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house2fly

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Everything posted by house2fly

  1. And then he is resurrected by Sovereign as a robot skeleton which you can't avoid fighting
  2. 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"
  3. I don't recall much in the way of sexual comments from any of the companions, except Tekehu who's a horny drunk. I think Serafen and Maia have both made a comment or two, but certainly nothing much in the latter half of the game
  4. It's trivial to just open up the game files and change it yourself. Marginally more involved than a toggle in the game menu
  5. Being a Watcher didn't drive you mad, being Awakened did, and the Awakening got undone at the end of POE1. Anyway, if a game needs to have a high-fantasy European forest with wolves and goblins for you to get into it then suffice to say you won't like this game
  6. 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?
  7. Don't you have a zombie or ogre crew member? Just pretend they ate it
  8. Just feed it to your crew. You get a brief morale drop but everyone has learned something from the experience
  9. 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.
  10. People didn't buy the game because they were able to tell before playing it that had a worse story and fixed things that were not broken?
  11. They should use the loading screens in the game files and have a loading screen rotation that the DLC loading screens get added to. I don't mind not having many loading screens but man when your game has a lot of loading don't have ONE loading screen
  12. The people who played Deadfire like it just fine according to user reviews. Then again, the people who played PoE1 also liked it just fine by the same metrics
  13. One thing I would like is for the non-Guardian battle to have waaay more enemies. Like the "survivor" battles in the DLC, just have animats and saints flooding out of the front gates of Ukaizo, like the city is throwing everything it's got at you
  14. 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
  15. 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
  16. You can probably just edit the game files directly to get around that
  17. while the rewards for normal kickstarter backing are clearly worth less than the money you kick in, at least you don't get a receipt telling you precisely how much less
  18. 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
  19. You can also mod the level cap up! This is cool because it lets multiclass characters get max power level
  20. The pollaxe is Darryn's Voulge. Frostfall isn't soulbound, but BOW does have a soulbound heavy armor and shield; SSS has a helmet and light armor. As for FS, who knows. But maybe OP will yet be relieved of his burden
  21. 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
  22. I like Eder overall. His comic bits fit with the tone of this game, but his serious bits totally fit his character. I like when he confides in you that he has a hard time being around Xoti's fanatical belief, knowing what he knows
  23. 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
  24. 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.
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