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Showing content with the highest reputation on 07/08/21 in all areas

  1. Hi all, hope you enjoy this list. I'm sure others have requested these but either way, I'm sure to have a unique perspective and spin on these creatures. 1. Snail. Upon seeing a snail shell today, myself and the group I play with were surprised when we couldn't bash the shell apart... to which we came up with an idea for a snail to be in the game. The idea is simple, snails come in a few places, roam around and leave their goo trails as a way to hunt them. When attacked, they retreat into their shells. Poison and Gas arrows would be an effective method to kill the creatures. Upon death, they can drop Snail Meat which can be roasted or turned to jerky, Snail Antennae, which can be used in crafting as well as breaking their shells, will drop "Snail Shell Fragment" and using the two crafting materials, the Tier IV heavy armor "Snail Mail Armor" can be crafted. Snail Shells around the map would also be breakable for the fragments. 2. Recluse Spider. These spiders are smaller than Wolf Spiders and Orb Weavers but more deadly. Their brown translucent color allows them to hide bark, or dry grass, so having them spawn around the edges of the Haze or up near the Oak Tree would be a smart idea as well as a few sneaky ones in the Hedge. These spiders should deal more damage than a Wolf Spider but also have slightly less health but more speed to keep them manageable in a fight. Killing a Recluse Spider should grant Tier III medium armor "Spider Garb" for crafting, using Recluse Venom and Recluse Fangs as well as regular Spider Parts as drops. 3. Black Widow Spider. Yes, I do love my spiders. As an Australian, the Black Widow is the closest thing to the national Red Back spider and due to their close similarities, I'd love to see it. About the same size as a Diving Bell, these super deadly spiders would be the scariest second only to the Broodmother. Black Widows would be located along the Shed when added as well as in and around the Hedge and even under the decking near the Paint can and Swamp. Black Widow spiders should one shot anything less than Tier III Heavy Armor and should be treated as a genuine threat unless players are trying to find one when aptly equipped. Killing a Black Widow would drop "Widow Venom" for a Tier III poison Arrow (Tier II will be covered here) and also will drop "Widow Fang" used in a Tier 4 dagger as well as spider parts. 4. Tarantula Hawk. A wasp found in North America, they hang around where large spiders like trap doors, bird eaters and other spiders of the Tarantula family can be found. Best spawns for these flying menaces would be around the Oak Tree, Hedge and near the Swamp. While these flying killers wont outright attack players passing by, like Mosquitos or Bombardier Beetles, they will pose equal threat and not only will they try to health drain players but their immense poison will deal some serious damage. Killing one would give "Hawk Poison Gland" and "Tarantula Hawk Parts". The glad is used in Tier II Poison Arrows while the parts are used in Tier III tools and other furniture like couches or tables. 5. Tarantula. Last spider on the this list... I promise. How could I add a wasp that kills big spiders and not have a worthy opponent? Replacing the Wolf Spider spawn under the Oak Tree, this colossal spider sleeps during the day and roams the night looking for Orb Weavers, Ladybugs and other medium sized bugs to eat. Being harassed by the Hawks is a giveaway to the player that these monster spiders are nearby and while the Tarantula isnt threatened by the player, it will definitely still attack. The Tarantula has the most health of any spider and should be perceived as a mini boss. Another creature in this list will offer parts for "bear traps" that will be usable against these spiders to hold them down. Killing a Tarantula would be no easy feat, such is the height risk offers a high reward; Tarantula Legs, Tarantula Fang, Tarantula Fuzz, Spider Parts and Tarantula Eyes are dropped when the beast is killed allowing for some new crafts; Tarantula Legs can be used for a Tier III sword, while Tarantula Fang will be one of many components in the Tier III Crossbow and Tarantula Fuzz will be used in various building materials as well as a night vision hat with the Eyes. With that wrapping up the first half, I also wanted to add some items to the game that wont rely on my creatures here and would use parts already in game from Crow Feather to Berry Leather; Automatic Crossbow, Catapult, Sticky Grendes, Explosive Arrows, Acid Arrows, Glowing Arrows, Glowsticks, Saw, Sickle, Pike, Dart Tube, Throwing Knife/Daggers and Weavil Chitin Armor. Hope you liked them, back to the final 5 creatures; 6. Field Mice. Mice are a general nuisance but esp so for insects. Ant holes get invaded by these furry pests quite often and even Waso nests get raised to mixed results. A few mice scurrying around wouldn't be directly killable by the players, bit perhaps some mechanic to see Tarantulas or the Crow stun these long enough for use to kill them, or perhaps they could do the job for us by players luring mice to their Doom? Mice would drop "Mouse Tail", "Mouse Tooth" and "Mouse Fur" for a Tier IV Light Armor called "Mouse Cloth Armor". On top of this, Mouse Fur could be used in a Spinning Wheel to make Mouse Cotton. Mouse Tooth would be used to make a "Mouse Trap" which would be a bear trap of sorts. 7. Sparrow. Sparrows are notorious for eating insects from ants to bees to small spiders. Having one or two sitting around, coming down to the ground and pecking around, killing ants ants and other bugs would be handy... but scary as we would be prey to such a bird... Like the Crow, feathers can randomly drop for us to harvest. This time using Tier III Hatchets instead. Also, every now and then a dead Sparrow could be found somewhere which would allow players to harvest feathers right from it while also taking "Sparrow Beak" off of it. Sparrow Feathers would be used to create a wingsuit. Yes, a wingsuit. Perfect for freefalling from the Hedge. The Beak however would be used in the Tier III medium armor, Sparrow Armor and also for Tier IV tools. 8. Dragonfly. Located at the Pond mostly these flying bugs would be both passive and a threat. Killing one would be no harder than a Mosquito but its rapid speed might catch some off guard. Killing drops; Dargonfly Wings, Dragonfly Parts and Dragonfly Head. Head and Parts will be used in a medium Tier III Armor Set called "Dragon Armor" The wings are used to craft windows. 9. Termite. Also called White Ants, these pests are invaders of homes. Natural enemies of Ants, Wasps and Spiders they eat their way into everything and spread rapidly. Location would be inside the Abandoned Anthill at the Oak Tree and this tunnel network would be filled with both Soldier Termites and Termites. They are bright white and dirty looking. Basic termites are 3 times larger than Worker Ants. Finding these outside the anthill will be rare bit inside would be a very scary and overwhelming fight. Killing these bugs drops "Termite Parts, Termite Mandibles and Termite Head". Termite Parts are used in some Tier IV tools while Termite Mandibles is used in a Tier III Spear and a Tier IV "mace". Termite Head and Parts will be used to make a Tier IV Termite Armor set. 10. Praying Mantis. This one was the original of my concepts and ideas and wishes and if any one has to make its it's this one. Many other creatures almost made the list like Assassin Bugs, Wheel Bugs, Caterpillars and Moths, Butterfiles and even ****roaches... but the Praying Mantis will see the end of this list. Praying Mantis are super fast, super strong and would be a glorified boss fight in game. Would be located in the sense grass areas and would move around a little but generally lay and wait near the grass. Their bright green color would make them hard to spot and for the poor souls that do, they should be Ill prepared... Praying Mantis should one shot anything wearing less than Tier III heavy armor and should be considered an absolute threat to even the most well equipped survivors. Drops from this would be; "Mantis Leg", "Mantis Venom", "Mantis Mandibles" and "Mantis Chitin" as well as "Mantis Parts". Mantis Parts would be used in the creation of all "Mantis" gear. Leg, Mandible and Chitin would be used to create the Tier V Medium Armor; "Mantis Plate Armor" and the Mantis Venom would be used to create Tier IV "Mantis Dagger" and "Poison Grenade". All creatures would have "stuffed buildables" using their parts and possibly other things could be added from a person or even developers with more time and love to give. These creatures would make the game feel 10x more scary, fun and and stressful and will surely be a great way to expand the game. Thanks for reading and apologies for any spelling errors etc you may have encountered.
    2 points
  2. I have over 1300 hours, mostly upscaled PotD and have only really used empowered attacks two or three times. It always seemed like a waste of an empower point - I can make one attack slightly better than normal - if it hits, or get aload of resource points back which can be used for multiple special attacks/spells. Not empowering also saves on having to spend talent points on those empower passives and level 8 (or whatever level they are). The only empowerd attack that i ever did that felt worthwhile and didn't feel like I just wasted an empower point was as a fury druid. I killed the leader of the vampires in splintered reef pretty much with one empowered malestrom spell whilst wielding the Volge and wearing the electricity armour - I have to admit that was pretty impressive. Most of the time though I never use empowered attacks. So to those that do, what/how do you use them? What talents do you take on level up? The empower ones? Do you use empowered attacks just with specific attacks? Why do you prefer that to getting loads of resource points back?
    2 points
  3. the US is a republic, which am suspecting were the founder's solution to the issue gorth identifies. even after the Constitution, most americans saw selves as virginians or pennsylvanians as 'posed to Americans, which made sense 'cause most o' their problems were being addressed at the local and state level. am thinking many people who are not american is shocked when they discover just how much state and local government autonomy there is in this curious nation. on these boards we rail 'bout national elections, but the reality is most o' the ordinary laws and government intrusions americans suffer or benefit from is achieved local and state. the US already kinda has the apparatus to achieve what gorth suggests, but am suspecting you would never get enough americans to vote for a change which would functional result in the US returning to pre ww1 (or perhaps even pre civil war) reality o' the states being practical nations unto themselves. more than most western democracies, individual states is more capable (if still inept) at handling essentials o' day-to-day governance as well as addressing more exotic issues such as international trade n' such. the thing is, once you got national programs and apparatus such as social security, and an interstate highway system and national defense, is tough to decentralize and to reduce. furthermore, not all states is capable or desirous o' such autonomy. have mentioned in the past that in spite o' texans occasional talk o' succession, they actual is depending on the national teat for sustenance far beyond the national average. states such as ny and california see a net loss in fed dollar benefits. converse, states such as texas is not in a position where they could easily endure an absence o' federal supporting dollars. get those states, and there is many, to agree to some serious long term pain from a return to real decentralization? regardless, is kinda amusing how the US started out embracing the solution gorth posits, and then abandoned it. no doubt many will argue granting the fed government greater power and authority were a mistake. is not an unreasonable argument, but is hardly axiomatic. HA! Good Fun! ps is also worth noting the US started out with something called the articles o' confederation, which were a colossal failure and were abandoned in favor o' a bit more federalism. shay's rebellion were perhaps all too fresh in the minds o' the Constitutional delegates? dunno. (edit: added a link for shay's rebellion 'cause expecting any non american to know 'bout such would be unfair. however, am gonna admit we didn't bother to read the linked material 'cause am lazy. we apologize in advance if the article is terribad.)
    2 points
  4. Nothing like having two coworkers drag me on a call to "help" them with an issue. And guess who owns the issue now.
    2 points
  5. Also the criticism towards the Crows dress is really just in jest and not substantive because I can think of many reasons why any assassins guild could and would dress in a certain way For example the symbolism matters so they would sometimes assassinate people and want people to see their garb because you send a message which is " yes we did it cause you messed with the Antivan Crows " so they would openly show who they are But then logically if they play the role of spies they wouldnt wear anything linked to the Crows.....they wouldnt be very effective spies if they had wore a big, flashing neon-light that said " hi, Im an Antivan Crow and I want to spy on you " So I see no issue with their dress code
    2 points
  6. For a more serious answer, I don't think the Antivan Crows are intended to be a secret organization, but pretty open as a political force. https://dragonage.fandom.com/wiki/Antivan_Crows
    2 points
  7. Tactician gets confused when they are flanked. The build works real well and I think it's even better than Barb/chanter because you selfproc unbending with the fogs, getting 500 hp in seconds before enemies even hit you and ofc cleving stance is quite nice too. Streetfighter sounds nice too, but it would be way more input, since you have to manually kill skellies, while Tactician only does that once at the start of the fight to get confused. (you can either shoot an enemy with powder burns from stealth or just cleaving stance full attack a skelly in combat, both will instantly confuse you, after that every ai summoned skelly pack will keep the loop going and ofc standing on the chill fog blinds you which also flanks and as streetfighter flank = confused)
    2 points
  8. So apparently the backstory for Lucia, the orphan girl in Whiterun, is that her parents died and her aunt and uncle took over the farm and kicked her out. She got to Whiterun, where nobody cared except for the drunk redguard beggar who thought her the basics of begging. a) bastards in Whiterun pretending they are good and proper neighbours. b) bastard Companions who pretend they are about honour and protecting the innocent. c) Where is that farm? I want a word with aunty and uncle. I have two empty petty soul gems to help me check if they even have souls.
    2 points
  9. Making a pretty fun build atm, my testchar is a Beckoner/Tactician. I'm dualwielding Grave Calling with Chilling Grave together with Hand Mortar and have Powder Burns on to confuse myself and have Mob Stance for instantly killing all my skellies. However I'm wondering if it wouldn't be better to be better to go Troubadour for faster Skelli chant. My main concern is me not oneshotting skellies, but also the single skellie from chant having less impact than the ones from invocation. However Troubadour would also mean faster invocation buildup? edit: I just realized, that for all intents and purposes the game seems to treat chilling grave as melee attack, so maybe Skald would be insane?
    1 point
  10. This was my MC for my first playthrough. I played on Veteran Upscaled with a party. I completed every quest that could be done honorably including all DLCs. I didn't side with any faction and I skipped the megabosses. The rest of the party: Caltris: A custom Illusionist/Rogue. Xoti: SC Priest of Gaun Eder: SC Warrior Aloth: SC Wizard Prelude: Before Fhorn, there was Will – an estoc-wielding warrior of great resolve. Will's godlike nature made him bear down in times of danger. Will was rocksteady and people all over the Dyrwood grew to rely on him. As a lord, he was just, honorable, and honest. Will's soul was ripped from his body by Eothas and he was resurrected as Fhorn. Bio: Fhorn is a nature godlike barbarian-berserker fighter. He is primarily a damage dealer but also off-tanks. Remnants of Will remain, but as Eder puts it, "Fhorn's got more bark." Others find Fhorn's constant motion distracting. He struggles to contain the energy boiling within him. His treatment by the gods has pushed him to the knife-edge of reason and his rages terrify everyone. As he descends into a battle frenzy, Fhorn chants a litany of Awareness to ward off confusion and madness. His friends breathe a sigh of relief. =================================== Like a Truck, Berserker! =================================== Difficulty: Veteran Upscaled with a Party -------------------------------------------------------------- Class: Brute (Berserker + Fighter) -------------------------------------------------------------- Race: Nature Godlike -------------------------------------------------------------- Background: Deadfire Archipelago – Explorer -------------------------------------------------------------- Stats (No Berath's Blessings): MIG: 15 CON: 12 DEX: 15 PER: 12 INT: 12 RES: 12 -------------------------------------------------------------- Important Skills: Athletics -------------------------------------------------------------- Abilities (a=auto, ®=recommended, !=important) PL1 Barbarian Carnage (a) Berserker (a) Frenzy (!) Blooded ® Arms Bearer ® Fighter Constant Recovery (a) Disciplined Barrage (!) PL2 Barbarian Barbaric Blow (!) Thick Skinned ® Fighter Fighter Stances (!) Two Handed Style (!) Determination ® Confident Aim ® PL3 Barbarian Wild Sprint (!) One Stands Alone ® Bloody Slaughter ® Fighter Tactical Barrage (!) Penetrating Strike (!) PL4 Barbarian Spirit Frenzy (!) Fighter Weapon Specialization ® PL5 Barbarian Barbaric Smash (!) Tough ® Interrupting Blows ® Fighter Mob Stance (!) Armored Grace (!) Unbending ® PL6 Barbarian Lion's Sprint ® Brute Force ® Fighter Clear Out (!) PL7 Barbarian Spirit Tornado (!) --------------------------------------------------------------- Weapon 1: Lord Darryn's Voulge - This weapon is a blast. Not amazing for single target but great for groups. Equip Boltcatchers and apply Storm Toxin for maximum shock value. Weapon 2: The Willbreaker (Make them Flinch, Unavoidable Demise) - A devastating weapon with nasty afflictions and upgrades to ensure they land. Weapon 3: Mechanical Marvel - Fhorn doesn’t do ranged much, but when he does, he prefers an Arbalest with a knockdown. Chest: Patinated Plate (Constant Rebound, Burnished Joints) Helmet: None Amulet: Strand of Favor - For the 10%. Trinket: I rest sparingly, so trinkets get switched out frequently. Cloak: Champion's Cape Gloves: Gatecrashers Ring: Etonia Signet Ring Ring: Ring of the Solitary Wanderer Belt: Ngati's Girdle Boots: Boots of Stone Pet: Epsilon – Less recovery time due to armor for Fhorn, increased stride for party ----------------------------------------------------------------- Offense: Fhorn opens with Tactical Barrage, Lion's Sprint, and Spirit Tornado (Disciplined Barrage, Wild Sprint, and Frenzy at low levels). Barrage cancels out Frenzy's confusion making Fhorn's friends happy. Fhorn is a melee off-tank who wades into the thickest part of the battle, placing as many enemies as possible in range of his carnage AoE and debuffs. With sprint, he's lightning quick, and can land a devastating attack anywhere on the battlefield. An ideal position is on a blob of enemies locked down by Eder. He makes a great hammer to Eder's anvil. He's not worried about stealing aggro, the more enemies focused on him, the faster he gets. Fhorn is most efficient when 3+ enemies are in front of him, but his mobility and interrupting attacks make him a deadly mage hunter too. Fhorn is mundane without an inspiration buff, but any of them will trigger his +1 power-level bonus. Barrage, Frenzy, and Sprint are all cheap inspirations, but Sprint's short duration makes it situational. In many fights, Fhorn can have three active inspirations and rotate between Penetrating Strikes and Barbaric Smashes. Clear Out is an expensive Full Attack knockback on everyone in range, which can be devastating and is also great for repositioning. For long fights, Fhorn conserves most of his resources for inspirations. Defense: Fhorn's best defense is a good offense, but Spirit Tornado terrifies surrounding enemies and Patinated Plate gives a 30% chance to stun attackers when they hit. In a crowd, there's usually a 1 or 2 unable to attack. Fhorn started out in light and medium armor, but it wasn’t enough. So he donned heavy armor and took armored grace. For half the game, he wore Reckless Brigandine. Eventually, he settled on Patinated Plate and was happy ever after. Unbending prolongs the inevitable, but its Xoti that keeps him running. Fhorn takes lots of damage and he's incentivized to make more enemies attack him. In a ~90-hour playthrough with permanent companions, he leads in total damage done (37%), damage taken (48%), and times knocked out (49). Afflictions: Spirit Frenzy staggers on attack (-5 Might, no engagement for 10s). The Morningstar proficiency subtracts -25 Fortitude on hit (Brute Force allows Fhorn’s attacks to target Fortitude or Deflection). Affinity for Being Surrounded: With Mob Stance, Fhorn gets -5% Recovery per threatened target and a killing blow triggers a free Full Attack on one enemy within range. One Stands Alone grants +20% melee damage when near two or more enemies. Ring of the Solitary Wanderer give -35% hostile effect duration when no allies are nearby. Hit and Crit: Lion’s Sprint add +15 Accuracy to the next attack. Will Breaker converts 25% of Misses to Grazes. Confident Aim converts 30% of Grazes to Hits. Willbreaker converts 10% of Hits to Crits. Frenzy converts 30% of Hits to Crits. Bloody Slaughter converts 20% of Hits to Crits on targets <= 25% health and adds +50% crit damage. Disclaimers: I respec'd Fhorn once around level 12, changing him from a dual-wielder to a 2-hand user. I also switched him from the Blood Frenzy track to Spirit Frenzy. He was too fragile at that point in the game, and I thought that Spirit frenzy would give him better survivability and team synergy. Making enemies cower and staggering loads of them is great for survival. Still, I won't deny that I missed melting foes with Blood Frenzy. The reason for the switch to 2-handers was two-fold. First, due to some poor luck or itemization, I hadn't found any axes or flails worth a damn at the time. The second reason was Modwyr. Major spoiler below if you don't already know about Modwyr. Also, the extra penetration from 2-handers and the morningstar's Fortitude debuff.
    1 point
  11. That's a brilliant idea. I'd try it out, but I know from past experiments with Grave Calling that my graphics card isn't powerful enough to handle all of the chillfog procs.
    1 point
  12. There are a few that are indispensable. Beantown Interiors and the ones at add interiors to many of the buildings are must have. True storms in the other ambient weather and lighting mods are also essential. I want my buildings dark, my subway is darker. Night time outside also. Light from light sources only. I like having to rely on the flashlight. I have a few that enhance difficulty, wasteland survival is a big one. Even at high level you’re not going to be able to take more than one to two bullets before going down. I have a few that slow down experience gain. I also like the ones that add constant to existing areas. Except for diamond city. I’ve tried a few of those but they seem to have conflicts with some of the weather mods. Plus you don’t spend enough time there to make it worth modding. I also have radio mods for WRVR, Cadillac jack, and galaxy news radio. Those are all really well done. I’ve got one that adds a new area to the map but I never did find it. I can’t remember where the entrance is and I did never looked it up. Maybe this time. Other than that I have a few of the immersion mods that enhance the atmosphere and add a little details to the game.
    1 point
  13. Nice looking system! If your old PC had a spinning hard drive, the loading times will be much faster with either SSD (not to mention your new processor and memory). The loading times will be a little faster with the NVMe drive. If its a decent model, I'd pick the SATA drive for double the capacity.
    1 point
  14. Okay I really enjoyed this trailer for the upcoming Vampire Masquerade Swansong.....I do love the settings and entire Vampire game world
    1 point
  15. You're very welcome! I don't at all regret having backed it (and don't ever see funding RPGs as a waste of my money even when a particular game doesn't quite pan out), which is also true of their other game, Torment, for which I truly hope to see a sequel some day. As for the combat, yes actually the combat is interesting the first time within each dungeon level, and I did employ those very tactics you speak of, but subsequently it just became repetitious. I also didn't like the restriction of just being able to use only four of all your abilities at a time. It was a good game as dungeon crawlers go, but I was expecting a true cRPG and that it was not.
    1 point
  16. I'm not touching it until full release, but I'd be interested in opinions from any foolish brave souls that partake in early access.
    1 point
  17. I nibble away at FO4 every week or two. What's your mod list?
    1 point
  18. You sure did, Bruce! And I don't mind puzzles so long as they are not aggravating and/or repetitious. Thankfully the Director's Cut version of the game has a bard's song that allows you to bypass a lot of the puzzles and even some locked doors generally.
    1 point
  19. Really, the problem with the world today is everyone acts too polite? What a joke.
    1 point
  20. I have the same issue. I hope the dev fix this soon.
    1 point
  21. Huh - I didn't think about Shifter at all but you are right: his bonus spells fit best in this case. If you don't shift the class has no drawbacks. The pros/cons are in the shifting itself.
    1 point
  22. Besides the Sasha's Singing Scimitar Chanter who can empower "for free" and doesn't need empower points for resource refill I use it frequently with wizards, priests and druids. But I play wizards more so most of times wizard. I will spend some points on empower abilities, too. Mostly I will empower the PL8- or 9 stuff. If you use The Least Unstable Coil then empowering an ability such as Minoletta's Missile Barrage, Meteor Shower, Great Mealstrom, Avenging Storm, Sigil of <god> Rain of Holy Fire will give you all tier-3 inspirations, including Brilliant. That's worth an empower point imo. Also the Weyc's stuff. Another time I used a Xoti Monk with Empowered Strikes and Inner Death since that makes sure you actually land a crit. With Xoti's Inner Death isn't so inferior to Whispers of the Wind because WotW costs more Wounds - but Inner Death does not cost more Mortification. And with the Lantern you even get back +1 Mortification per kill (and +3 wounds if you are using Community Patch which turns Inner Death from a "spell" that doesn't work with Turning Wheel, Enervating Blows, Swift Flurry and Xoit's Wound mechanic into a melee weapon ability which then works with that stuff).
    1 point
  23. If JoJo isn't weird stuff then I don't know what is.
    1 point
  24. On my Priest of Wael playthrough I remember talking back to Rymrgand during the failed experiment, but not so much that he would kill me via dialogue. Later I started Beast of Winter, and when I tried to go through the portal Rymrgand asked me if I was the same **** as before. There was a Priest of Wael unique shady/clever dialogue option along the lines of "You must have confused me with someone else." to which Rymrgand's reply is basically "Nice try" and another instadeath via dialogue. Also if your character has minor intercession, all the priest classes have unique descriptions of just what a minor intercession is if you use it after contacting a plagued ship. For Wael, everyone aboard the ship blacks out and mysteriously wakes up back at their post some time later.
    1 point
  25. Here is a small proof of concept vid, just slapped some random gear on a testchar, there is definitely some improvements possible:
    1 point
  26. I did warn you about Bards Tale IV, remember our chat? I said " dont play this game if you dont like puzzles " The puzzles are part of the overall journey and intrinsic design and once you get use to the patterns they become much easier and less vexatious ...but they still can get annoying which is why I suggest game guides for certain puzzles It is a good game but its not for everyone I would say primarily for what you posted
    1 point
  27. Hi there, the devs now are really in it - I would've said - they are looking into it and there is no silence anymore - sorry folks: I just wanted to spread some happiness in these dark times
    1 point
  28. Loving the new update as a whole, but something I've noticed is that pets are quite difficult to have following you around, even if it's just leading them towards a pet house. I think it'd be extremely useful to be able to pick up pets, and carry them and drop them wherever you need them to go. Especially if your base is at a higher elevation, as well. Weevils can't navigate stairs that well, and I haven't gotten the chance to get an Aphid yet, so I can't say for certain whether or not their AI is better. I've lost two Weevils so far, R.I.P. Rambo I and Rambo II. I'm building an enclosure for Rambo III for the time being, though, to protect him at least a little bit from stuff that wanders near my base and decides to assault him.
    1 point
  29. Somehow that scope just looks completely out of place on that gun
    1 point
  30. I bought Horizon Zero Dawn in the Steam summer sale and started it up yesterday. I am shocked by how good it's been so far. It's gorgeous, runs great on my machine, has a compelling story and it's surprisingly well-written with (some) characters that I actually care about. Also, it just opened up the world for me and that did not make it less awesome! Unless something happens after the lengthy intro, I am going to enjoy this game immensely.
    1 point
  31. not to necro this thread, but ime the priest subclasses offer a suprising amount of dialogue changes, compared to the others. nothing totally unique, but you can bypass some fights easier than other classes, which might rely on specific reputation or stats otherwise. and there's a few "encounter" specific interactions that yield extra benefits that i've found only exist for a specific priest subclass (wael for a ship encounter, skaen for the effigy encounter). i haven't played much paladin as mainchar, so paladin orders might get something similar, but i was honestly surprised at the amount of options the right deity choice gave compared to other classes (especially since in poe1 priest order hardly mattered at all aside from a special feat). edit: ciphers also get occasional options in encounters along the lines of "search for the presence of other spirits." those two classes get the most impact in dialogue imo.
    1 point
  32. I couldn't find any BEFORE the shroom and doom update
    1 point
  33. I survived my 8-day family trip to Vegas. One neat side effect is my son came home wanting to play Fallout: NV after I spent the whole trip pointing out landmarks to him.
    1 point
  34. Started a new FO4 game. New mods, new character concept, new play strategy. C’mon Dogmeat, let’s go boy.
    1 point
  35. Yes......and not just pets. I often have to rescue a stray aphid or weevil stuck beneath stairs/supports etc. Would be nice to just pick them up and set them down elsewhere before an ant comes along and starts wrecking the place trying to get at them. Instead, I've had to dismantle and rebuild after setting them free. (I know.....I'm a softie when it comes to cute, chirpy, critters. )
    1 point
  36. Same. All our bases are over ground level to prevent bugs to enter them. I was looking forward to let some of my pets run around in my bedrooms. Therefore I would love the function to pick them up or moving them.
    1 point
  37. Now that pets are being implemented into the game, I think a little jumping spider would be an awesome addition!
    1 point
  38. I also would love to have new kinds of pets, aswell also new functions for them (riding, combat, bonus effects, etc). But I also would love to be able to move them in their pet houses. This way, we could place them into safer places and into our houses, as they don't actively follow you everywhere (yet). This is something that feels missing in my opinion, because especially an Aphid would be easy to carry around and place into a house. And keep the accessories for them coming! I love that idea!
    1 point
  39. I wonder what Phase 2 pets will be, I would love a pet ladybug.
    1 point
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