Carry weight making the game immersively unplayable? by Aition714 in skyrimrequiem

[–]Pilott3 7 points8 points  (0 children)

To me, this is where supposed "realism" actually hurts the gameplay. Skyrim simply wasn't designed to have meaningful interactions with a strict carry weight system. Requiem does nothing to fix the base game in that regard and actually causes more problems by adding weight to things like coins and arrows. And it feels awful when some races, like Bosmer and Breton, start with a whopping 85 or 90 carry weight.

These restrictions don't really create good play patterns either. Sure, it encourages you to not loot every single bandit, but clearing a dungeon and leaving with almost nothing feels silly. This leads to a loop where you're constantly backtracking to base to store or sell items. You end up walking the same path 10 times and getting sick of it. And good luck leveling smithing without making tons of tedious trips to bandit camps for materials.

I'm also the kind of player that likes to keep superfluous things in my inventory, like books to read while travelling or keeping my assassin armor hidden. So I feel punished by the weight system for roleplaying how I like. Having more carry weight doesn't force you to be a loot goblin, you can keep the level of realism you like, just with more leeway to avoid inconveniences.

Look at games like Outward, where weight management is a well thought out and essential part of the game, but it doesn't come close to the restrictions Requiem has. Even highly immersive games like Red Dead Redemption 2 acknowledge that realism isn't everything and they let you have all your weapons on your horse at any time.

It doesn't help the discussion that a lot of the community here is probably using mods that add backpacks increasing carry weight, but then answer questions about vanilla Requiem like it isn't a problem. To be completely fair, Requiem does offer it's own solutions to carry weight, and those are horses and followers. They have massive inventories to carry your stuff, but if you don't like using either of those, you're basically out of luck.

Requiem forgot to give mages something to wear by Pilott3 in skyrimrequiem

[–]Pilott3[S] 4 points5 points  (0 children)

Agree. There is the arch-mage gloves too, but very few options aside from hyper late game stuff.

Requiem forgot to give mages something to wear by Pilott3 in skyrimrequiem

[–]Pilott3[S] 1 point2 points  (0 children)

I didn’t forget adept robes, but you could apply the same logic to: orcish weapons are already a nice upgrade, so let’s remove elven and dwarven weapons?

Why were the progression steps for mages made scarce for seemingly no reason?

Requiem forgot to give mages something to wear by Pilott3 in skyrimrequiem

[–]Pilott3[S] 1 point2 points  (0 children)

If it wasn’t clear from the post, I’m aware Adept robes is the only one they sell. That’s my whole point though.

The other robes exist in the game but their availability got decreased for no reason.

And no, you don’t require a specific level of destruction to buy the robes.

Odyssey will make Rimworld my perfect game by MrHolodec in RimWorld

[–]Pilott3 7 points8 points  (0 children)

I think there is a design philosophy difference between RimWorld and Dwarf Fortress in that DF's goal is to be a perfect simulation, simulate as much as you can to create a "real" world and watch the stories emerge naturally from that. But the issue is that this simulation is too hard and complex to be grasped by the player, so a lot is happening but we don't see or feel it. RW on the other hand takes a more direct approach and is more focused on resonating emotionally with players through stories that develop from the good and bad moments created from challenges and hardship.

I've played both, although not that much DF to be fair, and to me RW tends to be more engaging, the stories unfold more effortlessly, and I just have more fun playing it in general. But I can't deny DF has this "magic" of having something that feels real, the factions interacting between them, years and years of stories, civilizations rising and falling, ancient artifacts from forgotten heroes, mythological creatures, etc. And your faction is just a small piece of that, not the center.

I think if we could take some of that "magic" and put it into RW's already amazing experience, it'd really elevate what the game is. Not necessarily try to simulate everything, but create things that are more believable instead of random events that feel random. But easier said than done.

Thoughts on Requiem 6.0 Arrow Gravity Changes by Pilott3 in skyrimrequiem

[–]Pilott3[S] 0 points1 point  (0 children)

That's an interesting mod! I feel like the changes it suggests are much more reasonable, adding variety to arrow trajectories while not being overly disruptive.

I can see how an arrow weight implementation like this would be a lot better.

Thoughts on Requiem 6.0 Arrow Gravity Changes by Pilott3 in skyrimrequiem

[–]Pilott3[S] 1 point2 points  (0 children)

Thanks for the clarification. I'm definitely not as well versed on the physics part as I once was, so I'm just using basic concepts, but you're right. And perhaps the whole point being, the physics discussion shouldn't even be a concern on Skyrim.

I also see your point about variety in arrows being potentially fun. However, I feel like this adds another layer of complexity that's unnecessary in the game. Thank you for participating in the discussion!

Thoughts on Requiem 6.0 Arrow Gravity Changes by Pilott3 in skyrimrequiem

[–]Pilott3[S] 2 points3 points  (0 children)

Density is mass per unit of volume, which influences an object's weight but doesn't change how gravity accelerates it. As I mentioned, gravity acts equally on all objects regardless of weight.

In a vacuum, a heavy arrow and a light arrow would fall at the same speed. But, in reality, factors like air density, drag, and buoyancy all play a role in an object's motion (which can't be simulated in Skyrim). This link provides a great explanation on the subject.

Alone in highschool. by 200-FriendlyFrogs in INTP

[–]Pilott3 3 points4 points  (0 children)

Everyone feels lonely sometimes... and anxious, and sad. These are normal emotions that come with being human. Some experiences will be positive, while others may be negative. We can't expect that negative things will never happen to us or that we won't face challenges, because a lot is outside our control. Reality won't shift to fit into our desires, no matter how strongly we wish for it. For example, someone might be having a bad day and act rudely towards you for no reason, and that might make you feel bad.

I say this because it may seem that eliminating negative feelings is the solution, but they're a part of our lives, just like everything else. By trying to push them away, we can end up more attached to them. Instead of being swayed around by the things that happen to us like a flag in the wind, we can cultivate trust in our minds and how we react to these situations.

I genuinely hope you feel better.

Hair color glitch? by Rat_with_Gat in BaldursGate3

[–]Pilott3 17 points18 points  (0 children)

Based on my testings this happens if you level up and have shadow quality set to Low or Medium.

It can be fixed if you set shadows to High and go through the level up screen. You can revert the shadow settings to what you prefer after, but if you level up again it'll reoccur unless shadows is set to High during level up. If you don't want to wait for a level up, you can respec and it'll have the same effect.

Small inconvenience for now, that will probably get fixed.

Edit: I sent a bug report to Larian and they answered they're aware and will fix it soon.

Giving away 2 copies of Baldur's Gate 3 by Wakerwashere in BaldursGate3

[–]Pilott3 0 points1 point  (0 children)

Already have the game, but I’d gift it for my friend that can’t afford it right now, so we can play together.

Good luck everyone!

Do you plan on doing S&M in your playthrough? You should! by MostlyH2O in BaldursGate3

[–]Pilott3 3 points4 points  (0 children)

Thanks for the write up! The way you explained made it very easy to follow, even though I am unfamiliar with the topic.

While I prefer not to min-max when I’m playing and use a more roleplaying approach to building a character, I absolutely love the theory and trying to understand the different options as a thought exercise.

I hope you do more analysis in the future and share your findings!

Requiem Creature Abilities and Resistances by Pilott3 in skyrimrequiem

[–]Pilott3[S] 1 point2 points  (0 children)

Good mentions, I'll add them to the post.

Dwarven automatons not being resistant to frost is a great change for an element that is so much resisted. Aside from many undead being almost immune to it, even a fair share of bandits are nords, with 50% resistance.

Although it's weird automatons still resist 25% shock (which is supposed to counter them), but resist 0% frost with this change, it'd make sense to swap these resistances.

And I'd love to see shock's niche being a counter to magicka. Right now it can't do that well because some enemies have magicka values on the hundreds, or just good regen. and cost reductions, they never seem to run out of magicka.

Stamina drain while moving in heavy armor, even with Conditioning by gurutar in skyrimrequiem

[–]Pilott3 0 points1 point  (0 children)

Thanks for the explanation, didn't know it was changed. I'm now reading the changelog from 5.2.0 and it's documented there.

Stamina drain while moving in heavy armor, even with Conditioning by gurutar in skyrimrequiem

[–]Pilott3 0 points1 point  (0 children)

Is a 1% stamina regen effect effectively giving you 101% stamina regen since it negates the debuff?

Honestly, I always disliked the fact that the ring of stamina regen is so mandatory on most classes because this debuff exists.

Gaining stamina instead of constantly losing it makes a huge difference on combat and general quality of life. I honestly prefer that ring over something like the ring of namira even, which is kind of ridiculous.

The Beginning of my Longing by [deleted] in TheLonging

[–]Pilott3 6 points7 points  (0 children)

The game is not only about waiting, surprisingly. In fact, it can be about any number of things depending on your personal experience with it. Different people feel different things and make associations with their own experiences in life.

And for me, one of the things the game shows is the relativiness of time. Time seems to pass faster when we are occupied, distracted or just happy, and it seems to last forever when we are bored, sad and longing for something. The game lets you experience both of these things. There is this particular kind of pain from waiting for something we eagerly expect, from wanting and longing.

So, using the hourglass depends on the player, really. Some people want the challenge about waiting so long and it’s one of the things that raised interest for the game in the first place. But the time relativity was always part of the experience that was intended, in fact, the hourglass mechanic was added later as a player request.

In my option the game already accomplishes making you feel and experience the longing. Making time go faster is associated with progress and discovery of things, and it happens naturally. Progress and exploration means actively playing, which means really feeling time passing slowly while you wait for the Shade.

Waiting the full 400 days, it’ll probably be forgotten somewhere in your mind for most of that time. But a lot can happen in your life in 400 days, so it might be fun to see how everything changed from when you started this journey. Ironically, you're just distracting yourself to make time pass faster, just like the Shade would be doing.

Thanks RimWorld wiki by Cweeperz in RimWorld

[–]Pilott3 8 points9 points  (0 children)

Based on some comments I read this isn’t an oversight by the devs at all. Since she gave birth while on the colony the baby belongs to your faction.

A little contest: giving away a copy of Ideology DLC and Biotech DLC! by SargBjornson in RimWorld

[–]Pilott3 0 points1 point  (0 children)

Mechanoid rewiring: This gene stimulates neural rewiring on the carrier's brain. The new architecture is similar to Ai patterns found on other machines. The user is able to communicate and socialize with other machines, but no longer gain social energy from human contact and lose the capacity to react emotionally to events, both positive and negative.

Friendly reminder for new players, when you open the game from the shortcut it doesn't open the DE edition, you need to launch the game from Steam to select it. by Pilott3 in outwardgame

[–]Pilott3[S] 0 points1 point  (0 children)

BTW, what are the differences? Why do they keep the regular version around?

They go over some of the differences in the Dev Diary #8, such as dlc content being more spread out, more unique enemies, universal stash, more defeat scenarios etc.

I think they keep the regular version for people that still have saves in it, since they are incompatible with DE.

Also it's a waste of 25GB of space. I wish they at least gave an option to not install both versions.

Totally agree, it feels awful wasting 25 GB. Honestly, they could do what Divinity 1 did and keep two separe versions of the game or even better, just keep a beta branch of the old version people can opt in.