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mumbogumshoe

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About mumbogumshoe

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  1. Here’s the thing, whenever I see these hardcore game modes, I really like some aspects of them and am annoyed by others. I think many people feel that way. Problem is, we probably don’t agree which parts we like and which we don’t. For me, I like the no manual saves outside the ship part, I like companion permadeath, I like the fast travel restriction and the only heal injuries by sleeping in a bed thing. I could do without only sleep on your ship, being forced to take flaws, and I loathe the eating and drinking bit. I just don’t see how that’s adding anything interesting to my game or even ma
  2. My first playthrough was on PotD as it was originally. I wasn't one of those people complaining that it was too easy but I could see where they were coming from. It provided a good challenge for me, it was fun, hard but manageable, I never felt as if I was in over my head. However, I think that if I can play a game on the highest difficulty setting and not feel "this is much too hard", it's probably too easy. That's because I'm not a great player, I'm just ok. I don't optimize every last bit, don't look for synergies in everything, don't want to obsessively prepare ahead of every fight, don't
  3. It's not a made up word, it's Old English, and the plural seems to be Eotens. https://en.wiktionary.org/wiki/eoten I've voted for Eoten as plural though. Old English is much closer to other Germanic languages than modern English and -en is a perfectly fine Germanic plural ending.
  4. Oh please! You're playing a CRPG but don't get why people like to get rewards and like to level? The distinguishing feature of the genre is the reward mechanic, the loot, the leveling, getting stronger, getting new abilities. Of course the story is important, but if it was only about the story I could as well read a book or whatch a movie or play any other kind of game that tells a story. A lot of them do. To say that people who enjoy the reward part are treating the game like work is just silly. Obviously they enjoy it because it's fun. I couldnt care a rats ass for leveling. I autolevel all
  5. Oh please! You're playing a CRPG but don't get why people like to get rewards and like to level? The distinguishing feature of the genre is the reward mechanic, the loot, the leveling, getting stronger, getting new abilities. Of course the story is important, but if it was only about the story I could as well read a book or whatch a movie or play any other kind of game that tells a story. A lot of them do. To say that people who enjoy the reward part are treating the game like work is just silly. Obviously they enjoy it because it's fun.
  6. It obviously makes a difference because they have much more to work with. If they pace it similar to PoE1 it won't be a problem. That's why I'm not worried.
  7. The gripe you appear to have (the balance issue with hitting the level cap) can also be solved by an adjusted scaling system. The problem with losing incentive is imo best fought, as someone already stated in the thread, by good endgame writing/quest design. I feel like that aspect was done well in PoE - by the endgame you were interacting with some pretty interesting people/beings. Yeah that's a big part of it and I know they're doing it, a more comprehensive level scaling system, I mean. It's gonna be optional because many people think that any kind of scaling is of the devil but
  8. I think the OP has a point (even though he's a bit rude about it). Last play through on PotD I hit the level cap shortly before WM2. I was already feeling too strong at that point for a while. I still had the 2nd part of the expansion, Crägholdt, a couple of side quest sand the Burial Isle to go. All of that felt way too easy even though I used the level scaling option where it was available. This is one of my biggest gripes about the game, I felt it was handled very poorly. It's fine if you hit the level cap a bit before the end but not hours before, with so much content still to go.
  9. Quick new update from bob over at fig, Slacker Backer money stands at 54,020 right now.
  10. I've asked Josh on his blog if fewer trash mobs would lead to a reduction in combat frequency. Here's his answer.
  11. New update about the slacker backer money. It's standing at $49,494 right now, up just a little bit more than 4,000 compared to yesterday. That's not good. If it continues like this we'll probably not make the 5 million goal. On the bright side, the 4.5 million goal is in the bag.
  12. What's interesting is if there will be overall a significant decrease in combat encounters with most of trash mobs taken out or if the amount of combat stays more or less the same with trash mobs getting replaced by uniquely placed tactical encounters. If it's the latter, I'm all on board with reducing the trash mobs, if it's the former I'm not so sure. PoE is a combat heavy game and I like it that way. I build my characters and party for combat effectiveness and I want lots of opportunities to test them. Combat is fun, even against trash mobs, if it's not really that same after same again slo
  13. There's a good chance that something will happen during those 2 months that gives us a bit of a bump. Maybe another small media blitz towards the end. Then we'll lock in that last stretch goal as well.
  14. New information! Through the backer portal we have $42,261. So it seems as if we're making about as much there as on fig. We've also almost cleared the 4.5 million stretch goal.
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