
protopersona
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Patch Notes for 4.0.1.0041
protopersona replied to Cdiaz's topic in Pillars of Eternity II: Deadfire Announcements & News
And now turn based mode is patched back out. Really want some explanation on what is going on there, especially if this is a feature being planned for a future patch. Didn't even get to try it before the patches. -
Nice try Boeroer. It's true and you know it. I think you quoted the wrong person too. I replied to dunehunter (whom I know, discuss with and tease since the beta phase of Deadfire) and I quoted nobody. What do you mean?In your reply about sub Rogues vs vanilla Rogues you quoted Andrea but were replying to me, which I didn't realize till now. I don't agree. Boeroer's post was completely discussing the context of Andrea's post originally. I think you have a grudge and need to step away from the forums for a while till you can let it go. Damn, now I got Frozen stuck in my head.
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v4.0.0 is now available on the Beta Branch
protopersona replied to Cdiaz's question in Patch Beta Bugs and Support
No, is clearly a disadvantage. As intended. You lose Persistant Distraction, for one. Well Boeroer is making it sound like a non issue...who do I believe?! Boeroer's point is that not being able to engage is only an advantage or disadvantage depending on the build you're actually trying to make. Making a melee rogue? Losing engagement could be a problem for you, depending on what skills you want to use. Making a ranged archer rogue? Engagement is useless there anyways, and you'd probably never want to be close enough to engage anything in the first place. -
v4.0.0 is now available on the Beta Branch
protopersona replied to Cdiaz's question in Patch Beta Bugs and Support
This isn't an MMO or ranked multiplayer game. It's a single player experience. How you play the game and the validation you get from it shouldn't be affected by how other people choose to do it. Same goes for achievements. They aren't meant for validating yourself to others or bragging rights. I think they should be a way of having personal goals if you want them. -
I get where you're coming from. Problem is to me if it's content that fits inside the original game, it's content that could have been there at launch. Sure, it's probably stuff that would have been left on the cutting room floor back in my youth, but it's not extending the game. DLC that happens after the end of the original game is what I consider content that isn't part of the original game. Either way, modern games are only completed when the last DLC is released no matter where that content fits in the game. So calling a game plus all it's DLC the "complete edition" is literally true.
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By any definition of the word I use, it is. The DLC is inserted into the middle of the game. Thus it is part of the game, not post game expansion content. Much like how PoE 1 is made complete by the White March DLC. I understand there are real world reasons why the DLC is what it is. Doesn't change what it should be called though, a part of the game that was missing at launch.
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I'm confused. Is this in defense of bigbazoopa or mocking him? I kinda get where his friend is coming from. A sequel that picks up right where the last one left off with essentially the same character but completely wipes all the progress you worked for is a hard sell. Especially when it looks on the surface like they are making you play through mostly the same character progress. Sure things have changed under the hood, but that's not conveyed very well in the marketing. Without playing both games yourself or doing some research it's an easy assumption to make. It makes a degree of sense about why a lot of people could have looked at the game and got turned off by it.
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Final Fantasy 11 was their first attempt at an MMO, and heavily cribbed a lot of design concepts from the reigning champ of the day, Everquest. They were the first MMO to try to have an actual plot and narrative though. FF12 was an attempt to make the open world gameplay of an MMO in a solo player game. The lead UI designer for FF14 currently was the co-lead director on FF12. A lot of the mechanical shorthands of FF12 have made their way into FF14 very successfully. FF13 and FF15 were very much their attempts at courting what they thought western audiences wanted. FF15 actually started development as FF13 part 2, so the similarities shouldn't be all that surprising. The success of the more recent Dragon Quest games should have been a signal to Square Enix that they need to go back to basics with the next mainline FF title. Don't fix what ain't broke.
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God Challenges Feedback!
protopersona replied to Aarik D's topic in Pillars of Eternity II: Deadfire Announcements & News
Maybe something like a timer for the next food expiration? So as each item expires the timer would change to the remaining time for the next piece of food. -
Lowering XP
protopersona replied to mightyjules's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
You could also use the "Only Less XP" mod from Deadly Deadfire.