
xzar_monty
Members-
Posts
2076 -
Joined
-
Last visited
-
Days Won
20
Content Type
Profiles
Forums
Blogs
Everything posted by xzar_monty
-
The sheer amount of time one spends sailing around a mostly-empty sea is kind of absurd. Not sure why you want to do that. I suppose one good reason for not adding that is that you may be attacked by other ships at sea. If you actually guide your ship, you can choose whether to avoid this (and how) or not.
-
I'd like to introduce you to my friend, the Gul. Oh how do you pronounce it? It's pronounced "ghoul." No, it's different, I swear. Indeed. I agree that it doesn't work. However, it's part of the beauty (and utter messiness) of the English language. Let's look at the old linguistic joke. How do you pronounce ghoti? Well, first of all, "gh" as in enough. Then, "o" as in women. And, finally, "ti" as in emotion. Thus, "ghoti" is pronounced "fish". Can't argue with that, can you?
-
Merla! They are postenago. Ekera. I like the fact that if you know anything about the languages spoken on the northern shores of the Mediterranean, you can pretty well infer what they're talking about. The most unsuccessful coinage in my view is "fampyr". It's like a huge sign saying, "We wanted to change words just for the sake of changing words." It doesn't work at all.
-
Ok, fair enough, good answer. I absolutely accept that words from made up languages may irritate some people in Deadfire. I quite like most of them, but if you don't, I do take your point. Also, if you are not a native English speaker (or at native level), the clumsiness of some of the writing in P:K may not be apparent. And again, fair enough. It's comparable to music, in a way: if your ear isn't that well trained, you might not spot that something is out of tune. And nothing wrong with that: when I read Swedish or Spanish (and to a lesser degree, French), I often can't tell whether something is stylistically good or not. I just don't know the language well enough to tell the difference. You can absolutely "fool" me with badly written Swedish, Spanish or French prose.
-
In comparative terms = switching companions around will lead to what you describe, i.e. some characters will be more experienced than others. This is a legitimate concern, if you feel that way. I don't question that at all. In absolute terms = no matter how you play and how much you switch around, all of your characters will reach the xp cap with plenty of adventure to spare, especially if you have all three DLCs installed. For me, the second concern is more troublesome: the xp cap comes around way way way too soon, and it's not possible to avoid this without modding. Well, actually, it is, by deliberately not doing a whole lot of quests, but that's not fun.
-
I don't follow. The only result of this mechanic is that swapping characters will make your party have less xp than keeping a set squad. How could that possibly encourage swapping? Or do you mean the point is to encourage people to use a single squad for the sake of replayability? It's a two-bladed sword (hmmm... I don't think this allegory exist in english but let's roll with it). In English the phrase is "double-edged sword". Just for your information -- I happen to enjoy this kind of stuff. Which language were you sort of translating from?
-
Well, personally I found it refreshing to have some companions with more XP still to be gained. So in that sense swapping works quite well. The bottom line is that you will reach maximum xp quite early, with an awful lot still to do (especially if you've got the DLCs), so although you do have a point, the problem you describe doesn't really exist. In absolute terms, that is. In comparative terms, yes, it is there.
-
Doing Bounty in Town - all guards attack me?
xzar_monty replied to tedmann12's topic in Beta Feedback for Turn-Based Mode
Pretty much this. I was curious about turn based and thought about giving it a try. After noticing it was still beta, that was it. Let's face it: if the first released version of the game is substantially unfinished, what do you expect from a beta? -
Now, as a general statement this depends on style, but by and large you are quite correct. Verbosity is likely to lead to trouble (very few can pull it off), but then it's not a good idea to be overly concise, either -- you'd have to be a Hemingway to really make it work, and almost no one is. In this particular instance, you are completely correct. There is too much description, and it could have used some editing. Luckily, the description is not overly dramatic (we don't hear the narrator talk about the "staggering immensity of the humongous figures" or anything like that, thank god), but there's too much of it. Also, the fact that visual information is also narrated to you doesn't really work, it's just repetition. Having spent the majority of the past twenty years in precisely this area, I dare to claim that I know what I'm talking about. A lot of the writing in Deadfire is good, no question (considering the genre), but here, some editing would have been in order. (It's extremely interesting to compare the writing in Deadfire to that in Pathfinder: Kingmaker. They are not even in the same league. Deadfire is so much better every conceivable sense that if there's a person who doesn't see that, I'd have a hard time taking their sense of judgement seriously.)
-
It is partly this, yes, but this is not all it is. It's a combination of 1) hitting the XP cap really quite early -- look at my OP to see where I haven't been and what I haven't done. As for the main quest line, I don't know how much is still in store, because I have no idea where it's going to lead. 2) nothing happening after the XP cap. I've been playing RPGs since the mid-eighties, and the idea of being able to go further, to develop more, has always been a key thing for me. Once that goes, quite a lot goes. (Having said that, though, I would also say that high levels are not the most enjoyable -- things tend to be most fun from approximately level 5 to level 15 or so. The early levels are quite limited, and the high levels often give you unreasonable power.)
-
OP is talking about being aumaua. It's always so interesting, in a genre that is predicated on the fantastic and limited only by one's imagination, that some people (OP included) are really stuck in a particular mindset of how a game must be and that vision is generally based on a very tolkien-esque rendition of AD&D. Kind of antithetical to the genre's point. Regarding aumaua: indeed, yes, you're right. Thanks for pointing that out. As for the paradox you've mentioned: yep, it's absolutely delightful. And almost incomprehensible. Interestingly, this phenomenon can also be seen in fantasy literature: much of it is just staggeringly poor, umpteenth-generation Tolkien-derivative drivel. And then, every once in a while, when something spectacularly good appears (like Gene Wolfe's Book of the New Sun, which is clearly fantasy but not only fantasy), its success is somewhat hampered by the fact that it doesn't follow the rules (like, what rules?).