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Everything posted by Madscientist
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The thing that blocks sight most would be the sails. In combat between ships, did they fight with full sails or did they minimize them? (sorry, I do not know the right terms). If it makes any sense to fight without sails, almost every type of ship could be used as long as the deck is large enough for 5 chars + pets/summons + 10 human sized enemies and their pets. I think a ship like a sloop would be good. If you have a large ship (and the characters have the right proportions compared to the ship), you would need 50 people fighting on each side to have an epic battle. Otherwise the ship would feel quite empty.
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I have to agree with the OP. The ship shown in the game does not look fast at all. You cannot have a big aftercastle and a big sail like the one shown in the game image at the same time. The wood thing at the lower end of the big sail goes too much up. (sorry, I do not know the right sailing terms) They really tried to put cutter sails on a cog body and the result is not impressive. The setting in the game is similar to the real worlds 16th or maybe even 17th century. Cogs were used more than 300 years earlier and mostly on the baltic sea. A sloop/cutter would probably be fitting to the setting of the game if you want a small and fast pirate ship with cannons. Now let us attack some spanish valian galleons. Gives the setting of deadfire, I would like to see some kind of large polynesian catamarans.
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At 4.25mio we will get a talking soulbound weapon. We all know Lilarcor from BG2: http://baldursgate.wikia.com/wiki/Lilarcor I have also seen a cartoon (in german, I do not know the name anymore) where a pirate was looking for a searing sword. Well, his information was not so correct and he found a singing sword instead. The sword wanted to talk and sing all the time which is not so good when you want to sneak around on an island full of pirates and cannibals. The good news in the PoE setting is, that a talking sword makes perfect sense. We already have talking statues and golems. So the weapon must be made of adra. Adra looks like jade or maybe some vulcanic glass (there is green obsidian too). Those material have been used for weapons in the real world, but mostly ceremonial ones because those material break easily. Doe we already have an adra weapon in PoE1? Did anybody mention the physical properties of adra? (Is it hard, heavy, brittle, . . .) And most importantly: What kind of weapon do you want to have and what should the talking weapon say?
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According to the kickstarter page, Torment:Tides of numenera has collected 4.188.927$ If PoE2 will beat this number, will it be the biggest crowd funding project ever? By "biggest" I mean the amount of money collected in the official campaign. We do not know how much money has been given from other sources (e.g. pay pal). Also I do not mean maximum % of the initial funding goal reached, there are better projects regarding this value.
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my last comments about this: - Yes, the official tranlation of PoE1 was terrible. - Lord Mord, you say you have little time. Downloading and installing the mod takes less than 5 minutes. This is much less time than complaining all day long in the forums. If you find any errors in the mod, report them in the thread and they will be fixed. - PoE2 will have over 1.2 mio words (not sure where I have that number from, I might mistake it with TToN) and there will be some errors and players will find them. I hope obsidian will fix them this time. - Several people reported errors in the english version for PoE1 and Tyranny. Did Obsidian fix at least this? I can understand if non of the obsidian staff speaks german very well, but they should know what they have written themselves.
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I chose no, but I am unsure between no and "you should not have names for class combos to begin with". I have never seen a class based RPG, where players can select the name of their class. There were some games where you could create a custom class, but there the class only defined your starting stats and you could do whatever you want from there.
- 31 replies
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- multiclass
- names
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I have played several JRPG (in english and german, sorry, I do not speak japanese) and it looks like japanese RPG makers are obsessed with germany. In Xenosaga (very good trilogy) they used german names as title even in the english and japanese version ("Der Wille zur Macht", "Jenseits von Gut und Böse" and "Also sprach Zarathustra", all books from Nietsche). There were tons of german names for places, items and space ships and I was surprized they used the correct Ä,Ö,Ü,ß in the english version. Legend of heroes, Trails in the sky is another great game. There you can see what happens when japanese guy use german words and this is translated to english. Sometimes the result sounds really funny. My favourite character name is "Claudia von Auslese".
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The german traslation was terrible when the game was released. For example, several item types have been called like stat modyfiers, so shortbows were called "intellect+2". Not only weapon types, also some other items such as some letters you found had completely nonsense names. I am happy that some people started a localisation mod. I installed it at once and reported them everything I found and they fixed all errors very fast. This improved the game a lot. At some point the official localisation has been updated, but the fan mod is still better. Tyranny in german was much better. I reported only 2 things where something in the text box was wrong. There were more people who found some english errors, but most of those were minor things like a missing comma. (Sorry, I am not an expert for english grammar.) @ any tranlator who reads this: Do you actually play the game or do you get only tons of text files you have to translate? Often the context is very importent. Voice actors for a movie talk while they watch the movie. If you translate a book you have the original book in front of you. But in a computer game the text is distributed over lots of files and it is hard to see which text belongs to which situation in the game. @obsidian: If fans improve the localisation of the game and document every changes they make (as it has been done for the german mod of PoE1), can you just copy their texts into the official game when the next patch comes and add their names to the credits. Those people did a great job and the company who did the original translation has been payed anyway.
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When I think of pirates, first I think of movies like pirates of the caribien. But this is the wrong ocean, because deadfire is inspired by polynesia. I was looking for something and foud this: http://imgur.com/a/WajT4 (sorry its so small, but it was the image that fits my ideas most) I do not know how this type of ship is called and my english regarding ships is not so good. So we have: - 2 wooden ships tied together - 2 masts with a triangle sail each, maybe another sail from the first mast to the front of the ship - A hut in the middle Does that count as canoe?
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I copy my question from the other thread. Thanks for making another Q&A. 1.) You said the world will be more open than the first game. Does this mean you will have automatic level scaling? I do not like the word "level scaling" since playing Oblivion. Having hard battles against goblins and rats after killing hundrets of demons ruined my fun, made me quit this game forever and made me hate level scaling. I liked how gothic1+2 did it. In the beginning somebody told you to stay on the road and go to the next town. But you could go anywhere you want if your char can survive it (and even a lone wolf is a challenge for a lv1 char with no combat skill and a wooden stick). 2.) How do you desings stretch goals? 2a) Do you have a list of things you like to have but you cannot efford it or 2b) or does your team say "Oh, looks like the campaign goes better then expected. We should make a brain storm and dicuss what to announce next." 3.) PoE1 had one of the best class balance of all single player CRPG. Each class felt different and useful. How do want to keep the balance with 11 classes (and 3 sub classes each) and 55 multi classes with a varying amount of levels from each base class? NWN2 gave you endless possibilities, but there were some very powerful combinations (e.g. Kaze No Kama and Obsidian Sorcerer) while it was also possible to make very weak chars and the rules were hard to understand for beginners. 4.) Will there be changes in the basic stat/combat system? If yes, what do you want to change? The basic rules of PoE1 were easy to understand. Every attack was accurency - defense + 1d100. All damage was base * (1+ modyfier1 + modyfier2 + . . .) - DR. You also tried to make every stat useful for most chars and the result was much better than the IE games. I think Tyranny was a step backwards. The to hit formula became more complicated so you need a table in the combat log to see when you graze/hit/crit. The finesse stat was more useful than the others because it gave accurency and deflection. In one of the updates you said that the armor penetration vs DR system gets more complicated. Why do you make everything more complex? I think the PoE1 system was one of the best RPG systems ever because it was relatively easy to understand (e.g. compared to DnD) without being dump.
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OK, I admit that I did the voting before reading the first post. I looked at wikipedia because I am not an expert for ships. And I really thought that by junk (ship) you mean a ship made of junk. Than I scrolled down, read your post and did
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Thanks. I want to make a . . . looking for the right word . . . completeonist relative pacifist run. That means I want to finish all quests and I will not avoid battles against trash mobs, but I will try to solve quests in a peaceful way if it is possible with my char ( I want a paladin with high mig, int, res). about the later part: All options (exept the one you mention) lead to battle as soon as you get close to the dragon. Many battles are easier when you position yourself around a friendly creature, buff yourself and then attack the friendly creature (compared to going to somebody, the conversation ends with combat and you have to start buffing when combat starts.) Does time stand still during conversation? I look espacially at the duration of buffs.
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My opinion: ship type: Brig, a typical pirate ship, not too huge but big enough to be a ship and not a boat. Name: The only real pirate ship is the "Black Pearl". This is her little sister. fate: The ship has been attacked by a kraken (or maybe another sea monster, but not the statue. Do aquatic dragons exist?)
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Is there a way to deal with the dragon peacefully? I think the wiki said that you can finish the quest without fighting him, but you miss some loot of course. Unfortuanatly the wiki is not always right. 1.) If there is a way to talk with dragon and walk away without a fight, how can it be done and what are the stat requirements? Last time I tried to talk with him with my barbarien (high dex, per, int, others low) and it always ended with fight. 2.) If you can talk with him without a fight, does he stay there after the conversation? I know this is cheese but can you attack him after the conversation where you position and buff yourself however you want? I know that Llengrath can be done peacefully (with high int according to wiki). The adra dragon can also be talked with (are there stat requirements?). That means the first archmage in the tower under siege (name forgotten, was in concelhaut?) is the only optional boss you have to kill if you want to finish all quests. Of course you have to kill the bounties.
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When thinking about retaliate, the only useful chars I can think of are fire godlike barbariens or monks with tons of mig and con. (There are some builds around here). So even when you get hit and maybe come below 50%endurance, you still have more if it than most chars who are fully healed. Are there any good builds, who return some damage when they are attacked and they are NOT huge meat shields?
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Thanks for the list. There are tons of names about ocean, sky, sailing and warrior. Those who play a pirate will have lots of choice. But there was nothing about fire and only one name means "the red", even though there are lots of vulcanoes on these islands. So I found no "holy warrior of fire" or something similar. Kind wayfarers are nice, so I chose: KOAMALU m Hawaiian This name means "brave strength" from koa meaning "brave, bold, fearless, valiant" and malu meaning "shelter, protection, peace, control, strength."
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Some more questions about my paladin: 1.) I make this as a role playing char. If you want an optimized char for PotD, what would you make different? - Less Res and more mig and per? Accurancy is always nice. - Race: After some thinking I came to hearth orlan. You have an anihilating weapon with prone on crit, so more crit is nice. Are 3 more points mig (from aumaua or dwarf) that useful? 2.) I have been thinking about a name for him. Deadfire has been inspired by polynesia, thats the area from Hawai (north) to new zealand (south) to easter island (west). Does anybody know a name from a polynesian fighter or king that sounds useful for this char? I am not sure if they had a concept similar to the european paladin (noble knight who saves the woman and beats the bad guys in the name of god), but they defenitely had some fanatic warriors.
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regarding sidekicks: I would have preferred another companion, but I think they are OK. Lets look at the IE games: In BG1 the other party members were even less than the sidekicks of PoE2. They had their own image and voice, but they did not do anything except saying a typical sentence every once in a while. I played BG1 with a completely self made party and I did not feel I miss much. In BG2 it was better, but only Imoen and Yoshimo were really part of the story. All others, well they askes you to do a quest and then they followed you, I don´t know why. If sidekick means they are as party members of BG2, thats fine with me. PST had great companions, but comparing PST and PoE would be a bit unfair. I will play with the "real" companions in my party, but I would rather have a sidekick in my party (assuming they are like BG2 chars) than a self made char.
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I think you said that you make another Q&A next wednesday. I post my questions here, if you make a new thread for next week I might copy it there. 1.) You said the world will be more open than the first game. Does this mean you will have automatic level scaling? I do not like the word "level scaling" since playing Oblivion. Having hard battles against goblins and rats after killing hundrets of demons ruined my fun, made me quit this game forever and made me hate level scaling. I liked how gothic1+2 did it. In the beginning somebody told you to stay on the road and go to the next town. But you could go anywhere you want if your char can survive it (and even a lone wolf is a challenge for a lv1 char with no combat skill and a wooden stick). 2.) How do you desings stretch goals? 2a) Do you have a list of things you like to have but you cannot efford it or 2b) or does your team say "Oh, looks like the campaign goes better then expected. We should make a brain storm and dicuss what to announce next." 3.) PoE1 had one of the best class balance of all single player CRPG. Each class felt different and useful. How do want to keep the balance with 11 classes and 55 multi classes with a varying amount of levels from each base class? NWN2 gave you endless possibilities, but there were some very powerful combinations (e.g. Kaze No Kama and Obsidian Sorcerer) while it was also possible to make very weak chars and the rules were hard to understand for beginners.
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What kind of CC can you use against dragon? I think they changed it at some point in the past. I have read the adra dragon can be stunned/paralyzed but not petrified, and the alpine dragon is the opposite (or was it the other way round, not sure) What about knockdown? I think Boeroer said in the other thread you can do it. I also think they have a higher resistance against it. What about charm/dominate? A long time ago I have beaten the adra dragon when he was charmed and killed the adragans with his breath while I shot and casted from the distance. The biggest problem was to hit them in the first place. Once you managed to hit with a debuff (so they are easier to hit), it is easy to keep them debuffed and your attacks interrupt them often.