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dukeisaac

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Everything posted by dukeisaac

  1. Hi ! So Deadfire is looking increasingly amazing and my past "worries" are slowly making way to a relentless HYPE. (I still have a few issues (proficiency modals, ...), but I can live with them for release) That being said, performance still seems to be an issue for me. I recently upgraded my computer (i5 7400, AMD rx 580, 16 gb ddr4 ram) and while not being a beast, its pretty decent. Yet, loading times when launching the game and in character creation are still pretty slow. FPS is generally consistent (60 fps) except in those moments. Should we expect more optimizations for launch or is beta 4 the best it gets ? Thanks !
  2. damn, gonna have to listen to it then. It always kills me when the interviewers have no clue what they are doing/talking about. Same for streamers... (looking at you Maximus wth)
  3. Goofy and gimmicky no, lighter in tone and the occasionnal humour, yes. POE was very dark, with a few moments of lightness in the character dialogues. I expect it will be somewhere between POE and BG2. Nowhere near DOS (which I didn't care for because of the goofiness).
  4. Except mine, because it falls under the category of "Secret Design Doc Lore Bible" material. Nor mine. Correct me if I'm wrong, but there has been little explanation by the devs concerning weapon proficiencies
  5. Very good points all around. To me, Obsidian should fix this issue asap. Initial reviews are going to be critical for early sales and if the character creation screen isn't 100 %... well it doesn't bode well for the rest.
  6. I think everything is the same, except that for single classes, you get two ability points per new power level (so lvl 3, 5, 7, 9, 11, 13, 16, 19). Might be wrong though
  7. I agree that the percentages in Intuitive are surprisingly strong, but I kinda like the double movement and immune to engagement attacks of swift. Imagine a dual-wielding fighter or rogue zipping between enemies, could be cool.
  8. I'm not too worried about balance at release, I'm more interested in whether certain systems will be fun (per encounter/per rest, weapon proficiency, health/endurance). Balance is iterative and considering the size of the game, it will take time. In any case, the beta has been so far all over the place and it's clear they are giving us old stuff to play with.
  9. Question : how married is the design team to the current weapon proficiency system ?
  10. This. It's the most annoying feature ever. I really dont understand why the devs insist on this. I don't get it. You want to equip armor in quick items slot? Why? Huum, personnaly, my peeve is about being forced to align the arrow with the slot to equip items. Why can't it be just the item, no arrow, like in the previous game (and pretty much every CRPG I've played).
  11. This. It's the most annoying feature ever. I really dont understand why the devs insist on this.
  12. I think generic passives for every class (similar to POE) is a good addition to Deadfire. Unfortunately, there are too few in my opinion and many that are not generic (gunner, marksman, etc.) should be. It's a good step in the right direction but I'm still not entirely sold on Deadfire's gameplay. To me, POE 3.0 is still superior (obviously, this only considers combat mechanics and not the rest).
  13. I voted veteran, but it will actually depend how much time i spend on the beta4 (when it comes). By my third playthrough on POE1, i was playing on POTD (and all subsequent ones), so I might jump into it as soon as first in deadfire.
  14. Same. I played with it a total 5 mimutes before abandonning. The basic AI is also not to par with POE1 I feel, for example auto-attacks.
  15. I agree with the UI requests. The tone, a bit less
  16. For the first time, I used an empower on a fireball spell (with the mercenary wizard) and it came as useful, perhaps too much. It did over 100 damage on the Lagufaeth. So I guess it will be fun and useful on certain damage spells, not so much for others. As is the case with many things in Deadfire, this needs to be communicated much better.
  17. So I recognize the four major factions (larger circles with drawings) : - the scale : Valian Trading Company - Fish and cannons : Rauatai - Upside down crown : principi - the wave and weird-sun : huana What's up with the snake?
  18. My worst: Optimization. True, my rig isn't that great and we're still in beta, but I'm worried that I'll have to upgrade my computer to get a performance similar to POE (no lag, no jankiness, etc), despite promises of similar technical requirements. I'm also not a huge fan of character building as is : too few talents (seemingly changing), no general ones, hard to navigate builder, lack of info about how skills work, etc. Not a huge fan of the proficiencies and the associated modals either. I feel there is a Battle Brothers influence behind them (great game), but I'm not interested in having to be proficient in many weapons, give me choice to specialize or go wide. Spellcasting is... well, you know. Too slow, too weak, its all been said. Finally, transparency. What does an empower do this specific spell/ability ? How do power levels work and what do they affect ? What stacks and what doesn't ? My best : Art and environment/encounter design. Everything is beautiful and I like the encounters I've seen, they seem to hit the mark of WM1&2. I really like the stealth mechanic and I like the multiclass/subclass combo. I think I will like ships a lot, but I wont be able to judge before a boarding option is available from the get go and I'm allowed to advance my ship more than once per round Just realised that most of this isn't exclusively from the latest patch, but what the heck
  19. I'm a bit late to the party but I'd also like to say that I too am not enjoying the deadfire beta as much as I expected. I was also expecting that we would use POE 3.0 as a starting point upon which multiclassing and higher level gameplay would be added (with slight tweaks). While I was originally happy with the direction the game was taking (except a party of 5), I'm not convinced that the changes were worth it today. I still hope that its a balance issue and the right balance will be struck and I still believe I will thoroughly enjoy Deafire, but it seems that the game is so far a missed opportunity to really shine. As for what jars me the most, others have explained it very well (see posts from Maxquest and Andrea Colombo specifically) but here is the run down : lack of transparency in combat mechanics, general game speed (casting and recovery vs movement speed), what do power levels and empower do, etc.
  20. I also found ship to ship combat confusing, especially with movement. How come I cant close more in one turn? It seemed useless for me to go full sail ahead at the beginning and then turn port or starboard until the round is over. A "maintain course" action seems necessary. I got destroyed just trying to close in over nine rounds... Also, maybe a wind indicator? The text descriptions are nice, but are just flavour so far. Seems like there is a lot of potential, but I was honestly expecting something more scripted than "tactical". A pleasant surprise though. I'm sure it will get better
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