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Wormerine

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Everything posted by Wormerine

  1. Iwatcheda bit of a stream you attatched and I can't even see the next attack indication. In real time every attack was clearly telegraphed. What would make sense the most is: first thing each round: the weapon telegraphs were it will shoot; at the end of the round: the attack happens.
  2. Overall, free abilities being unlimited per round is a questionable design. That's a very offensive way of abusing this feature.
  3. oh, so it does give extra movement? I just assumed it would move you to the top of the que for the next round, considering how the system works.
  4. xD People commiting suicide on your sword because they didn't like something you did is realism? Reactivity: yes, realism: nope. It could be a simple fix (kill enough enemies of your allies faction and they become hostile) to some reactivity gaps, though preferably I would just have them leave with a note when you are not looking as they do on other occasions.
  5. Pretty much every abilitity tied originally to recovery (time between swings) is currently useless in turn-based, as instead of increasing the frequency of attacks it is just movemyou up the que.
  6. There multiple instances in the story were characters can leave your party depending on your choices. There are still some missed opportunities (you can do a quest against Rauatai and keep Maia, but it’s fine to provoke them to attack you and then kill everyone without her saying anything). Would be nice to have instances like that fixed somehow. A character turning on your party is pretty rudimentary and silly as he/she has no chances of winning against a party of companions.
  7. Yeah, turn-based might become my default way of playing Deadfire, if it won't be mechanically inferior to real-time, as it currently is, as framerate drops aren't a gameplay breaking issue in turnbased. Overall, the brief survey seemed to me to be more interested if the addition of turn-based worked in bringing attention to it (did you know about it/gave it a go) rather that acting as a technical feedback.
  8. Overall, I have been seeing some repeate in dialogues. Arc between Serafen and Xoti happened twice. There were some other instances of the same conversation playing twice.
  9. Ydwin is the most cool of the companions. Overall, due to uncomplicated nature sidekicks are much more likable. Companions are more like real people - more nuanced and somewhat facinating but I prefer to watch them from afar and not get involved. Except for Eder. I would hang out with Eder and try to pet all the animals we can find.
  10. I rarely remember my dreams but when I do they are the most mundane things: slogging through making breakfast, a boring day at work, doing chores. I suppose, that every day monotony is my biggest nightmare.
  11. They acnowledge the presence of the animal quite frequently which I appreciate: helps in bringing the animal into the story and ties it to the main character. @Ophiuchus Looking at your pets name I make a guess that you too made an attept to name it to fit White that Wends background. ha! I constantly struggle to remember how my rangers name is pronaunced.
  12. Yeah, I did that with my first character, with second I killed him, because screw Huana when you are from Rauatai, but with the third one I want to keep him there. Well, I will give it couple tries. But for now: Gathering Storm!
  13. ...introducing my wolf to random creatures of Eora. Well done Obs. On a side note, anyone tried trapping the Dragon? For me it ends up in a fight and I am not able to protect the wards. At best I can kill two tentacles saving just one ward from getting destroyed but by then the dragon has so much concentration that I am not able to stunlock him before he waves the final ward to death. I dont want to crew over Huana by killing him, as the current playthrough is in support of "traditionalists", but I also don't want to let him go, so he won't kill the Guardian for me.
  14. Yeah, it seems like it would make sense to have a "neutral character movement" at the end of each round.
  15. Thats simple, we do the same thing again: We build bigger machines and sacrifice more people to create better gods. We build bigger machines and sacrifice gods to create a... bigger God? Hopefully with more nuance, than blidely focusing on one or two "ideals".
  16. Yeah, curious. Played through this quest just yesterday and everything worked just fine. If you encounter the issue post a save-game.
  17. During the Naga invasion of Watershapers Guild the very first room seem to pull more enemies that intended. The first room also pulls all of the enemies from the room with wounded Mairu. Save: https://drive.google.com/file/d/1JVQ3Lgr7yhzOkpCT8mk087_QPhV0BGF-/view?usp=sharing
  18. Yeah, annoying bug. Essentially every time I attempt city bounty guards stare for a while before getting agreasive.
  19. Noticed stuff like that happening but didn't manage to pinpoint the problem.
  20. Problem is peoples are morons too and shouldn't be trusted to lead anything either.
  21. This - after everyone complained, they did another POTD pass - most of the game got way better (esp with scaling on), but there's a bunch of broken ass fights on the first island that are just incredibly dumb unfortunately Stuff that I found so far that is completely out of whack with the recommended level on POTD: - grocery street - street fight after luminous bathhouse messenger bag - the skeletons at the digsite from this post - some of the mobs and the boss (if you fight him) of the Berath temple dungeon thing in Nekataka. There were some skeletons there that were 3 red skulls and remained 3 red skulls after I got 2 more levels. Most of it is really well done with scaling on and remains very challenging. To be honest, the difficulty level offered in the opening isle, is something I would expect from PotD. I don't think it's too difficult - it's what the name and discription suggests: for people who played through Deadfire, know what's coming and will abuse the systems to push through impossible odds.
  22. Considering how powerful some spells are, that might be a cool idea: having to be in position to cast them.
  23. I do feel that a lot of challange of Baldur's Gate comes from obfuscation of the mechanics. It's quite easy if one reads the manual and understoods how game works. BG has a lot of "immediate death" scenarios which I don't believe is a good design, which are not hard to defend against, the player just needs to know that they are coming. However, BG has a more consistant challange curve, while Deadfire (and PoE1) definitely suffer from powercreep. Expansions and bosses brought it back to the level I found satisfying. though there is a major gap between core and later added content. It is a valid complaign if Veteran is too easy: it is described as for players experienced with this kind of game, so it is a fair assuption that it should provide an enjoyable challenge for someone who plays those kind of games. One just needs to see how difficulty drops after first couple hour of play to see there is an issue. Early stages of each difficulty delivers on the promise (both for Veteran and Path of the Damned) but later gets easier and easier.
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