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Everything posted by Lord_Mord
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About Update 38
Lord_Mord replied to Sedrefilos's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
I do not consider this a downside. The first one or two hours of the game I did not really understand what everyone was talking about. I just stumbled onwards and looked what happened. I had to find out what a biawak is and what it does, who inhabits the land, who rules it, how those factions are related to each other and what their history is in order to progress with the story. I didn't have this feeling since my first gaming experiences 15 years ago. Sadly it isn't very likely that they manage to reproduce that in PoEII, now that we know what everything means and how everything works. -
About Update 38
Lord_Mord replied to Sedrefilos's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Name a game that did it better. -
As this is not WoW, there is a limited amount of enemies available in the game. There is no opportunity for pointless grinding unless you start killing NPCs or searching the woods for every last Xaurip. Who would do such a stupid thing in this kind of game? So you have the option to use your long sword in every battle, to get better at it, or switch your weapon from time to time, to get better at multiple weapons. Basically that is the same thing as having points for weapon specialisation with the only difference, that your use of weapons in the game better reflects your needs. Wait ... as I write those lines, I realise that this is bull****. Imagine a game full of spiders. You'll use spider bane all the time, so you would get better at bastard swords (or whatever spider bane was). Than you meet the big dragon and you want to use your twohander. But as you fought spiders all the time, you're ****ty at using twohanders. You didn't need to be good at bastard swords to fight silly spiders, so in a point based system you would have used spider bane against spiders but invested all those points into twohanders to be really good at the important fights. So a usage based system prevents you from using specialised weapons.
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You don't have to use it that way. I always thought of it as an emergency exit and the only bad decisions I ever take back are those that I made, because I didn't understand the underlying mechanic of the game. OK, sometimes I take something back because I feel treated unfair by the game. But never just to optimize my character. If my character invested lots of skill points into a useless skill, ... well than he/she is interested in useless skills. The existance of a button does not force you to use it or at least you can create your own rules on how and when to use it/not use it.
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I have an inability to not read things. I read everything. So whenever this thread is bumped I have to read the words "player sexual companion" again and again. Of course the possibility of romantic and/or sexual relationships and the discussion about it are no problems for me. But those "Who can/will I f*ck in the game"-threads are ridiculous and childish. "Do you think Aloth is into boys or girls?" Please! Is this some kind of spanish soap or something? The term "player sexual" is even more ridiculous. I demand nothing. I just asked if there is the possibility of blocking those threads without blocking the entire user who posted it. Unfortunately there isn't. I miss a "kill it with fire" option.
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Because if the big nuke is per encounter now, the normal fights have to be hard enough to justify using it. The big bad dragon can't be that much harder than the average adventure group, because how would you beat it without that special spell that you kept in reserve all the time. Eiher that, or every fight except for the big bad dragon is spam that can be nuked away easily. Or there is no big nuke anymore. Just lots of firecrackers. Please correct me if I misunderstood or overlooked something.
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Yes, Mission accomplished. I just wanted to show you, that they could be worse and there would still be people that like them. I agree that they could be more intersting. But I'd rather take them as they are than leaving them out completely. And seriously: Do they really break your gaming experience or something?
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If it would be my game, traps would have a far less predictable and far more terrible outcome. I'm a big fan of oldschool text adventure with lots of dead ends. The ****ing trap would turn you into a hamster and you would have to travel to some far a away place to be healed. If you can be healed. They would seal you in another dimension forever. Make you sick. Release monsters. Flood the entire dungeon. But for now I'm OK with traps as they are. Combined with injuries they make far more sense then before, when they just did damage that I didn't really care about. If you want a fast game play Diablo.