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house2fly

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Everything posted by house2fly

  1. Yes, people expect to customise their appearance, but there's no reason that shouldn't work with the game mechanics. If a hat gave you +4 Might but -10 accuracy you might think twice about wearing it; same if it gives you +4 Might but is ugly. And if people want to customise their appearance without it affecting their combat performance, there's already a game mode for that: "Relaxed" difficulty
  2. I wish they used more than just 2 as a measure of like/dislike status. Am I almost at 2? Am I just over 1 and maybe there isn't enough dialogue in the game to get me to +2? A bigger scale like 5 or 10 would be a lot clearer
  3. It's stupid is what it is. Just wear whatever hat you want, and if you don't want a hat then don't wear one. Most of the bonuses are tiny anyway. If you find that battles are harder because you don't want to wear an ugly hat then lower the difficulty
  4. I dunno about "this early," you're two quests from the end of the game
  5. They all work now (except possibly the arbalest which reloads slower as you level it up) but the outfits have a visual bug that makes them look bad on male characters
  6. The main story seems like an afterthought. Which I wouldn't mind, except it's the entire story which feels that way. The intro feels that way, the three quests which make up the bulk of the critical path have no connection to the factions and ship exploration which is what we're here for, almost like they did them way after everything else was locked in. In a game about exploration, the main quest... doesn't require you to explore at all, since Eothas tells you where he's going next. The gods hijack your dreams a couple of times to bicker, there's no point to any of it except for showing their cool visual designs. Ukaizo is three medium-sized rooms with two boss fights. I like the faction you opposed showing up to fight you, but that's the only meaningful content in the endgame, the Guardian is just a monster you kill. And then you talk to Eothas. Why? Because he's about to destroy the Wheel, and you decide what happens after. Why do you decide? Because you're the player character. There's no reason for Eothas to talk to you or listen to you except that it's written to be so. In Pillars 1 I healed my soul, defeated the villain, and learned the shocking truth he'd been trying to hide; in Pillars 2 I walked through some rooms and chose from the options the writer had provided for me. It feels really unsatisfying. The rest of the game is really good, which makes this issue with the endgame so annoying. As for other criticisms, I think they overreached with this complex companion relationship stuff. Whether it's Obsidian's famous technical incompetence or this kind of stuff just being really hard to implement I don't know, but either way it's better when they keep it simple. Party members had a go at me and each other after one interaction, romances tried to fire almost immediately and if you turn them down you seem to never get an opportunity to pick them back up... just give me my party of friends and let them but in in conversations, that's all I want. These issues aside, I would definitely recommend the game, and I'll be replaying for the DLC
  7. Raise the resolution, make your changes, and then change the resolution back
  8. There's no guarantee that there'll be a third game, just like there was no guarantee there would be a second. Why do you want to hold off on the cool stuff until a theoretical future game that, if it even happens, won't happen for years?
  9. They could raise the level cap and add more abilities without necessarily adding more power levels; the there's plenty of room on the skill trees. If they do that, they could theoretically let multiclasses access the higher power levels but keep the slower levelling
  10. I would definitely recommend playing New Vegas, and all the DLC(very cheap nowadays), its main quest is what Deadfire is modelled after and in terms of writing it's Obsidian at the peak of their powers. The DLCs are probably roughly equivalent to White March in terms of content, but as each DLC constitutes a separate adventure, there's a lot more variation- each one has its own aesthetic and tone, which influences the writing and the items they add. From what little they've discussed of the Deadfire DLC so far the same will probably be true here
  11. One thing I liked about that encounter is that it mentions they have a big pot of stew cooking, and when you point out the island is totally barren they say "huh... makes you wonder what's in the stew"
  12. Dunnage is definitely more of a Dyrford. I guess you could say there is no Twin Elms, it was combined with Defiance Bay and the new gestalt was named Neketaka
  13. I'm mostly put off using sidekicks because they barely have any dialogue or reaction to in-game events. But they don't have none. So what bits have people seen where a sidekick has something to say? I'm going to do another playthrough where I use mostly sidekicks and I'd like to know in advance who is best to bring where. Edit: whoops, meant to put this in the spoiler forum. Well if it doesn't get moved, please hide any spoilers!
  14. Get it from all the exceptional and superb equipment you can still get all over the place
  15. So a cipher that'd barely interact with the game world? Hmmm... Yeah but with more asides. If there's ever a way to mod in sidekicks I'm going to try something like this because I've got a ton of ideas for this kind of character
  16. As far as changes to existing content, I'd like food and drink to have effects other than +Morale, because its trivial to raise and maintain morale right now. Have foods that lower morale but raise speed, affect stats for ship battles, that kind of thing. Also the enchantment UI needs changing to highlight which ones are mutually exclusive
  17. I'd like another sidekick with more written content. Voice acting is expensive, so something like a mute cipher, or another watcher, who "talks" by projecting images into your head could be decent. Doesn't need a quest or anything, but if I'm taking someone around the game I at least want them to react to story content. I'd also like more unique and soulbound non-sword weapons, but ones that can be found through exploration rather than just adding them to a vendor. It's probably outside the scope of patches or free DLC to make more wilderness areas or dungeons, but hopefully that'll be addressed by the proper DLC. Maybe they could use the missive system to add bounties as free DLC- Mysterious Employer sends you a target, you go kill them, get their unique items, Mysterious Employer sends you money. I'd also like more levels and more high-level abilities. Hopefully that's something the paid DLC will provide.
  18. Par for the course in RPGs, really. Geralt! Your beloved daughter is being purseud by the Wild Hunt! You must save her! Please potter around the countryside saving peasant villages from goblins for 85 hours! I agree that ideally every side quest would have a reason for you to do it in the context of the main quest. The alternative is to have a main quest where the stakes aren't so urgent that you feel you have to do the next step right away, but people didn't seem to like that in the previous game
  19. The storms in the northeast of the Deadfire are the same storms that hit Rauatai, so surely it doesn't make sense for it to be so far away?
  20. At the beginning of the quest I spoke Tumara instead of Netehe, when their argument ends and you choose one to ask questions to. Upon getting the loot they both want, the journal informs me that I can hand it in to Tumara in front of Imperial Command or Netehe in front of the palace. I wanted to give it to Netehe but she's nowhere to be found. Tumara is in front of Imperial Command. I wondered if this might be working as intended because I only spoke to Tumara at the beginning of the quest, but in that case surely the journal wouldn't tell me I can give it to either one of them
  21. It generally runs about the same for me. Try turning the graphics all the way down and disabling all the options, and lowering your resolution to as low as it'll go. It's not as pretty, but the baseline of the game is fairly pretty as it is
  22. Pillars 1 had the perfect solution to this, by relaxing the urgency of the main quest. This led to people complaining that the main quest didn't feel urgent enough, so they backtracked for the sequel, and now you have an epic save-the-world quest which you can blow off to do side missions, like in every other damn game
  23. It's worth bearing in mind that with Hylea at least SOME children will be saved, even if not many; every other option involves writing those same children off
  24. This isn't really accurate. Along the main quest you can sneak through the ogre caves and the Iron Flail fort, and bluff your way through the Abbey(you can't get out of fighting the end boss but the way you do the quest changes the context) and of course finding someone in Stalwart with an old soul doesn't involve combat at all. Plenty of other quests either have non-combat resolutions or aren't about combat at all, though they may require you to go to places that have enemies in.
  25. they already patched what they were going to patch with the Deadfire Pack. The arbalest is stuck firing slower, and the pirate outfits are stuck as weird white coats that don't turn invisible when sneaking on male characters
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