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Everything posted by house2fly
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The quote "No sleep for the watcher" means that being a watcher makes you mad. Adaryc was only a watcher, afraid of becoming mad. Maerwald was both a watcher and awakened, gone mad. Aloth is only awakened, not mad. being a watcher and awakened both is the problem. When you talk to Adaryc and tell him you're awakened he goes "oof that must be rough"
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It's trivial to just open up the game files and change it yourself. Marginally more involved than a toggle in the game menu
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It would be cool to bring back the era of games which were complete at launch without bugs and where you wouldn't boot up Zelda one day and find out Link's Master Sword takes four hits instead of two to kill enemies now because they were worried about players getting overpowered. The internet basically killed that era dead; if you can just patch a game after launch, why fix all the bugs before launch?
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I don't actually wish to get into arguments - but aren't you disregarding "the word of mouth" as one of the factors? RPG fans are not living in a vacuum, they do research and they read each other's comments and opinions - in many ways, some of them might be more valuable than official reviews. Objectively speaking, Deadfire wasn't necessarily praised for it's gripping storyline and companion writing - even on these forums. The same things about "fixing things that aren't broken". And the word gets around. It's a kind of the mirror opposite of "sleeper hit" situation. But that's just my thoughts on that. Sure, word of mouth probably didn't help (including things like bugs and difficulty) but then POE1 gets criticised all the time for its story and bugs and combat, and that game continued to sell well past the period where you'd think word of mouth would be a major factor. One possible explanation there may be that POE1 had a lot of positive press to counteract bad word of mouth, while Deadfire doesn't. Though POE1 had high user scores as well, pointing to people not generally feeling dissatisfied with the game.
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I really don't think there are. I know there are people who say that, but we live in an era of such total media saturation that if someone sees a game and doesn't want to buy it right then and there then chances are they'll forget about it. There are plenty of games in every genre for people to play, this isn't the 90s. It isn't even 2015
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That 203k apparently didn't represent sales but total numbers of people who have ever played the game on steam. If someone uses that account sharing thing to play, that counts as a player evcen though they didn't buy it. Same for someone who bought the game but got a refund- they're not a sale but they are still a player
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God Challenges Feedback!
house2fly replied to Aarik D's topic in Pillars of Eternity II: Deadfire Announcements & News
You can probably just edit the game files directly to get around that -
Waidwen vs Eothas
house2fly replied to Hanubiss's topic in Pillars of Eternity II: Deadfire Stories (Spoiler Warning!)
There is a little chat between them, yeah. I didn't hear about it til after I finished BOW and was sad I missed it -
I'm making a mod that adds party members to the ship crew. I've got most of the way there (little portraits, visibility conditional for the party member being in the roster, personality traits and jobs that I think go with each character) BUT when I crew my ship with party members and sail to the endgame, the scripted interaction is just a mess of this kind of thing: Any insight on how to get their names to properly display in scripted interactions? The stringtable for the lines above has [specified 0] etc. Where exactly is the game looking to grab those names? E: researched a bit (scalawags pack is useful to compare because of the relatively small number of files) but I'm still mystified. I have figured out that if it isn't something I can mod (like if the scripted interactions get the name from the unity prefab or something) then I can just give them a personality trait that stops them speaking in conversations, but I hope it's something relatively simple that I'm just missing. E again: A separate question: Are the injuries sustained by crew members in ship battles considered to be of the "Injury" affliction type, like the injuries party members get? Let's say "Crew Member Eder" got injured in a ship battle. Could I run a script that goes something like "Boolean HasAfflictionOfType [crew member eder uuid / injury affliction type uuid] -> Void AddInjury [party member eder / injury X]"? I can give this a try myself but that'd be a bit more time-consuming to test. If crew member injuries have that affliction type it should work though, I think E again again: regarding the original thing, it seems the crew member names not showing up in scripted interactions is part of a larger bug affecting base game crew as well. I got this when testing the Ukaizo SI with a normal crew: And when I made a crew entirely out of 20 copies of the Eder crew member I made it worked sometimes: May test a bit more and see if it's been reported in the bug forums
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That's a decent point, the starting island is just a bit too long for an intro quest but too short to be able to feel different every time. I know Pillars 1 started you off with a linear path to Caed Nua then Defiance Bay, but there were wilderness maps that you could go through and quests in the starting town and such
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https://jesawyer.tumblr.com/post/172965284706/ok-more-serious-question-how-are-you-going-to "The decision to do this amount of VO was made at the owner level and was made after most of the writing had already been done." Ie late in development. It wasn't something they committed to during the figstarter, which means using money from the figstarter would take away from money for things they did commit to. It isn't reasonable to conclude they used that money. The fact that the decision to do full VO was made after most of the writing was done also means that, while the writing may have affected the voice acting, the voice acting largely didn't affect the writing.