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Zwiebelchen

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Everything posted by Zwiebelchen

  1. Leipzig hier. The amount of Sauerkraut in this thread is disturbing. ;P Currently dying at 40 degrees in the office...
  2. You beat the game in about 50 hours? I took in the range of 100 hours minimum, playing on PotD on a completionist playthrough. So 20 hours per part seems realistic to me. The main game was incredibly long for a game released in 2015.
  3. I never said DLC are bad, but I prefer one uninterrupted game experience. I also play Telltale games when all episodes are out, binge watch TV shows and read shorter novels in one sitting. Episodic content keeps you interested in the franchise for longer than if you had full releases, hence why so many companies do that nowadays. It's basicly the old "a candle that burns twice as bright lasts half as long" principle. On topic: I'm fine with having two episodes for the expansion, as long as there is a clear destinct cut between the episodes so that it feels like it's making sense. So, for example, if the expansion is split into a optional TotSC-like side-content episode, and an afterstory episode that extends the content after beating the big bad of the main game, then this is fine to me, because then, there is a clear disconnect between the two parts. What I wouldn't want is to see a "to be continued" screen after beating the first episode.
  4. The Devil isn't artificial in the way that the gods are though. Her body is a construct, her soul used to belong to a woman of flesh and blood... unless there is a twist somewhere. Heh; twist: her body is actually flesh-and-blood with metallic body-painting applied, but her soul comes from a cheeseburger. Sect ideas he said... Someone give this guy a stage, please! This stand-up comedy must prevail!
  5. Actually, I think that PoE hit the sweet spot between dungeoning and exploration. Most complaints weren't about the one-sidedness in design here, but about the overall quality of the content: Most wilderness areas had very little to discover actually, especially since they mostly contained copy & paste encounters. Most dungeons lacked a destinct design idea, be it story elements or puzzles. I am actually in the crowd that considers PoE as being too long. I always felt like the developers should have cut the content by at least one third and instead concentrate the resources on improving the remaining content. Let's take some BG2 examples here, as I felt this game did this best. - Irenicus dungeon was littered with non-intrusive story exposition; it had a clear purpose of combining a tutorial area with getting to know the characters, while still providing some optional content for exploration; you fight mephits, dwarves, goblins, golems, a cambion, etc. ... all in the tutorial area! And it does all that with a surprisingly low amount of text (compared to PoE that is)! - The Unseeing Eye quest: you fight spiders, shadows, salamanders, beholders, undead, solve riddles, have an epic optional battle (lich), multiple optional battles that provide awesome loot and strong visual variation in area design - and a couple of optional sidequests in the sewer part. - Planar sphere: you fight golems, incredibly strong demons, dwarves, strong halfling parties, elemental-themed rooms, powerful mages and a beholder, you solve many puzzles, find unique treasure and on top of that, have another zone with very destinct visual variation - Shadowlord dungeon: mostly fighting shadows and undead, but again multiple puzzles to solve and possibly the most famous floor-tile puzzle of gaming history. And a mother****ing dragon (that is actually super-powerful in a non-cheating way). You also find a companion here, have some traceback missions like Yoshimo's redemption and a "think outside the box"-encounter (using the mirror to kill the shadows at the entrance) and the most satisfying dungeon reward ever: liberating a zone from it's eternal darkness, which ultimately makes you smile when a grimdark zone turns into a beautiful peaceful forest due to your actions. I can go on and on about how BG2 and even ToB had a phenomenal area and dungeon design. Compared to that, PoE feels like bland repetition of a mathematic formulaes. Endless filler-content, multiple samey-looking dungeon levels and no memorable quests and optional content inside these dungeons. Basicly, to sum up the popular complaint about PoE - which is definitely not that the game is too explore-y or dungeon-y - it has too much content. It mistakes quantity for quality. Don't get me wrong, PoE nails several aspects of a good RPG experience, like transparency of combat mechanics or meaningful multiple-choice with reactivity options, but it still has a long way to go in terms of dungeon, quest and encounter design.
  6. Actually, the games aren't so different at all. Granted, I consider PoE more of a hybrid between RTS and RPG, not a "true" RPG. Combat is just way too important in this game to consider PoE a full-fledged RPG. So the comparison to SC2 is not that far-fetched. And let's be perfectly honest: If there is one thing Blizzard is masterclass at, then it is polishing games. Everything, from the 1-second-menu-sounds to the animations of each single unit in any of Blizzard games is thought-through ad absurdity. The consistency of art-style in WoW over the life-span of almost a decade is unparalleled in game history. There is a lot and I really mean a ****ing huge lot to learn from blizzard games in terms of look & feel. And if we get back to the SC2 example, then the most obvious things we can learn from this game are: - intuitive and "responsive" UI - pathing algorithms (like ... literally. SC2 has the smoothest pathing algorithm I have ever seen. And that with several hundreds of units at the same time!) - consistency of art style - modularity and modding support (actually, they went a little bit too far here, overwhelming the players with possibilities and flexibility that is impossible to handle for inexperienced users) - optimized session length (most games are over in 20 minutes, which is kind of the magic number) - fantastic animations that provide clear visual feedback on what is happening in just the blink of an eye.
  7. Wait ... what if ... the PC isn't actually a watcher that can read souls, but just high on Svef and the companions aren't companions but trip-sitters? MIND BLOWN!
  8. Yes, thank you! I'm not that good with words, so I had trouble putting my thoughts in one statement. But this sums it up pretty good. ... But I got to admit I really liked Deekin. I wouldn't mind a cameo. Maybe because I'm reading too much "Order of the Stick" lately... On the other hand, I never liked any of the construct companions in all other games I played. Except for Legion in Mass Effect.
  9. How dare they. So you dislike them because their entire stories and personal quests aren't intricately tied to the main character's main story and quest? Does every companion have to be intricately tied to the main plot? It's not possible to encounter other people in the setting who have their own goals and affairs, but who team up with you because traveling together would be mutually beneficial and/or it would help further each other's goal even if you and they don't have the same common goal? It's "personally tied to the main quest" or bust? First, I think that would be a bit contrived. Second, from what I've read from Obsidian staff regarding the Pillars of Eternity game (and BioWare for the Dragon Age franchise), companions are a good way to showcase different in-universe races, cultures, classes, and factions. Each companion "represents" their respective people. For example, Aloth represents the Aedyr culture and high-class upbringing (especially given various Dyrwoodans' reactions to him), as well as the wizard class's intellectual bend. Pallegina represents the Valian Republic since that's her culture, and she shows a bit of what it's like being a paladin (how one's duty can conflict with one's convictions), and shows a glimpse of what some godlike go through in their day-to-day lives (like getting into a male organization by being an infertile godlike and thus "not legally a woman," and often getting cheeky remarks for her godlike features). Sagani "represents" the boreal dwarf culture and the ranger's (in-universe) bond with their animal companion (due to her bond with Itumaak). Hiravias "represents" the Glanfathan and druid culture, as well as the orlans and the discrimination they go through. I personally see all of the characters as "representatives" of different races, cultures, classes, and factions within the game. Sure, we get text descriptions of each one and encounter NPCs that give their sob stories, but companions we spend a lot of time traveling with, getting to know, possibly forming deeper bonds with, and learning about their backgrounds and upbringings and feelings about their culture/people. We get much more detail than we could just talking to an unnamed villager who basically goes "Help me with X!" "Here you go!" "Oh, thank you! *rewards with gold/gift/xp*" So, I don't think being disconnected from the story is a bad thing. I think it adds a touch of realism (since I still think it would be a bit contrived if all our companions came with us only because they all had personal business with the main plot, begging the question of "Isn't there anyone who wants to tag along just because we happen to be going the same direction?" as is the case with most RPGs), and they can still enrich the lore and setting of the game in other ways without being personally tied to the main story. I actually think that the whole "ambassador" idea of the PoE companions was one of the weakest features of the game. Companions felt extremely lore-dumpy because of this. It always felt like "look, this is my god, this is my country, this is my class ... eat it!". I guess the reason why so many people like Grieving Mother is because she had the lowest amount of lore-dump to deliver. And all her lore pieces are basicly tied to the main story and the central goal (curing the Hollowborn crisis). And the lore dump itself isn't even the main problem here. It's how it is presented: mostly through plain walls of text. I accept that PoE is a text-heavy game I really do, but that doesn't mean that all narrative has to be delivered by text. Why not have a cutscene in game-graphics that shows some of the critical moments of a character's background as a flashback? Why not use visual elements to deliver narrative, like the scripted intermissions? PoE had so much opportunity to deliver narrative through the intermission thing, but instead dumped every element into the dialogue box. Why? Especially since the PC basicly has soul-reading super-powers, this solution was served on the silver platter!
  10. Wait... if god exists and trolls don't exist, how can we be sure this guy is a troll? He could also just be an idiot. Or a troll pretending to be an idiot. Or an idiot pretending to be a troll. But if science can not prove if he is a troll or not, doesn't that prove that god exists? And if god exists and thus, trolls don't exist, wouldn't the question if he is a troll be answered, which ultimately provides proof that god can not exist, which again throws up the question again if he is a troll? We are running in circles...
  11. You know; there are some other numbers between 1 and 100. It's perfectly possible to not deliver a fantasy stereotype while still having an interesting character that is not a super-special unique snowflake in every way imaginable. I mean, come on, why does it have to be a bald male monk? Couldn't it have been like a non-bald male monk? Or a female monk? It's like they didn't even try. GM and Durance are perfect examples of how you can have a weird character without giving him a super-gimmicky premise like being a construct. The female dwarf hunter was also a nice change to the male melee dwarf cliché without going completely over the top in design. Why not more of this? Why go into extremes now all of a sudden when we managed to walk the fine line of "middleground between cliché and ape**** crazy" so well?
  12. I'm just saying that the premise of a construct and bald monk are just so ... unoriginal these days. Name just one RPG release in the last 5 years that didn't have a gimmicky robot/construct/droid/mechanical sidekick and I can name you at least 5 that had for every single one you mention. And only very few of them so far had been interesting. One of many is about the only one that was well done ... if you actually consider him a construct. For "real" robots, I can only remember one that was interesting. The Geth companion in ME.
  13. I mean, seriously, this is so Bioware... Writer: "So, I wrote this character that has all those inner demons to fight, but well, he hangs along anyway, because of some very good reasons that unfold throughout the story." Lead Dev: "So... what's special about it?" Writer: "Well, his conflict is actually pretty clever; it's abou- ..." Lead Dev: "No, I mean... what is special about the character?" Writer: "Umm, nothing, I guess; he's just an ordinary human, but his background - ..." Lead Dev: "I got a cool idea! Why not make it a robot?" Writer: "Huh? What? No! I mean; what should that add to the central theme?" Lead Dev: "(turns to PR rep) A robot it will be!" *applause fills the room* Lead Dev: "Oh, another idea! Make it a female robot. You know, with them pointy metal boobies!" Writer: "What, but this is just absurd, why should - ...? Ah, screw it..."
  14. Called it! Rogue girl (well okay, she's a robot) and bald-headed monk. Geez. Get a bit more creative Obsidian! ._. You think mixing it with the construct trope will improve on the age-old female rogue trope? You did so well on most of the original companions and now that. Seriously, a construct companion is not unique or creative at all. In fact, the construct sidekick is almost a standard in RPG releases these days. Grieving Mother was unique. Durance was unique. And both achieved that in a non-gimmick-y way. ... I already miss Chris Avellone's influence...
  15. It'd be really weird if you couldn't, as this is an expansion, not a sequel, and the trailer starts off from Caed Nua, rebuilt by "you." So yeah, I think it's safe to assume that we can continue playing with our current characters. Plus, the game engine leaves a lot of room for expandability anyway. Accuracy and Deflection can basicly be scaled upwards endlessly, due to the linear progression of stat vs. counter stat. And even the spells are mostly pretty basic so far. Even the sixth level druid and wizard spells aren't particulary impressive to me. The only thing that is worrying me are chanters and ciphers. Ciphers will probably continue using only two spells (mental binding, ectopsychic echo), but with more and more starting focus we will get into trouble eventually. Chanters are basicly the reverse: more expensive invocations and even slower phrases will only make the class suck harder.
  16. May I ask where you're from? I feel that that's an interesting notion of Central Europe. --- Even if the voice actor did an Inuit accent, I seriously doubt that more than a tiny percentage of people would recognise it as such. It also wouldn't evoke any specifically north-pole-y feeling, if no one knew what it was. They could have used someone with a Maya or Ethiopian accent, and very few people would know the difference to Inuit. It wouldn't matter what specific accent it is, only that it's distinct from any of the well-known ones. To me, "western Europe" is the area comprising the old Cold War era NATO countries. And "eastern Europe" is the portion of the old Soviet Union that is west of the Urals. (That seems like a pretty text book definition, since the eastern edge of the continent of Europe ends at the Urals, IIRC.) And that leaves what's in between those two as "central" Europe. In this case, you are contradicting yourself, as germany was devided between the NATO states and the soviet union until 1989. So it's pretty much the definition of central europe. An accent that I forgot about that could fit the Boreal Dwarf theme could be tibetan accent. While it doesn't exactly fit the culture (monks and chastes vs. mostly free living tribes), I think at least the language and accent would easily invoke that "snowy tundra" feel.
  17. Excited! So we finally get the missing rogue, barb and monk companions? If so, I hope they avoid the clichés of the rogue girl, brutish barb and the bald-headed monk. But there is a reason they dropped Forton, so I have my hopes... I'm totally fine with a snow setting. Feels like Icewind Dale 3 to me. And it's great they confirmed the stronghold in the trailer to come back. Improved stronghold mechanics incoming! According to this interview: http://www.hardbloxx.de/2015/06/12/pillars-of-eternity-interview-mit-josh-sawyer/2/ Josh is pretty much aware of the most critical issues, so I think we will see them all adressed in the exp:
  18. I see what you did there. Well played, sir. Well played... Though, that would basicly be Baldur's Gate.
  19. @Luckmann: thanks for all the work you've put into this. It actually matches with my experience from the game (Orlan, Cipher and Paladin having the most unique options). What I didn't know was that there are actually that many background checks - though most of them are probably with Thaos and the companions. I think we already have 3-4 of the background checks in the intro mission. I hope that Obsidian will put into a stronger directive into all this in the sequel and expansions. Take only one or two of the features and make it strong and discard all the rest. Nobody can expect all factors to be equally important. That would be insane. The current game focuses on Stat and Reputation checks the most. This is fine to me, because it imho has the largest roleplay value to it and affects the largest userbase. If they wanted to develope more factors, I'd say they should go for stats/skills and gender. Why? Well, several reasons: 1) if they would want to properly adress godlikes as in the description, they'd basicly have to write reactions on every single dialogue. This is blown completely out of proportion imho. I wish they'd just get rid of godlikes. It doesn't do the game good to be able to have a 6-godlike party and see godlike NPCs everywhere. Godlikes should be rare. It should be limited to NPCs where the scope is limited enough to fully flesh the NPC reactions out. Similar problem with Orlans and Aumauas. 2) Your past-life is rarely of interest for an NPC. They know you are an adventurer and that's all that counts. Backgrounds literally only matter in conversations with party members - because only them will probably know about it. It doesn't make much sense to put extra emphasizis on background. 3) Stat checks make a lot of sense and actually matter from a gameplay perspective. Also, high number of possible players affected is always good in my book. 4) Gender-specific content is very easy to write and easy to follow aswell. Also, it makes sense for your gender to matter more or less in specific situations. Some NPCs care. Some NPCs couldn't care less. Perfect candidate for fleshing out, imho. 5) Nobody knows about your religion. Same problem as with backgrounds, imho.
  20. Zwiebelchen is the diminutive form of Zwiebel - which is the German word for onion. Proper article handling in the posted sentences also suggests no native language rooted in the slavic group of languages. Sentence structure on the other hand also pretty much rules out romance languages but rather a germanic one and combine all that with a somewhat excessive, but proper(,) use of commas. Conclusion: Most likely German, so no pitch accent (at least for standard or "high" German, dialects are another matter), just no sense of humor sprinkled with some bluntness. Plus Zwiebelchen posted about being German in the past so there's that. *shrug* I'm kidding with the last part lest I'm being accused of being discrepectful for using national stereotypes. Really. I promise. Honest! Now I get that warm fuzzy feeling of being stalked... :> And yes, german has no pitch accent. But debates here in germany tend to be a little bit more on the rough side of expressions. So maybe there's that. You can learn the language, but you can't learn the culture, so I apologize if my way of writing might have offended someone. And yeah, out of the many false clichés about german people (many of them confuse bavarians, austrians or swiss people with germans), there is one that I'd consider true: a bad sense of humor. (But german is awesome if you like bad puns or like giant piles of letters: "Kreuzschlitzschraubenzieher" is a legit german word.). To bring it back to topic, menageri pretty much sums up what the conflict is about here. I like the comparison of the PoE pantheon with tyrants. Basicly just "people" with more power than average. The danger comes with their forced extremist outviews: my way is the only true one, betray me and I will punish you. This is what creates this weird dynamic in that even if you do something good, a "good" god will punish you in the end just for betraying them. Take my Hylea example I brought earlier: from the description of her "realm" (for the lack of a better word), one would assume that she values life over everything and wouldn't hurt a fly. Still she causes a dragon rampage if you betray her at Sun in Shadows, even when selecting a solution that more or less falls into the same general direction (giving the souls to newborn instead of back to the hollowborn).
  21. No they can't. You aren't overlevelled by the time you leave Defiance Bay. Look at the diagram in the TO. I was about level 7/8 when I completed Def Bay, which I consider intentional, due to chapter 3 and 4 being rather short. Also, I didn't finish the game much later than when I hit max level. The XP is properly balanced now. The encounters are not. How can the XP be balanced? The only balance that i've heard of is reduction of bounty XP. Changing xp rewards still doesn't change that it takes relatively the same amount of XP to gain higher levels; meaning you get over-leveled because there is a ton of side content in the game. On your graph you did a bunch of bounties and od-nua levels before heading to dyrford at level 9; dyrford is part of the act 2 -side level xp gain, since you can get to it before act 3,of course you're overleveled. You should be hitting twin elms at level 7/8 not dyrford. But instead, you're at 11 at twin elms and overleveled. Side quests throw out level-balancing in this game really quick, and it's a function of the bad xp per level design. Silent nerfs, maybe? But I don't care really. I'm a completionist; the only thing I skipped were the 2nd and 3rd round of bounties. And the XP was absolutely fine in this case. Bounties were literally 90% of the issue. I still think Bounties give too much XP, but that's just me.
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