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Mygaffer

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Everything posted by Mygaffer

  1. It's also bugged. When I have the 15% attack speed buff from it on my barbarian and he gets the 20% attack speed buff from Vielo Vidòrio the 20% attack speed bonus is the one that gets surpressed, not the 15% attack speed buff from Spelltongue. At least according to my character sheet.
  2. I rolled up a melee wizard for a solo POTD run today and as I completed the Ferry Flotsam task for the hundredth time I was thinking about how binary the choice was. You can kill the looters or let them take the meager, ruined goods. I know it was a small quest but I would have liked a third option. Neither of the presented options are a good expression of what my character's choice would have been. My character would have been happy to donate money to these poor looters trying to scrape by and still return Peregund's goods. I love Pillars and a lot of quests give much more room for players to express their character's values in game. Since this task has always stuck in my craw a little bit, and especially thinking about how we treat the poor during Trump's presidency, I felt I'd make a small post about it.
  3. Wow. You noticed that the nonsense I wrote is nonsense. Gratulations! But how is it politically motivated? I never knew that I was politically motivated. Or even motivated at all. I improvised. Just fill in some other bla bla that makes her a nicer person. Or shall I try again? Now I'm guilty of reading too much into a comment.
  4. One small thing, you should probably add a spoiler tag or just get rid of that spoiler.
  5. I'd never heard of Dippel before, very interesting figure.
  6. That leap is in POE though... Looks like Dragon Leap to me.
  7. Has there been any thought given to a single unique ability for each multiclass? Perhaps just a different spin one of the two core class's abilities. For instance a Ravager, monk/barbarian, would have a version of Swift Strikes called Rapid Assault (or whatever) that for X wounds enables frenzy for Y seconds with each strike dealing extra carnage damage to all enemies in range. Rapid Assault would only be available to ravagers, not pure monks and not pure barbarians. Whether that specific ability makes sense or not I don't know, I merely use that to illustrate what I mean. That single ability could be a good way to express character/theme through gameplay mechanics, as this one unique ability would help define what the class is about. Just a thought. I loved the video btw, keep up the great work.
  8. It's almost like Ydwin is a mirror that reflects the fears of the person who sees her.
  9. What about that description (Someone was kind enough to post it in another thread)? Does not sound that much like a "scientist". More of an identification figure for gothic nerd girls. "Noone seems to understand, but death is sooo fascinating." The problem here is not that she fits into one stereotype. The character described and pictured there is a monster sewed together from the countless corpses of different stereotypes. Maybe I can add something to help the writers fleshing out the character: She really likes chocolate, get's very nervous when cute boys are around and has an unhealthy taste for bad guys. As a child she didn't want to play with dolls. Instead she removed their body parts and sewed them together in another order. That alienated the other children, so she hadn't much social contact. Her parents didn't understand her and wanted her to become a lady. Study somthing harmless, find a man and marry him. They brought her to an animancer who should cure her soul, but he didn't find anything unusual. Still her parents were trying to force her. So she ran away oftentimes. Her mother learned to accept how her daughter was, but her father never did, so she had no good relationship with him. Then her father died and she never had the opportunity to get things right with him. Later she found out, that she was bisexual... Shall I continue? I can do this for hours. I would love to tell you the episode where she couldn't save her cat from dying. You sure gleaned a lot from three sentences. Feels a little like there is some projection going on. Trying to bind souls to prevent death is one big part of the study of animancy, so of course some who study animancy will be preoccupied with this aspect. The allure of learning what lies beyond the grave, how to communicate with souls after death, or even prevent death itself would be hard to ignore for some animancers. She's a people person who is "pleasant and charming" so a lot of your suppositions are contradicted directly. You try and paint a picture of an alienated and socially awkward person but that is directly contradicted by the very description you quoted. Frankly a lot of this sounds like politically motivated nonsense perhaps relating to a certain two letter abbreviated movement. I expect next I'll be told that she wears low cut tops and streams her image over magic mirrors through the Twitchyverse and how horrible that is.
  10. Definitely. I hope no one read my last post about Larian's handling of DOS to imply anything negative about Obsidian's handling of Pillars, I think Obsidian has done a good job communicating with the community and doing post release support.
  11. Would it though? The work has essentially already been done with the Paradox port to consoles. I'm not a developer so I couldn't say for sure but I can't believe it would be a huge expense to take that work and adapt it for Deadfire. Don't get me wrong, I'm sure implementing from scratch is a lot of work, but it seems to me this work has now been done for the console release. DOS is a great example, they didn't launch with controller support but after doing it for the console release they also put it into the EE. Frankly I'm not sure why Obsidian didn't do the same for their PC release. Does anyone know who did the port? Paradox had one of their developers do it, right?
  12. Where do you get these numbers? I've heard it's closer to 1 million on PC and I haven't seen any numbers for the console release but there is no way it's moved 1 million units in such a short time.
  13. I don't think is a great way to compare the two. DOS 1 appears to have sold more copies. I much prefer Pillars myself but DOS 2 is a big improvement over DOS 1. I'd like to see a lot of success for Obsidian, I think production values on Deadfire that closer to DOS 2 than Pillars 1 will help them close the sales gap between the two.
  14. One thing I would really like is the ability to perhaps right click on an enemy and get a window that has all their current status effects. For my own characters I can either hover their icons or look at the character sheet. For enemies I can hover over them, sure, but I can't then go and read their statuses and what the effects are. Sometimes there are ten+ different spells and abilities effecting an enemy and I don't know what all of them are doing. It would be nice to see this information. Like the inspect in Divinity Original Sin. EDIT: Another small thing, I just saw the chain that replaces the simple line to show engagement in the console version. That really helps convey the meaning of being engaged, Obsidian should consider using that for Deadfire.
  15. At least I can say OP's post taught me something.
  16. I've never understood the hate for that character from some, it seems completely based on imagined ideas of what the character would be based on her look alone. If think Obsidian is a good developer who knows how to make good characters then you think Ydwin would have been a good character.
  17. I always find it a little annoying when people make pronouncements about what a developer has or hasn't done, how much something costs, what is possible and isn't possible in a given game, etc. If someone is an experienced developer they may be able to make some educated guesses, but unless you are in a position within a dev team to really know chances are a lot of the ideas a given end user may have are wrong, sometimes comically so. That being said Swen Vincke talked about some of the stuff they did to fund the first Divinity game, and they did put all their money into it from the Kickstarter, from the money raised through a company they created to hold and license their IP that investors could then invest in, with their IP as collateral, and when they felt they needed even more money to make the game as complete and polished as they felt it should be they did Early Access and put that money into the game as well. So at least according to Swen for the DOS 1 they put all available funds they could into the game. What I find interesting is that after launch when the game was received well and sold well they decided to make further improvements and release on console with the "Enhanced Edition." What did they do? Well one of the things they did was add full, high quality voice acting. They added controller support for the console version and the PC. They expanded the game, adding new quests, areas, characters, and reworking some existing dialogue. They added new gameplay features, new game modes, and general polish improvements to the entire game. They did that for a game that they had already released and had already seen most of the sales it was going to. Of course the console sales would hopefully pay for this and then some but they probably could have gotten away with doing less. Swen's talk is very interesting and I think a lot of people here would be interested in it. Looking at the sales numbers (which is always really tricky for us end users with no access to hard sales data) it would seem all of that paid off for Larian. I'll be using the best tools I have but I can never know exactly how accurate this information is. SteamSpy shows roughly 1.5 million owners. That sounds accurate, as in 2014 three months after DOS "Classic" was released but well before the enhanced edition, Swen Vincke said the following: I don't know what their average unit price was and frankly I don't think I have even enough info to guess. If I was to throw out something wild I might say $20 average unit price, meaning gross revenue would be around $30m from all PC sales digital+retail of the base game and EE. That's a tidy sum even if you are giving half the profits to investors. Console numbers are again difficult to find. If I look at VGChartz I get ~410,000 units, but I have heard that VGChartz is not that reliable and does not track digital sales, a problem today when I'm sure plenty of people on console bought the game as a digital download. I've read other reports that it sold closer to 900k on console but there was no attribution to that number. Let's be what I feel is conservative (but again, I have no idea) and say 500k units at an average unit price of $20. Now you are looking at another $10 million in revenue. Of course platform holders take their cut and investors take their returns, but to me it seems like a pretty good return. They leveraged everything they could, including crowdfunding money, investor's money with IP as collateral, they repacked their older games and resold them for more revenue there, then Early Access for even more money to continue getting the game to the point they thought it needed to be to be a quality release. And you know what? It was their highest rated game, both critically and by users, in their history, though I have a feeling DOS 2 will edge it out now. Pillars didn't move quite as many copies on PC I believe and I'm not sure how many units they'll move on the consoles. But I think Larian and Swen really showed that investing the time and money into your game to make it as good as you possibly can does pay off. At launch "as good as you possibly can" didn't include full voice acting, but after launch when the game was successful and well received and they decided to release on consoles they decided that full VO now was part of "as good as you possibly can." I believe their word count is significantly less than POE's, so I'm not saying this is necessarily something Obsidian can do with Deadfire. One point Swen makes in his talk about this is that by giving extra to your community, like making all the enhanced edition improvements free to people who already owned the game, or releasing free DLC like the Bairdotr and Wolgraff characters, you really go a long way towards building loyalty and trust in your community. This really went off on a tangent but I find this kind of stuff almost as interesting as the games themselves.
  18. So since I've been playing Divinity Original Sin 2 I see just how great it can be to have full voice acting, including a narrator. Their voice talent is good too, it isn't sub par stuff. I think full voice acting would make the game much more accessible without compromising at all in the complexity or writing department. Of course I don't know what the word count is of Deadfire compared to DOS 2, maybe it is large enough to make the difference, maybe the budgets and expected sales of the two are just that different. I know if I could choose I would prefer full voice acting. I hear you on DOS's VO. Have you played DOS 2 yet? The VO and characters are significantly better.
  19. So the Maegfolc Skull is both a powerful artifact, something that looks really cool, and reference a neat part of Eora lore. I would put the Blood Testament, an item used by my martial master monk who tries to builds max wounds, throw up lighting strikes, and ends up dealing crush, fire, shock, and raw damage with every blow but I imagine other monk specific items will exist in the Deadfire. I think it would be cool if Edér was still wearing his Saint's War Armor at the beginning of the game. I would love to come across one or two items from our old, non-returning companions. Maybe finding Durance's Robe for sale by a merchant in a port town. How did he come to own it? Or Kana's turban is being worn by a village elder who offers it to you in exchange for a small favor. I think a lot of the returning items shouldn't just be found in a chest. For example Shod-In-Faith should be worn by a priestess of Berath who has made a pilgrimage to visit a holy site of Berath in the Deadfire. If you help her complete this pilgrimage then you are gifted the Shod-In-Faith as she no longer has a need for them. Other items I wouldn't mind seeing are some of my personal favorites, like the Rotfingers, Stormcaller, Little Savior, Sanguine Plate, Glittering Gauntlets, Coat of Ill Payment (one of the best looking armors in the game), Scâth Gwannek, and Tidefall to name a few.
  20. I recommend using less than a full party. Try a party of four to start. I actually found that quite fun. You focus more on what everyone is doing in a given role and all actions become more important. It is one of the reasons I think the move to a five character party was the correct one.
  21. My one request is to always keep user choice in mind while designing this. I don't want to feel coerced to use your social media platform. I don't want to read things like "free downloadable content if you log in daily." I don't want access to games or games content locked behind me signing into some Obsidian.net type service. So please make sure you are respecting your end users
  22. Took me six runs to get it. Joe I got it on my first run not realizing how rare it truly was.
  23. I know this is an old post but I did some testing with a stop watch and the Last Blade of the White Forge, which has "speed," i.e. 20% faster attack speed, definitely attacks even faster after being Durgan refined. So that attack speed does stack with weapons that have the speed enchant. Makes me think the crit multiplier does too, but I haven't tested that.
  24. I swear there is something to this. One play through I ended up with some like 6+ bracers of deflection, another I got a bunch of torcs of perception. I think there is something going on where you are very likely to get the same random loot item in a given play through.
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