement was extremely linear and pretty much denied exploration, as you needed to look for the next fix(quest) to even level up..
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tet666




Posts: 5092

PostPosted: Thu, 23rd Apr 2015 08:54    Post subject:
Dunno i think the system works nicely in this game, at least it encourages non combat solutions.
This is not Diablo and combat xp shouldn't be used as a way to encourage exploration in this type of rpg anyway.
It wouldn't have worked in BG2 (and 1 think can't remember) since there where not that many different outcomes to quests depending on your choices like pillars has.
The most efficient way to play BG2 was essentially to do the quests for the quest xp and then kill every one for xp and loot after you didn't need them anymore it was stupid if you think about it.
You do get xp for killing in Pillars just not as much after you filled the entry about a specific enemy it's designed to simulate finding out about that enemy's tactics and weaknesses and makes sense like that since after you know them there would be nothing left to learn from this enemy.
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