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Everything posted by Wormerine
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Eh... not really. Sort of. I realise this is an ambitious project for a relatively small team, and even smaller one nowadays. And I do know that putting new systems, like the entire turn-based mode, can break many seemingly unrelated things. Still, maybe don't bite more than you can chew? The amount of problems that have been popping up recently is disheartening, as the game was reaching a polished state. I just hope that people who want to buy Deadfire because of turn-based mode will wait till this stuff is fixed, because this is bad first impression of a game that is... what, 8 months old?
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KnockDown Skills Currently Useless
Wormerine replied to Gmeiser's topic in Beta Feedback for Turn-Based Mode
Noticed that the upgraded knockdown (mulekick) adds flanked status. Completely removing movement points or cutting them in half would be a useful feature though. You know what's good? Fighter stance which knockdown enemies on engagement ending Thier turn. -
That's the one! I must have had a major brain fart as I don't think this expression exists in polish:D I was thinking about English expression but couldn't quite nail it, so I assumed I am translating it from Polish. There was something like that in Witcher novels though... (The sword of destiny has two edges. One of them is yuu). Eh. Et tu, Brain?
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After finishing the Modwyr quest, choosing to release her soul and keeping the sword, the new Modwyr appeared in the stash, however, the old Modwyr wasn't removed from my inventory. I can still talk to the "older" Modwyr. I wasn't able to replicate the bug: I went through the conversation couple times choosing the same and different paths as before but Modwyr gets removed properly. Here are save game: Before: https://drive.google.com/file/d/1JVQ3Lgr7yhzOkpCT8mk087_QPhV0BGF-/view?usp=sharing And after with two Modwyrs: https://drive.google.com/file/d/19DOHFKoSvHIZIGjWxr11UNphJ5Qk3Cr2/view?usp=sharing
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Since the recent patch the running speed has been all over the place. Sometimes I press "F" thinking I am in fast mode only for my characters to accelerate even further. Sometimes it seems like I am in a slow mode. Something was broken in the last patch. EDIT: Sometimes they walk all by themselves. Was there some change made to incorporate the walk animation into regular movement without the need of toggling it?
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I think the point about Obsidian's use of language is quite interesting. I consider myself pretty fluent in english but PoE1 was the first game in a while when I had to play with a Dictionary at hand. There were quite a few discriptive words, which meaning I could only guess. Much less so Deadfire. Well, except Serafen. I had to read some of his lines couple times on me first playthrough. Something I noticed about Bioware games is that they stick to a very basic language. I wonder if it's a concious policy and if it something done with non-english native speakers playing games in english in mind.
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I don't remember encountering bugs in Tyranny apart from the Bastard Wound DLC which felt a bit wonky at times. Tyranny is quite a different RPG, but it has some really strong parts. Characterisation, and plot momentum is pretty strong and the story and world is quite engaging. The story has a feel of first season of the tv show, which quite a bit of foreshadowing, and considering we most likely won't see Tyranny 2 its a bit frustrating. I would say worth the go. Really didn't like the combat, and there is a lot of it.
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How about: story-archs? The advantage DLCs have is that they are linear - while stories are more shallow that in the base game the narrative team has an advantage of creating more traditional storyline. Base game is highly unlinear and almost every bit of content can be done in any order. While individual quests do together create a wider tapestry they don't have a focused direction and buildup as a more traditional story would have. Witcher3, while being open world, consists of multiple linear lengthy paths, rather than bunch of individual vinettes. This free design can be done well: see Fallout New Vegas, and I might be wrong, but I think that the difference is that NV has a finally which brings a lot of your precious adventures together. Or I might be off. But yeah, there is lots of good stuff in Deadfire but it doesn't resonate, so to speak.
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And please make my Arcane Archers imbue spell scale with power level. I start feeling lack of penetration catching up. And I stopped using my bow on which I spent all my savings on. Who could have thought that injecting kith with essence and turning them into blobs, imps or xaurips could have such a disastrous side effect!?
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I don't follow. The only result of this mechanic is that swapping characters will make your party have less xp than keeping a set squad. How could that possibly encourage swapping? Or do you mean the point is to encourage people to use a single squad for the sake of replayability? It's a two-bladed sword (hmmm... I don't think this allegory exist in english but let's roll with it). Keeping everyone on the same level doesn't encourage swapping either. What benefit is there to taking other companions, if the end result is the same? But if you keep switching companions on regular basis you will keep them all "up to date". At least it works for me - I tend to swap my team for bounties and individual quest to not have them lag behind. I am not for or against the mechanic. I haven't seen it to be ever an issue - the works case I encountered was Yidwin which I didn't use for entirety of the game until BoW DLC. She was 18 compared to rest of the companions being at level 20. I didn't really feel handicapped at all, and she did reach level 20 really quickly. As others mentions the game has overabundance of XP so there is no reason to worry that someone won't make it to 20. I also don't see the game as difficult enough to punish falling behind in levels. I am playing with mod which reduces XP gain so we will see how it will work this time around. I can see how it can be annoying to some, though. I am a person who would welcome a fatigue system to force swapping of the companions. But that's me.
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I do see Gods sections as their way of doing cutscenes. In the end those are lengthy story bits, over which character has little output. And they are done in an audiobook way (I think? Never listened to an audiobook). I personally had bigger issue with graphics - imagination is always more powerful, and I found PoE1 way ofpresenting Gods much more impactful and intimidating.
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Something I suggested somewhere alse - enemy movement range preview of some kind. Right now there is not way to know how far an enemy can move, and that is quite a staple of Turn-Based games. Now, if @house2fly suggestion (distance of an enemy from currently controlled character) were implimenting, giving a numerical preview of enemy movement (we can see it on UI during their turn only) would be enough, but something more fancy like a "movement range ring" around them when hovered over is something I wouldn't mind having.
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Patch Notes for 4.1.1.0034
Wormerine replied to Cdiaz's topic in Pillars of Eternity II: Deadfire Announcements & News
You don't have to worry about. I think it only happens when boarding in shop2ship combat system. See here: Notice how some enemies jump between the ships, instead of walking on planks? That doesn't happen in Turn-Based right now. I can't recall a place that would take place outside boarding. -
I am on my 3rd playthrough right now, I feel Deadfire is this kind of game whch gets better and better with every playthrough. Not that you are wrong - I think your observations are spot on. But the more I play the more I appreciate what Deadfire does right. I would have agreed with you on that after my first playthrough, but not anymore. I do think game doesn't tie up everything well, though. The story line isn't clearly divided into Gods and Factions storylines. Faction quest directly bleed into Eothas' storyline, though in a very subtle way. Pretty much every major quest has some ties to the Wheel, Ukaizo, Engwith, history, Eothas philosophy and actions. It's actually quite brilliant. I don't think the issue lies in pre-endgame content. I really believe all of this is really strong. I don't see any of that as an issue but the opposite: it's a pretty great design - you have self-contained story, were your choices matter, and not a small scale. You interact with world powers fighitng for control over Deadfire, you can support/oppose their ideas, in the process discover who your character is and define him/her, and make impactful choices, which will have lasting impact on Deadfire and your companions. At the same time you have a cosmic conflic, which is above your competence. It allows to create a smooth continuation for the series, while still allowing you to make an impact on it - as a matter of fact your choice of how you direct Eothas have a lot in common with how you can resolve the conflict in Deadfire. I think it would be cooler if Eothas actions at the end were informed by your choices during the faction quests - quite a bit like Ciri in Witcher 3 has different ending depending on your dealings with her and lessons you thought her. I think that was a quite new and natural way of introducing "A, B, C" endings. It all makes sense and it is all good. On paper. My main issue with the story of Deadfire is that the finale is quite unsatisfying: 1) I don't think it properly pays off all the faction quests. Ship combat battle before heading to Ukaizo and a pitiful encounter on Ukaizo in "nemesis leader" is not enough. 2) Optional final boss fights, which has little to do with your character or story, other than being an obstacle on the way doesn't make for thrilling fight (if you happen to have it) 3) The whole Wheel thing, it's implications and consequences are not properly explored in the game, and especially in the finale. After replaying game multiple times and reading Josh posts I made my piece with it, and I think I know what's going on, but I do think the ending needed something to tie it up. In other words I think what the game needed is a longer ending dungeon, in which we would explore a bit more of Ukaizo: "dungeon" were we learn more about the Wheel with reactivity to knowledge we have already gathered from all the quests on the way - for one to acknowledge players who did all the side content and to bring their attention to those moments. A nice moment to tie all those things together. Pay off the factions. I think it is unfortunate that we really don't get to feel the wrath of an enemy faction. With a companion or companions abandoning us in most cases how cool would it be to go against them in a more substantial way. It would be also nice to interact with our new allies and get a taste of what they are like when they set foot on Ukaizo. Ha! I know that I am describing is highly reactive content matching in length Forgotten Sanctum DLC (at least!). I really feel this game could use a space were all those big decisions and moment throughout the loose, open world experience get tied together, acknowledged and paid off.
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God's don't inhabit physical bodies in "here" anymore. One, as we can see with Eothas, even god's light touch can be destructive. What is more important is that physical body can be killed, and that's a risk gods aren't willing to take. For the majority of time they don't realise what Eothas' intension is. If they knew earlier maybe they would scrambleto find a better way of opposing him. As it is, God's tend to use mortal agents to do their biding. Woedica used Thaos, now Berath uses Watcher. Eothas isn't residing in the Beyond at this point - he is mortal and is soul(s) reside within the statue. Can he contact gods or vice versa? I don't think they can summon him as they do Watcher - your visits to the beyond are clearly tied to the essence (the bell) Berath implanted in you. I don't know of the way in which the gods could force him to talk to them. He certainly doesn't want to talk to them, as he knows they would oppose his plans. He only reveals them to you when he is certain that nothing can stop hit at this point. I do think it is odd that god's can't track eothas by themselves, as you so it via adra pillars - something gods should have access to, no? The story isn't about Watcher, that's for certain. I see it as the reflection of PoE1 story - but this time it is Eothas which decides to reveal the truth instead of hiding it, and just like with Thaos there is nothing really you can do about it but save yourself. Your opinion matters because you are a human Eothas has contact with (?). Your perspective is important, because after all Eothas does what he does for humanity.