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Daled

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Everything posted by Daled

  1. I'd really like to know if, in the case we don't have or want to import a file, it'll be possibile to select every single importable choice or only some of them/major ones.
  2. I don't think you can. Take a look here, where another user asked the same question https://forums.obsidian.net/topic/96069-hey-beta-folks-is-there-any-way-i-can-join-you-after-pre-ordering-on-steam/
  3. So they'll both regenerate into women next time? In seriousness, I don't think that a background like that would restrict the player more than the actual one we have.
  4. Oh god, I almost forgot how cringy was the AC2 pretended italian.
  5. It surely is much bigger than I originally thought, perhaps is even outgrowing a "simple" Deadfire announcement.
  6. Gog can be the middle ground, it is 45.99€ and they gave you 3.70€ of wallet credit. Plus, as far as I know, they take a much smaller cut than steam.
  7. Iselmyr takes over when he doesn't want to work out.
  8. I agree, the artworks are really nice. I appreciate the fact that they complete each other companion wise.
  9. There are clearly some mechanical similaries to FTL though, mostly the crew to "slot" in various places, switching them in and out of slots when there's an emergency (wounded crewmember, a fire somewhere on the ship, ... ) and gaing experience in that slot.
  10. I've just tried to buy the game through official site to check out this problem, I'm from Italy and despite the 49.99$ price tag for the standard edition the payment window displays a total of 54.28€ confirming the higher price.
  11. I don't have the backer beta and I always thought that the power level difference between single class and multi class characters were a flat 2 powerlevels or at least the 2 PL difference to kick in much eariler. I was quite surprised to see that the difference progression looks like this. For the first 8 to 10 levels (especially until fourth) there's not a really big difference powerlevel wise, considering that multiclass have one more ability point every three levels and more abilities to pick from I'm not surprised that the beta players (where the party is level 7 I believe) feel that multiclass characters are much better.
  12. Hope that the dlcs will add significant contents like the expansion-in-two-parts of the original title.
  13. The new string is "SHbEXB" by the way. So in order is BtF6nW w6Pd2u SHbEXB, six characters each.
  14. I've just tried youtube video address without luck.
  15. The "z" looks like a "2" to me, so it might be "w6Pd2u". The other one (imp bestiary tweet) seems to be "BtF6nW", funny thing is no one seems to have noticed this one, they probably made the second one clearer because of that.
  16. To be honest I never particularly liked godlikes in PoE, I love the setting but Eora is also a really grounded one and godlikes (as they were designed aesthetically) to me were dissonant with it. That said, with Pallegina there are "little" elements that suggests that she's different and weird to commoner's eyes, I think that's the best way for godlikes to be designed, grounded and less "fantasy".
  17. Completely understand your point and, to a degree, I agree with you I firmly believe that with this kind of design decisions there's no right and wrong, it's just a matter of knowing the positive and negative of your choice weigh them and decide which is the best one for the vision you have about the game (speaking from a designer point of view). I suggested that because it would make the system more clear, separating gameplay (combat) from roleplay without asking the player to choose between the two beforehand, even before starting the game. In the end you still have some degree of identity with skills, for example I suppose that a highly athletic character can lift a heavy object or perform an action physically demanding.
  18. Lowering attributes to five or even four would be good in my opinion but at this point in development plus the infinity engine inspiration I'm afraid it won't happen even in a sequel. Personally I'd really like for attributes to be something like "virtues", really vague and not physical at all and use only skills for checks (e.g. athletics for a strenght challenge).
  19. I'm pretty sure they'll not change overpenetration, is clear, scales (2*AR scales while >4 or something like that doesn't) and it's not particularly OP or UP. After reading Josh's reason for the system change I now understand why they changed it and which problems had the previous one. With that in mind I'm starting to appreciate the perks of the new system, personally I would try to leave everything as it is now but change the damage of "no penetration" from 30% to 50%. 50% means not much difference in early levels due to low damage numbers but it would scale to have a major impact later in the game while not being as harsh as 30%.
  20. I feel the same. Unlike the penetration system I don't think the resting/injuries are broken, surely not perfect but far from being a problem. I'd say that the system is "okay" even without other changes.
  21. In a partially unrelated note and just thinking about the min cap instead of the PEN/AR scaling. I was thinking (just correct me if this doesn't make any sense or is totally unrelated), in PoE1 the min damage after DR calculation was at 20% but we also had the graze mechanic that allowed to do some damage even without optimal accuracy/rolls, in a word we had more "hits". Since graze isn't a thing anymore we absolutely need to hit to do any damage, 30% as the min cap isn't a bit on the brutal side? A 50% seems more fair, or is 30% (10% more then PoE1) enough to counteract less hits overall?
  22. I find the wound system a little less forgiving. If a character gets taken out he will suffer reduced health ranging from 3/4 (one wound) to 1/4 (3 wounds) while in the old health/endurance he'd lost a lot of health but the character remained "fully functional" with full endurance in the following fights (and still suffered a permanent health loss for any damage he took). That said, while I still like a lot the old system, with the whole game balanced around wounds it's not going to be a problem, resting food has been moved from a very limited resource to almost unlimited, so if you really need to rest to heal those pesky wounds you can do it no matter how much time passed from the last one. The new system doesn't even give up the resource management aspect of the old one with the different food type bonus.
  23. I hope for a little more puzzles, it's something that was present in a number of RPGs of old and now it's almost completely gone. Without going really far in the past even combat centric games had puzzles (KotOR 1/2, BG) and were big part of older ones.
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