Jump to content

Wormerine

Members
  • Posts

    5581
  • Joined

  • Last visited

  • Days Won

    34

Everything posted by Wormerine

  1. As topic states. While we can see numerical movement range of enemies while they take their turns, I think that a circular, estimated movement range (in straight line ignoring obstacles - or not! if you feel fancy) when hovering over enemies would be a useful information to have when making decisions about positioning.
  2. Ok. Here is a question: Does Beast of Winter has it's own "DLC has been installed and awaits activation" message? I started a new playthrough with a third character in turn-based mode and after leaving the opening beach for the first time I was met with two messages: and As you can see Beast of Winter is installed: Just to be safe I uninstalled and reinstalled the DLC. I am using GOG. Here is an autosave, just in case: https://drive.google.com/file/d/1JVQ3Lgr7yhzOkpCT8mk087_QPhV0BGF-/view?usp=sharing Or maybe there is no message and it is unrelated to an issue from my previous playthrough. EDIT: Indeed i received the letter from Vatnir and this time quest appeared in the journal. I assume that BoW doesn't have its own dedicated popup window. Noriko's issue unrelated.
  3. Oh, what would be neat is an ability to set player and enemy speed movement separately.
  4. That is something to be said about stat/roll based combat and a turn based system giving player time and space to analyze the situation and choose the best tools for the job. It's like D&D was designed to be turn-based or something!
  5. Didn't get far as of yet, but so far it's bloody brilliant. Well implimented and fun so far! I started on Veteran (just to be safe) but might restart with the key fights of opening isle won't be too challenging. It feels good. Turn based works wonderfully with roll based design of PoE combat and they really did think this through. With certain abilities being free I am looking at many abilities that I used to ignore otherwise. I am still trying to figure out how exactly some of the mechanics work. Initiative? Ability duration? That's true, all turn-based games I can think allow players to change weapons equipped within limited slots without any cost. However, I don't think that means that pricey weapon switching shouldn't be a thing. I think Obs wants weapons switching to be a decision, rather than a tedious micromanagement. Overall, encounter design worked that way for real-time with pause (do I want to switch my weapon or: switch my target, buff myself, or debuff an enemy?) so it makes sense it got translated to turn based. EDIT: Dual wielding too good? Purely speculation.
  6. Even better - permanent arena, where you create and level up characters and who can die during combat. I don't think I would like multiplayer with real-time system. Turn based sounds much better. Still, good netcode is expensive. I am also not sure if balance is there to make multiplayer enjoyable. But sure, if PoE3 were to had some of the Microsoft budget, while still remaining, well, PoE a small multiplayer component would be welcome.
  7. Seems like they created couple renders for the backer beta locations, but abandoned the concept for the full release.
  8. I started a new playthrough with a turn-based mode on. I noticed that when stealthed the team moves with the same speed, as when unstealthed. Intestingly enough: give move order when unstealthed > while moving turn stealth on = characters slow down to what used to be stealth movemements speed. but stationary and in stealth > give movemement order = characters move in full speed.
  9. We will see. I am sure there will be issues. But the gameplay shown yesterday on CohhCarnage's streamed looked excellent. Technically it seems to be implimented really well, and coming from D&D the system is a good fit for turn based. Balancing it to make it fun is a challenge but it seems like they did put their hearts into it.
  10. I would expect the patch to drop around the time expansions usually do - as mentioned before 10 am PST is a fair estimate.
  11. I believe type of random events you get depends on what kind of crew you have - I personally got “Orlan game” twice but encountered a lot of “Make a sacrifice to Ondra” events.
  12. Overall, dare i say it, I would welcome random events both on land and sea.
  13. Shush. I already killed my hopes for a proper, major post campain expansion exploring the aftermath of Eothas actions and Deadfire's state after factions conflict. Do not rekindle those hopes.
  14. Sorry for being off topic. But its great to meet someone who play homm Who doesn't plau homm? Which reminds me I bought HoM&M3 on gog a while back, and still didn't play it.
  15. Josh picked and pitched the project. There was a point where they decided to make a RTwP game over a turn-based game. And they pitched an RPG in stype of Infinity Engine games. He is also pitching a Medieval RPG with turn based combat, and so far it hasn't been greenlit.
  16. Or in this playthrough it wasn't only Rekke's mysterious companion that got erased but Wael/Hand Occult. (reference: https://forums.obsidian.net/topic/108024-forgotten-sanctum-rekke-ambient-comment/ )
  17. If that were true that's some weird decision making, Tim also likes turn based and was a lead on PoE. Meaning that it's odd that they design the game using the system, which they like less? Not quite. Josh is open about his preferences and thoughts but as he stated, he doesn't design games for himself. He also prefers classless system. PoE1 was funded as a spiritual successor and that comes with expectations - classes, RTwP, 6 attributes.
  18. Josh stated multiple times (article above including) that he prefers turn-based. And article reflects my feeling that realtime doesn't encourage to engage with Deadfires system. I am really curious to see how it will work.
  19. Ok! Time for a third turn based playthrough. Looking forward to it and I hope that it's good!
  20. PC only, So no Demon’s Souls nor Bloodborne. No Dark Souls3 either, until i get a decent PC. Oh well, DS2 will have to do.
  21. O gosh, Beat Dark Souls for the first time maybe like two months ago? I expected an unfair, frustrating excercise in masochism, and what I got was a game with probably the best action/RPG system I can think of, great atmosphere and most of all, phenomenal level design. I really wasn't expecting the last one, but exploring its world was a real joy. DLC has some really phenomenal boss fights. Started Dark Souls 2 about a week ago. I didn't get far, didn't even reach the first boss, but wow, first impressions are pretty bad. Movement and combat overall feels sloppier, completely lacks any atmosphear and it delights it setting up riddiculus ambushes and calling it a challenge. It just feels dull. I would probably refund it, if I didn't buy it months ago on sale with DS1. Oh well, I hope it will get at least a bit better as it goes on.
  22. Unless we have another attempt at Stronghold mechanic and some NPC will be interactive, recruitable characters for it, I see little benefit for having "passive?" companions. I would prefer to see less returning faces (companion wise). One of my biggest beef with Deadfire is that returning companions feel flatted out - At the end of PoE1 companions seemed to head in quite various directions depending on their ending. For example keeping or suppressing Iselmyr seemed to indicate that Aloth will become quite a different person depending on choices, plus add to that whenever he decided to destroy or lead Leaden Key. Same with Eder, Pallegina, Durance. I don't think it is feasible to make returning cast justice as full companions. If they need to appear I would rather see them as a small cameo, but which shows how they developed. And to be honest, I must say I don't really care that much about cast of Deadfire. Maia, Takehu and Serafen have little to offer outside representing a faction. Xoti could be an interesting return, but I would rather see her as an optional tough fight if she got the dark ending in PoE21. In all, I would prefer to see new protagonist for PoE3. We can continue the storyline without the Watcher of Caed Nua/Casita/Herald of Berath/Duskspeaker.
  23. Wall of Many Colours is a pretty good way of disabling it for lengthy portions of time. Plus summons to add extra targets.
  24. If you encounter troubles on the opening isle then I must warn you that there are areas in the game which work much much worse. I have: i7-4720HQ GTX960M 8 GB of ram For me barely anything worked, but turning off shadow casting did bring it to a playable performance but I still encounter major slows down in some of the areas - the worst offender being Seeker, Slayer, Survivor area. It is an isometric game but it is not only characters and passive 2d background. There is a lot going visually - like light being cast on enviroment, that takes some power to calculate. It is not surprising it has higher requirements, however, the game doesn't seem to have major performance issue. As discussed here: https://forums.obsidian.net/topic/107672-extreme-drop-in-performance-out-of-ideas/ even high end machine struggle with Deadfire, especially after 4.0 patch. I really hope Obsidian will address this, and I am pondering on buying a decent PC, but it seems that even a stronger machine might struggle to provide enjoyable Deadfire experience.
×
×
  • Create New...