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Azmodiuz

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Posts posted by Azmodiuz

  1.  

     

     

    UG6Q9Y - new one

    Confirmed!  Four to go. :)

     

    EDIT:::

     

    It's from the Launch Day Trailer vid in backer update #47 at the 0:19 mark. 

     

     

    On 0:37 is the same again ^^

     

    In case anyone didn't recognize him, that's Obsidian's awesome PR Manager, and all-around nicest guy ever@Mikey Dowling.

    MWQ9jcy.png

     

    didn't know. Hope you didn't DOX him to find out LOL (j/k)

  2. yeah can not wait for WL3, 

     

     

    47KjYc

    https://twitter.com/Inxile_Ent/status/993898820194000896

    Thanks, InXile :)

    Can't wait for Wasteland 3 ;)

     

    Always happy to help out our brothers and sisters in RPG arms over at Obsidian. On a personal note, the big downside to working at inXile is that I now know everything about Bard's Tale IV: Barrows Deep and Wasteland 3, so it makes the opportunity to play other RPGs that much more precious! Been waiting for this one for a long time. Also, I think I'm on an island somewhere in the game. Looking forward to finding myself. :-D

     

    I truly loced WL2 and can not wait for WL3

    • Like 1
  3. It's the final stretch before the release of Pillars of Eternity 2: Deadfire, and for the last few months, @WorldofEternity, @Obsidian, @vs_evil have all been secretly adding codes digital, print, and real-life media.

     

    We didn't know what it was at the time, but they were laying the groundwork for The Deadfire Scavenger Hunt!

     

    Go here and start entering codes:

    https://eternity.obsidian.net/scavenger

     

    Below are the codes the community has found, listed in order of discovery:

    47/55 codes found.  Workin' on Cosmo!

     

    jjHdZYh.png7rpttTU.png

     

     

    BONUS PETS!!

    The following console commands have been found in print magazines to grant the player some other fancy pets.  After the game releases, open the console with the ~ key and enter any of the following commands:

    COSMIC DOG  - Cosmic Dog Pet (PC Gamer UK, March 2018)

    COSMIC BIRD - Cosmic Bird Pet (GameStar, March 2018)

    COSMIC CAT  - Cosmic Cat Pet

    MnOjepL.jpegUIksSaw.jpeg

     

    Related Reddit Thread and Steam Discussion.]

    weird, no more codes and game is out in like 1 minute....

    • Like 1
  4. So, question: Do people who don't use these codes get access to these items or is it only people who input the codes who receive them? My thinking is as its a community event, maybe all the codes need to be found by a few people of the community for it to be unlocked automatically for anyone who owns the game. I mean I would prefer it if it was unique to those who entered the codes only but yeah.

    The items unlocked in my game only when i used the codes myself. 

  5. Will our characters from PoE be able to be imported then, if we are still the watcher ?

    Maybe with a remake at the least to keep the level etc...
    does anyone know if this has been asked before or addressed and if so, do you have links to what was officially stated ?
    Please and thank you and bless your good faces all you backers of this marvelous project !

  6.  

    You're running an intel CPU in that Mac.

     

    There have been several system-heavy changes on Mac OS X recently to help mitigate the Meltdown and Spectre range of intel CPU vulnerabilities.

     

    Did you update Mac OS X recently, perchance ?

    There might be a relation there.

     

     

     

    I've been trying to keep up with those in the news, but I haven't initiated any updates and I have it set-up to only update when I tell it to. That does not mean something didn't sneak-in behind my back, but I have no log of that happening.

     

    Joe

     

    It's hard keeping up with news on this game, I found it easier with the original PoE for some reason. 

  7. Absolutely nothing!

     

     

    Seriously what is the point of the Resolve stat now? Before when it included Concentration you'd worry about dumping it and getting interrupted all the time but that is now a separate ability granted by some spells.

     

    As most every class benefits from Intellect it is quite easy to drop 1:1 and keep the same Will defense while gaining a large boost to duration and area. Adjusting by five points has a piddly effect of -5 deflection.

     

    Sure for roleplaying reasons you might not want everyone to be Timid but from a power gamer's view it looks to be the go to strat.

    Yeah I believe making Resolve the main stats for casters much more important then MIGHT/STRENGTH.

     

    I like the concentration idea and I like the idea of maybe critical hit scoring as well being added.

     

    But it would be nice if every stat actually did certain things when they were higher then 15. Like in older classic dnd if your strength was lower then 15 you didn't get pluses to damage or attack, just more weight lift and chances to bash things open etc... and some stats you didn't have 100% chance to learn a spell or did not get bonus spells.

     

    From this system, they have this completely removed. 

     

    Maybe by bringing it back to some degree like small boosts for actually using the stats.

  8. We now know the following, thanks to Josh and his fab Froghelm Club site:

    "Going into this, I knew there were shortcomings.  It does mean that for priests and wizards that abstain from weapon-based attacks (i.e. most of them), they can more safely dump Might.  In that sense, it doesn’t mean they have more dump stats (since they were dumping Resolve) but it shifts what they dump unless they’re making a weapon-based priest or gish wizard.  It also has the side effect of stretching points a little thin for druids (who need Strength for their spiritshift forms) and arguably fighters and/or paladins.

    Even knowing those shortcomings, I was surprised at how many people disliked the change, including the renaming of Might to Strength.  There seems to be a significant number of people across a variety of communities who really don’t like the shift for a variety of reasons.

    We’re going to include this change in the next Backer Beta update, but I’m still working on/thinking through alternative ways to solve the problem.

    Of the things that have been discussed, the one I think is most promising involves making Concentration better overall and allowing it to build up over the course of combat at a rate defined by the character’s Resolve.

    Currently, Concentration simply acts as a shield against Interrupt.  If a character is casting a long cast spell and gets hit with an Interrupt, the cast is canceled and the corresponding resource is lost.  If the character has Concentration, the Interrupt’s only effect is to remove Concentration, meaning the ability can only be interrupted by two Interrupts in succession – one to remove Concentration and one to actually Interrupt.

    For characters who don’t have long casts (most martial characters), Concentration is of minimal value.  While it will stop a knockdown or similar attack from temporarily taking a character out of a fight, it’s not as important.  If Concentration had additional inherent effects – increasing effective Power Level, increasing Penetration, etc. – it could be more valuable to characters (and enemies) overall.

    If we can get Concentration to a place of widespread value (with an increased emphasis on casters), tying it to Resolve again may be a better solution, but there’s still a lot of thinking and discussion that needs to go into that.

    Until then, we appreciate all of the feedback and look forward to seeing how your builds and playstyles change in the next Backer Beta update.  Thanks."

     

    So, let's assume that the change isn't very popular, and that it's not really working for a number of cool builds and even classes (like cipher).

     

    Here's my take on things then:

    -Change the name back from Strength to Might, and return all damage Power to that attribute.

    -Keep healing on Resolve (I find it fitting lore-wise), then make Concentration more bad-ass.

    It no longer just shields against interrupts, it increases Penetration (This Geronimo-quality would fit Resolve and make for more versatile martial builds, actually).

    I am soo onboard with this, LOVE IT ! 

    just doit !

  9. Yeah much of the content in PoE seemed like last minute filler to patch in the holes or gaps in the story or because the budget was too low or something.

     

    I really hope they do not half -ass it this time on some features. like the whole base building thing was basically useless waste of time and not very fun at all. 

     

    It should have had some important part of the game attached to it, like having it actually accomplished something worthwhile. 

  10. Yeah the game doesn't seem powerful and state of the art like you'd see on a PC these days, seems to be dumbed down so it can be ported to console, but who knows.

     

    Baldursgate series had options for characters, but if you go more towards NWN/NWN2 those were much more bespoke systems for character design. You could just do more, and create many more interesting builds. PoEII  seems to not have as many options.

    Like spells are nothing more then abilities.  Thats my main pet peeve. Finding and buying good spells, and managing your spell book, and having a wizard class/school all was part of the fun in dungeons and dragons. it seems to be missing completely from Pillars of Eternity franchise which detracts away from much of the nostalgia and fun.

  11. Hi!

     

    While leveling up I get the feeling that the build options - especially for single class characters - are extremely limited compared to PoE1. Because all talents got removed (or translated to abilites) and there are only class specific abilites now. Talents that used to be pickable by every class (Quick Switch for example) are now part of a calss (in this case fighter). I don't understand this decision. Some classes share abilites (like Druid and Monk both can take Bull's Will or Bear's Fortitude), but it's a lot less than before.

     

    Then, some of the best and most interesting talents that altered abilites in PoE1 (like Inspiring Radiation, Painful Interdiction and so on) got completely removed. 

     

    Now you end up with very similar builds if you are using a single class.

     

    Also, this feels like a totally different game. I get a vibe of Tyranny and not that of PoE. Maybe that's just me though.

    I have to say after 2 hours of playing/testing I'm a bit disappointed. Maybe this will get better when I get more used to the different looks and stuff, but at the moment I'm not very hyped. At least no crashes or hefty bugs so far. :)   

    yeah but before it really didn't matter what class you were very much, you could have the same fighting potentially physically with almost every class.  

  12. On the maps that I have had to fight on, some of the combat encounters are under the UI and the enemies can not be targeted. This is very frustrated, and stops me from having the ability to know 100% what is going on.

     

    Also the UI for the spells and mechanics and abilities seem all the same, and hard to differentiate which is which.

    If I want to do a sneaky move or flank someone and use an ability, it's not clearly inidicated. Would be nice to know via some feedback when your flanking and when your not. Put some arrows on the feedback markers at the circles on thier feet when they are flanking and not flanking. make it blue or greed or orange or red depending on bonuses and direction of the arrows to indicate who is affecting who how.
    like an arrow like this  0 <------------> 0
    The "0" is the circles for the people/character or wtvr.

    the color of the tip of the arrow can show who is under what effect, and you have two side of this  arrow that can maybe mark other effects, use your imagination. Or come up with some indicator thats clear.

     

    When we play DOS2 we know what and when about stuff.

    Eventually I realised what spells were and where. The UI for abilities needs improvement, its just not entirely clear, as all the icons look the same, its almost like art fatigue where nothing really stands out and is distinct

     

    The feedback from moving around walking or such on a map, is not great, feels like the characters are floating and gliding.

    maybe add some shadows and sounds in some way to give better feedback.

     

    Enemies seem to crowd together too much. Like as if they are all focused in one area. The exception is when they start spread out and are obstructed or would need to go backwards to go around. 

  13.  

    Daisy Ridley has confirmed that she has been in talks to star in the Tomb Raider reboot.

     

    “I’m waiting for someone to say ‘I want you, let’s do it',” she said, ...

     

    Although currently filming the 8th episode of Star Wars, Ridley said she would have time to take the additional role given the opportunity. “Absolutely, I’m trying to fill up my calendar,” she said.

     

    Ridley’s co-star John Boyega [who played Finn in Star Wars: The Force Awakens] ... admitted that he himself had eyed Ridley to play the iconic archeologist-adventurer.

     

    “I played Tomb Raider the game, it’s a new take and I think the movies are going to be based on that version,” he told THR. “But I texted Daisy [and] was like, ‘this is you!’ and ‘you need to get on that because you could be Lara Croft.’ She should be."

     

    Source: The Hollywood Reporter: Daisy Ridley Confirms Talks About Playing Lara Croft in 'Tomb Raider' Reboot - 3/21/2016

     

    tomb-rider-daisy-ridley-pourrait-bien-in

     

    OMG, what do we have to do to make this happen, would be SOOOOOO worth it! This is the best idea since...Rogue One !

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