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  1. FYI, from the Solasta II Steam forum "Known Issues, Bugs & Feedback" thread (see especially his last point): Myzzrym [developer] 40 minutes ago Quick note for the common issues we saw here: Bluriness: Make sure you have your video settings => Render Scale => Slider up to 100% Performance issues: If you have a good configuration, make sure you lower the resolution to 1920x1080 in your video settings. As this is a demo we haven't had a lot of time to work on optimization, so anything above 1080p might have your computer struggle a bit. Steam Deck: Same as above, game not optimized for Steam Deck quite yet! Languages: Only English is available in the Demo, even though there are already language options in the game settings (they just don't work). Missing features from Solasta I like Shove, Ready Action, Fly, Hide in Combat (etc): This is only a demo, we haven't implemented those yet but we do plan on having them in the final game.
    2 points
  2. As designed, when switching between the two weapon sets using a key/button, there is an animation delay and there even exist a level 10 ability to reduce that delay (without using the Inventory window in combat). I often use the Inventory window in combat and noticed I can change weapons in an instant. The only delay before attacking possible is if a firearm was not loaded (which is perfect, as designed). Although super efficient for me, this of course does not seem like the intended design (considering the level 10 Ranger ability). That said, I could be wrong and it could be an illusion. If there is a slight delay/animation after changing weapons via Inventory, I really do not see it.
    2 points
  3. Could you please add the ability to click on the map and add a waypoint or a marker? Thanks!
    2 points
  4. Hi, check this out! We found a big box in my father-in-law's attic and in it - among other stuff - was an old German youth magazine. "Why did he keep this?" we asked ourselves - until we discovered this: Awesome
    2 points
  5. 2 points
  6. ngl, this is not what I was expecting when I opened this thread.
    2 points
  7. Guilty of the same mistake, thinking you found her contact details in an old magazine
    2 points
  8. My plan was to build a Ranger mostly but with the Wizard's Blackbow and Spirit of Decay and so on. Unfortunately my progression in the game is veeery slow so far. The lack of info/explanation/numbers is not helping. I would like a mod that added all that useful info (combat log etc.).
    2 points
  9. Finished Deadfire's Beast of Winter dlc. All in all not too bad. The fight with the dragon was a bit of a pain, since those 3 NPCs that I recruited to help me didn't do anything at all. Took me 4 attempts to make it through it, funny enough, on the 4th attempt it suddenly was quite easy and fast. I'll probably continue with Forgotten Sanctum now, but I'm pretty sure that I will not touch Seeker, Slayer, Survivor, since the combat system is slowly beginning to pull me down and I'm not sure if I want even more of that.
    2 points
  10. As someone who also gets motion sickness in first person view games, what has worked for me so far is armor combined with arcane veil and high constitution. This, at least on normal difficulty, has made my mage "tanky" enough that she can cast spells in melee range without having to dodge. I think this could work with just about any type of weapons, or even perhaps weapon & shield for an even tankier character. ps. I hope Obsidian does not patch arcane veil, at least on lower difficulties. Because I really cannot play any fast paced combat with free range camera.
    2 points
  11. That's all good. My favourite part of Mafia were the calm bits. Driving in town from and to jobs, having a train ride with Paulie and scauting bank before robbery. Combined with Untouchables it's been a bit thing in my teenage age. Also public service announcement: SOLASTA2 DEMO IS OUT. Download on steam and play! Edit. Solasta2 - hmm... much, much prettier, not sure about everything else. It feels like a lot of small things that made Solasta interesting and unique to me have been shaved off. My worry that vertical design has been greatly simplified seems correct, and there are some major options missing. I hope that it is pre-alpha problem, and not Solasta2 problem. While far prettier, it also feels more generic than the original.
    2 points
  12. I wish i could play Avowed, because i don't have an xbox or a gaming pc, but i am playing grounded for the first time. It's so good! I got it on switch, and it's like 500p or something but it looks surprisingly alright and plays at like 30 fps so it's not a bad experience. It's the perfect portable game. I don't know what i was expecting and why it took me so long to play, but it feels like good obsidian and has the potential to be my favourite survival game ever. I hope microsoft continues their marriage with nintendo on the switch 2, because if it's on the level ps4 pro or something it will be able to handle most obsidian games semi decently.
    2 points
  13. In trying to complete this quest, I've come across a bug where I've managed to talk Ruanga into attending the party. However, I don't have the option to poison the captain, only to hand over the drinks which results in the default crew members dying. I do have the poison and discovered the journal, though had done that before ever speaking to Ruanga. My quest journal also reads as though she has refused to attend, which she initially did. I spoke to her again, and managed to convince her to attend. I do have a save going back before I spoke to her, but I've read elsewhere that given I've already picked up the poison (which was when I first visited Thirdborn), it will still be an issue?
    1 point
  14. Hey everyone, A new patch is now available! This update includes important fixes, so be sure to update your game when you see it. If you are encountering any problems, please continue to let us know at support.obsidian.net. Thanks for playing, and we appreciate your support! — The Avowed Team Crashes & Major Issues Resolved a crash related to GameThread timing out. The player will no longer crash after pressing ESC upon climbing a ladder. The player will no longer crash when playing on PC with an Xbox Account is signed in and internet connection is lost. The player will no longer experience a rare crash related to rendering. Quests & Area Design Yatzli now correctly advances "A Path to the Garden" quest even if "One Last Drink" was completed before meeting Temerti & Yatzli in Thirdborn. Ofryc will now appear as intended in Paradis near the end of the quest "Dawntreader". "Shadows of the Past" quest now progresses correctly if the player enters Naku Kubel immediately after it becomes accessible. Sanza now correctly rewards the player when turning in the first map to him. Wilfrith's Map is now removed from the player's inventory when giving it to Sanza. A "Quest Available" icon is no longer present on the map for a quest giver in Shatterscarp if they have been killed. A conversation with Yatzli during the quest "The Siege of Paradis" will no longer drop earlier than intended. A dream conversation in Dawnshore no longer ends earlier than intended. Corrected some conditionals that were preventing certain end slides from playing. The quest marker for the quest “Precious Light” appears where intended if Adelgund was spoken before the quest starts. Amadio in Emerald Stair no longer reacts as if the xaurips have been killed if they've been damaged by an elemental interaction. Sargamis' dialogue Some dreamthralls outside of Naku Kubel will no longer drop dead out of nowhere. Some xaurips in the Deadfall Highlands in Shatterscarp will no longer follow the player outside of the intended area. Barrier collision is now correctly removed after the conversation in front of Naku Kubel in Shatterscarp and fast travelling to Party Camp. The encounter for Belderreno's bounty now spawns more reliably. The player can no longer skip talking to Darle after burning the nests as part of the quest "Fires in the Mine". The player can no longer pick up 4 of the same Great Sword outside of Paradis. The player can now give the illicit goods to Daiko under certain conditions as part of the quest "The Wasteland Courier". The player can now properly exit the conversation with Forgemaster Dela in Solace Keep if they are unsure which weapon they want to upgrade. The player can no longer use parkour on the rocks to bypass part of the quest "Boundaries of Antiquity". The Pyromancer in Dawnshore no longer clips into and out of the ground. The quest "Message From Afar" will complete properly if the player exited The Strangleroot in an unintended way. There is now a proper quest marker for the quest "Mapping the Living Lands: Galawain's Tusks". Systems, Gameplay, and Balance Updates Corrected the requirements for the achievement “The Outer Worlds.” Arcane Veil Balance Adjustments: Damage Reduction: 50% → 25% Cooldown: 10s → 15s Environmental Fixes: Characters are no longer affected by electrified water when standing above it, jumping over it, or standing on an ice platform. Companion Behavior: Companions will now assist in combat more reliably. Companions will no longer rarely disappear after skipping a cutscene. Combat Encounters: Encounters with waves of enemies now spawn more reliably. Fixed rare cases where NPCs would teleport under the map. Improved behavior for water-borne electrical damage. Melee weapons (except one-handed swords) now properly trigger camera shakes when hitting enemies. Newly spawned enemies during combat now detect the player correctly. Player Movement & Camera Fixes: Fixed an issue where the Steel Garotte guard's weapon would enlarge when taking damage before a conversation. The player camera no longer lurches when opening a small lockbox. The player will no longer: Levitate briefly after opening a sarcophagus. Momentarily uncrouch when opening a small lockbox. Be unable to move after loading a save where Arcane Veil was active. Get stuck aiming down sights after a cutscene. Audio Improvements Adjusted music mix volumes based on story moments and vistas in: Emerald Stair Galawain's Tusks Shatterscarp The Garden Sound Fixes: "Arduous Delay of Motion" ability now plays an audio effect upon enemy impact. "Barbaric Shout" now correctly plays the shout sound every time it is used. Visual & Art Fixes Camera Framing Adjustments: Before dispelling the barrier to Naku Kubel. In conversations with gossiping Fiorian Citizens in Emerald Stair. During "The Siege of Paradis" quest. In Naku Kubel. With Cinzia in Thirdborn Improved fog appearance in the opening area of The Garden. Adjusted lighting near the Shrine to Skaen in Emerald Stair. NPCs now correctly look at the player rather than at the camera during the debate with Giatta, Vidarro, and Quillici in Fior mes Iverno. Removed graphical artifacts from the dreamscourge effect in Emerald Stair near Farmer's Market User Interface (UI) & Controls Fixed "Insufficient Funds" and strikethrough text incorrectly appearing in store screens. Cloud Syncing: When saving fails, a more descriptive error message now appears. If save sync fails after logging in, a dialog will now display listing the failed save syncs. HUD & Indicators: Adjusted directional damage indicators to not display during damage-over-time effects. Fixed an issue where damage numbers were previously failing to appear. Clarified text for Cross Save pop-ups. Loot windows now show correct values for stacked coins. Controller & Inventory Fixes: Steam & Xbox icons now appear in the Main Menu to indicate the logged-in account. Settings now correctly apply saved controller layouts after restarting the game. Upon crafting the maximum amount of an item, focus now returns to that item’s recipe entry. Inventory values are now hidden for items that cannot be sold (e.g., quest items and upgrade materials). Misc. Corrections were made to the Credits Tutorials in French no longer have images with English text.
    1 point
  15. ah if that's the case, then maybe it's kinda OK? PotD is not really supposed to be the "f*** around" difficulty, at least without the "and find out" part. still, was a pretty rude shock. the day 1 patch really salvaged my current run.
    1 point
  16. yeah that would fix the unique system, but i got into my mess because i was upgrading different items, not realizing how rapidly expensive upgrades would become. the upgrade system as it stands right now is surprisingly punishing about not picking one weapon and armor and sticking with it, you basically can't experiment. fine and exceptional gear are also prohibitively expensive. when i was stuck in emerald stair at extreme gear-check levels, i was about to dump my entire net worth (and everything i found so far in dawnshore and early emerald stair) into buying one exceptional bow. because you can only either sell or breakdown most gear, it creates a very scarce economy with the two choices in conflict. while you can respec skills and stats pretty easily, the game being so gear-bound and so gear-scarce actually means you have very little room for experimentation. i wonder if a solution is that in act 1 fine gear is expensive, but then merchants in act 2 sell fine gear for less (and also fine gear in act 1 becomes cheaper), but exceptional is still expensive. at least there's a cheap "floor" for gear in case you go up the wrong path, character-wise. edit: according to the wiki, in early versions of the game you couldn't upgrade mundane items across quality tiers. i wonder if honestly that's a better approach and just make fine and exceptional gear a bit cheaper. upgrading a mundane weapon/armor/shield/grimoire from common +3 -> fine +0 is basically a trap in terms of how ridiculously expensive it is of your upgrade mats.
    1 point
  17. A simple fix would be to cap the quality of unique in act 1 to Fine, act 2 to Exceptionnal and so on... This way we would still be able to "invest" in this feature but not break the game, transforming all uniques from act 1/2 to superb is just too much. Personnally I dont know the exact numbers behind the quality system. Before the patch it was something like 90% reduction/increase i'd guess. But you're right, now it's much smoother.
    1 point
  18. oddly this is a common criticism that i don't share. perhaps i'm just too used to playing FPS's where you frequently find endless amounts of one of like a handful of enemy types (if you're lucky) [e.g. wolfenstein, far cry series, call of duty series, even like bioshock infinite]. if this were a top-down RPG like poe1/deadfire i'd find it extremely annoying (and did find the lack of enemy variety in Tyranny very annoying) but once i'm in first-person mode my brain suddenly switches and it's no biggie.
    1 point
  19. I guess my title accidentially turned out to be the equivalent of a klickbaity youtube thumbnail.
    1 point
  20. I'd say he's more likely to hear objections from Congress than from Europe. The US troop force in Europe has already shrunk from a peak of 300,000. It's going to be costly to redeploy the remaining forces, and even more so if we ever need to return. But, whatever, we're in stupid mode so par for the course.
    1 point
  21. The exact route you have to follow in order to achieve Superb +3 ASAP is the following : 1) Choose a non-unique weapon you will upgrade all the way to Superb (this does not require adra, only gold). Preferably a one hander because it's less expensive. Let's call this weapon your "Template". Note that you can buy a Fine weapon from an act 1 vendor, could be better (in terms of gold/material economy) than starting from scratch (this I cant tell but it shouldn't make a huge diff). 2) Skip all lootable unique weapons in the game (you need to make sure you NEVER display their tooltip because, as soon as you make the game "load" their tooltip, their quality will be set forever and they will stop scaling with your Template's quality). (Note : vendor uniques upscale the same way but they cost a lot more gold when upgraded... not worth imo) 3) As soon as you are able to pick the scavenger rank 2 talent (cant remember the exact level), start upgrading your Template as a madman. The key part here is you can upgrade any material *3 for 1 material of the tier above. 4) When you are short on mats, go ahead and pick-up some unique weapons you left behind in order to scavenge them (they should've upgrade to match the quality of your Template), but not all of them, just enough to have the materials you need to upgrade your Template to Superb. 5) As soon as your Template reach Superb, go loot THE unique weapon you want to use for your build, along with any other unique you left behind. Salvage those useless uniques and upgrade your weapon of choice to Superb +3. 6) GGs you broke the game. Note 1 : you now have tons on adra by salvaging all those Superb uniques so you could upgrade any other unique you want. Note 2 : you can do exaclty the same with armors... Note 3 : upgrading your Template will cost you about 15k gold (in PotD) so spare your gold accordingly, you dont need to salvage everything you loot, just enough to upgrade your Template, vendor all the rest. Also you could use a unique weapon as your Template, this will cost you adra instead of gold BUT you will be stuck at Exceptionnal +3 until you learn how to craft Corrupted Adra (and I wont spoil when that is). Edit: There might be a better route but this is how I achieved it quite early in the game (before reloading because the game was way too trivial )
    1 point
  22. I tested this feature extensively and I must warn you that it makes the game way too easy (even in PotD). When I reached act 2 I just stopped metagaming around unique scaling because it completely broke the game. The breakpoint for me is when you start to NOT loot uniques to let them upscale and THEN you come back later to salvage them. If you do that, you will have access to way more high level materials/adra than you should and you will completely destroy the game. Dont salvage uniques, it will just spoil your experience. This is my own rule now : I never salvage uniques. That's my advice, you do you, but you've been warned EDIT: on the other hand, if you are willing to exploit this "feature" to the max, you SHOULD be able to upgrade a weapon all the way to Superb +3 mid act 2 (or even late act 1 if you're a gamer but i'm not sure whether the unique "pool" is large enough to achieve that or not). I'm sure you can imagine how this would break the game... EDIT2 : if you can craft Adra Ban with corrupted adra (I doubt this knowing how previous adra recipes unlock), you may even be able to reach Legendary as early in the game... Scavenger rank 2 will help a ton here.
    1 point
  23. 1 point
  24. "The United States has given us (Europe) three weeks to agree on terms for Ukraine's surrender. If we don't, the United States will withdraw from Europe." https://www.newsweek.com/trump-europe-troops-ukraine-peace-deal-2033823 The next few weeks are going to be interesting. Even more interesting than they currently are.
    1 point
  25. Not too big. I think a bit over 10GB
    1 point
  26. Just a suggestion that helped me: Turn off head bob and raise the FOV.
    1 point
  27. Mine as well. Well, the action was nice too mind. But the pacing was far better than in GTA et all where you're just going from one action setpiece to the next. Still remember the mission where you took that girl out for a walk. Nothing initially happened, just you walking down the streets with her, chatting. Only then would the mob show up and the action start... KCD has many similar moments. Only that the "action" MAY never start -- or may turn out to be you "just" getting absolutely drunk with a priest. People used to sensory action overload in your typical video game may even find it boring (which Warhorse were well aware of). But in KCD2 too, there was an (optional) side quest where I just went picking flowers with a girl... Also, these are my save stats from 60 hours now... A dozen bad guys I only (stealth) killed because I wanted revenge for something (didn't have to). 3 were from the intro. The first game has an achievement for finishing the game's main quest without killing anyone but one mandatory bad guy (not sure if the 2nd has -- lots of situations already solved by my sneak and conversation skills... plus my Henry can run from em bandits. And fast. ). How big's that Solasta demo (file size)? Gotta try it.
    1 point
  28. Honestly it would just be nice to have some more numbers or a toggle that shows the specifics for things. Stuff like Fireball, 1.5 m Area, 300 Fire Damage, 30% Fire Accumulation etc etc
    1 point
  29. Only 17 hours in, but I must say, I am enjoying this game more than I have any other RPG in literally years. I love the feel of the combat, the density of 'stuff' to explore, the art style/graphics/details/etc and the little rewards for going off the beaten path to explore random places/nooks/crannies. I actually feel bad that I'm playing for 'free' (Xbox Game Pass Ultimate). Hope there are eventually some large expansion packs to buy I'm running on a handmedown 3090 (on a new i7/14700k rig I put together) and the gameplay is buttery smooth in 4k, I left things at whatever it set itself to by default, which seemed pretty maxes by what I glanced briefly. Only complaint is that I seem to crash religiously after about 2 hours of play which is fine, cranked the autosave down to 2minutes, and I need the break anyway
    1 point
  30. honestly you shouldn't, this appears to be microsoft strategy. I paid for the game so I don't have to worry about a subscription, but microsoft is clearly trying to push gamepass subscriptions, and whether or not obsidian gets to make more games like this has more to do with engaged players overall and not just sales data (which apparently is also good, comparable to outer worlds which was a decent hit).
    1 point
  31. one thing i miss from deadfire is the auto-generated tooltips that help explain a lot of detailed mechanics. this is the kinda stuff i puzzle about. i'm too focused on finishing the game with my limited time to do much testing (though i did do a few tests on frozen + explosive damage), but maybe someone will do this testing in the near future. (it'd also be great if there was a way to figure this stuff out from the game files... the lack of a combat log really makes it hard to introspect some of this stuff - like i was able to show that shattering frozen enemies with explosion really does a massive boost, but there's no damage numbers or combat log to examine)
    1 point
  32. You should def go for steady aim and dual pistol (and maybe weave a bit of magic for CC). Steady aim rank 3 will drastically slow the pace of combats (while allowing you to land very deadly headshots) I'm sure you can dispatch most of the mob with very limited movement in Normal difficulty with this base setup. Also I found 1st person much less "nauseous" than 3rd person but maybe it's just me. You should also use heavy armors, this will limit the amount of movement you have to do in order to stay alive, and honestly ranged builds dont really need endurance (compared to melee). Hope it'll help Cheers
    1 point
  33. The game was certainly sold on nostalgia first. That happened right with the first Kickstarter trailer and all its callbacks to BG, IWD, PS:T et all. However, in terms of reception, it's not as clear-cut. Both Pillars games see better press reviews as well as user recommendations (Metacritic, Open Critic, Steam...) than any Owlcat Game, for instance. Yet, all of 'em Owlcat games did well. So well that it allowed them to massively grow and now they're even self-publishing games, all the whilte reportedly working on multiple projects at once. However, Owlcat Games have another thing going for them, rather than just aping Infinity Engine game aesthetics and controls: They're based on popular tabletops that hadn't yet seen a proper RPG video gaming adaptation yet. And the Pathfinder adapatations are based on some of the most popular adventure paths of the Pathfinder tabletop. In other words, a D&D licensed game telling another standard fantasy yarn may have hold a bit more of an appeal. I mean, people voiced their distaste for the naval setting of Deadfire too. Which also makes RPGs the only genre left standing in which even a game set in WW2 or the zombie apocalypse would be seen as a radical and completely risky idea -- dwarves, elves and dragons first!
    1 point
  34. If you feel you are being harassed, please use the report function to let us know.
    1 point
  35. I believe PoE2 didn't perform so well because PoE1 just had a massive nostalgia hype and that whole kickstarter thing going on. Once the game was out and people played it, they had their fix and that's it. Who knows how many people even finished PoE1. Then the new Torment happened, which was kind of the same / very similar, but also not that great. Now people who played those games, simply didn't return to PoE2. I'd say a BG3 style PoE3 would be really nice, but *please* by the love of god, don't make it that massive. BG3 is way, way, way too big... it took me 130 hours to get through a single playthrough, and I even skipped stuff in the end. It completely burned me out. The engine is nice, though. They should use that.
    1 point
  36. Given how conservative Obsidian have become, it'd probably take a fully explanation (and a fix) as to why Deadfire initially underperformed so much. (Pentiment and Grounded don't count -- the first was a passion project Josh Sawyer had to fight for, the latter started as a small experimental kinda thing). Personally, I'd take a "Watcher trilogy" ending proper even if it wasn't an isometric party game. After Paradox' colossal f*ck*p, make it the Bloodlines II proper for all I care -- Pillars Of Eternity III: Fampyres Rising. Avowed seems pretty action, combat, parcours and looting heavy and light on RPG, at least by Obsidian trademark standards. Then again, there was a time where they commited to making another sequel to Uwe Boll's favorite screen saver. Tactical party-based isometric RPGs may largely be a niche. However, the action RPG-like space is also crowded as hell. Even Ubisoft want some of that looting and leveling juice in their games. Will be interesting how that pans out... for now.
    1 point
  37. Have you tried 3rd person mode? That helps my wife.
    1 point
  38. I say "Bad" could be approached from the "Bland and Boring" angle. Very subjective, but if any combination of classes/sub-classes can be made viable mechanically, that's a way to gauge something undesirable. For me that's the Fighter/Pally variants. Stay front, whack stuff, heal. Meh. (very subjective, as I sad)
    1 point
  39. I've only just finished the tutorial zone and arrived at the first town. Early observations: 1) The third-person camera feels like a bit of an afterthought in that it exposes the janky player character animations. Jumping looks weird, and the dodging animation ...well, there isn't really a dodging animation and you just magically slide around. But it remains my preference because I don't buy into the belief that first-person cameras are more immersive. At least, not while my viewport is limited to a narrow 16:9 window. 2) I like that so far I don't seem to be expected to loot random bodies and containers, but the flipside of this is that I hate that breaking random crates and pots is rewarded. I'm going to refuse to keep doing it, and the opportunity cost based on what I've seen so far doesn't seem to be particularly large. 3) I welcome the return of stealth kills, though it's weird that they relate it to some mystical godlike power instead of something more mundane. However it's ridiculous that performing one automatically cancels stealth, and you have to always remember to manually re-crouch after each kill.
    1 point
  40. So Avowed. First impressions are mixed. Gameplay is indeed pretty good, and I like exploration so far. Writing has me increasingly worried. Conversation trees seem to be well below Obsidian's standard - there is a rather blatant "NPC has same response recorded for all of the choices offered to you", and character's just don't feel right so far. They speak casually, which is at odds with Avowed still being just of a lore whore as PoEs were. I also find NPCs to speak more to the player than a character. Multiple NPCs keep talking to the Envoy of Aedyr things they probably should keep to themselves. In first instance I thought it might be characterisation, but it keeps happening, so it seems like it's more of an exposition dump for the player, rather than a believable in-world interaction. Edit. So pwetty though
    1 point
  41. It's not the game we deserve, it's the game we need.
    1 point
  42. Avowed - It's fantastic. It looks great. The intro area is really well done. I just reached the first city.
    1 point
  43. Only if you want there to be. Note I never story-finished the game but I did explore/move around the last big "open" section so I did get pretty far. It's more of a stealth game in many cases and you can avoid or sneak-deal with enemies most of the time (not always but often). Or if you really want to, you can charge in or do something non-stealthy and attract a lot of enemies for chaos. It's up to you. Generally speaking trying to take on lots of enemies at once is often not a great idea, partly because of certain mechanics but also just spatial jank sometimes. There's some "boss" fights of course.
    1 point
  44. I haven't played a ton, but there is a super easy combat mode that you can set separate of the puzzles. So you can set the puzzles to regular or hard, but breeze through the stealth and combat stuff. So it might be worth a try.
    1 point
  45. Great blog. A very interesting and fun read!! And your gaming interests very closely mirror my own! After RPGs, it's strategy games and builder/management games for me as well.
    1 point
  46. I've still clocked way more hours on PoE1 than Deadfire (1000+ vs ~700) though for me it's no question: Deadfire all the way. Critiques I have about Deadfire are mere quibbles compared to how much of a step up I think Deadfire is over PoE1 in almost every way: music, systems design, environmental design, story, narrative. My main grievance is that I loved Hiravias as a companion and no one in Deadfire fills in his shoes well enough. Also Grieving Mother was extremely well-written and while she wasn't exactly someone I was happy to take all the time in the way Hiravias was, I don't think there is a Deadfire companion that gets the kind of in-depth narrative that GM did. (Though at the same time, I found it a bit annoying on successive play throughs the companion quests that were basically "choose your own adventure" text reads, e.g. Durance especially; it became less about immersing yourself in the narrative than remembering how to trigger the next step and mashing through all the dialogue options.)
    1 point
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