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Everything posted by Wormerine
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I do agree that the overlap of the same abilities throughout different gameplay branches would be a great design - I think that is one of the thing Divinities did really well, and managed to keep pre-combat buffing, while at the same time making it quite trash (not many spells you can cast before entering combat before they expire). Overall, it would be cool if Deadfire had more utility spells/abilities, though the current system doesn't really support it. I think, what I really want in my head is tight combination of IE style game with Fallout2. IE style prebuffing is a no-no for me though. I don't think Deadfire would suffer to much if it were implimented (to few spells long for long enough to make it worth it) but some spells would be a must cast as: 1) without per rest system they would be free 2) they would make you much stronger until they expire.
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I think that game would greatly benefit from revamped Ship2ship combat system, I am not into making it in a different game genre. I really like that you still act like a captain. I think what they went for is a great idea, it just needs to be... well good. Mechanically. The way game is presented isn't that relavant. The problem is that ship2ship combat is repetitive, and doesn't allow you to make interesting ship builds/choices. I can't think of how you would included horses in Deadfire. Beast of Winter was awesome.
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I can't say I know, or follow much the D&D tabletop stuff. You might have a point and a better insight. It would, however, question the decision to approach the project from that perspective, though IP owners aren't know to make rational decision (seriously, they are making a D&D movie?!). What D&D has is a solid system, and if they got for more accesible action system they loose pretty much the only reason to use D&D. Unless people care much more about D&D world than I think they would. If it would be CDPR who would be working on it, that wouldn't be out of the realm of possibilities - Cyberpunk is an adaptation of TableTop as well. Though who know it will be until we hear or see anything about this potential D&D project if it were them. What I would hope for is D&D trying to compete in Divinity: Original Sin market, rather than blockbuster market.
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Mighty Number 9. had more issues than not living up to nostalgia hype though. I take it that Megaman 11 is decent.
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Didn't bunch of key Bioware devs leave the company? Anyone know what they are up to and if still in gaming? To be honest I have no idea who could be doing it. I doubt it's a major AAA project. While a D&D project would be welcome I am not too interested in actual Baldur's Gate sequel.
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I am glad this drops. I am ready to dip back into XCOM. I am pretty sure they are working on XCOM3 - Jake wasn’t in charge of this content. They are probably keeping xcom in peoples minds, that’s all. It’s a nice content to - adds stuff for those who are willing to replayed campaign, but mostly give new, shorter content to play through. We will see how things will go, but after I make my way through scenarios I might ditch XCOM2 and reinstall XCOM1 with long war. Not a fan of LongWar2, and vanilla firaxis XCOMs are far too scripted and predictable to be engaging on 2nd playthrough. I started one not too long ago, and got bored within couple missions. I wish there was a decent mod for WotC as its a pretty good expansion.
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I don’t think you can go wrong with Deadfire, though I always recommend waiting till game is fully patched and improved, especially if you are not interested in replaying it multiple times. First of all, game systems have changed a lot. While they didn’t abandon what made PoE (and IE enjoyable) it did a lot of changes to the system. Be prepared for different builds, and read tool tips, tutorials and ability descriptions. Interupts specifically work differently than in PoE makin your specific build non existent. I personally feel the changes are for a better, making combat cleaner and more... intentional? However, because combat encourages and revolves more around active abilitites, it can suffer even more than PoE1 when difficulty slides into brainless territory - which unfortunately happens in the latter half of the game due to many optional mid level content and not so much high level content (getting fixed by expansions, though). Overall quality of the game has improved a lot - a lot of fat has been cut, and it is one of those rare RPG, which is both overwhelmingly sprawling and doesn’t waste your time. In spite of what other people said: the writing is overall great, but the loose structure of the title makes it difficult to latch onto any particular storyline or arch. While Deadfire and it’s factions are really well done, I wish Eothas story thread got a bit more “screen time”, though the entire game’s story is quite impressively intertwined with each other. There is a lot of good stuff in it, but the player needs to dig a bit for it, which is not ideal. By contrast DLC present much more straight forward, limited stories, with some really neat set pieces, and they just end up having more momentum. Not a fan of returning companions. Seeing Eder, Aloth and Pallegina is nice, but while new companions seem to have place in Deadfire, the old bunch is just kinda there, especially poor Eder.
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Plaything through Deadfire again, I am struck by how similar Eothas is to Thaos. That sort of came, after this conversation: "I am sacrificing lives from this generation for the benefits of those who have not yet been born". It is very similar argument to argument Thaos did, when confronted about causing Waidwen's Legacy: "The heart of this country has skipped a beat. Nothing more." Essencially both a doing quite horrible things to do what they believe is best for humanity. As a bonus this is why I love how Obs does DLC for Deadfire: Cool to see this line, after seeing such thing in more detail in SSS.
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No problem. 1st character, with whom I played through DLC without any issues: pre-DLC autosave: https://drive.google.com/file/d/1r6Il6Vhwsus-YxOhyNoLVhgz8HYQj1SG/view?usp=sharing autosave after completing DLC: https://drive.google.com/file/d/19JKEAfIvKm0-TmoukovHbEbeXeM6_qlS/view?usp=sharing Here is my previously submitted save of my 2nd character who have encountered the issue: https://drive.google.com/open?id=1h1qVgrEI-Ct28oqr-3aB4R1r-D2TQnEW
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- replay
- beast of winter
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Dragon Age: Origins portrait shot didn't work for me. Personally, I do like hand drawn portraits. You can easily import custom portraits (using a lovely aumaua portrait right now, for my current character) and if you want a screen shot of your character, you can easily make one and set it up as yours. It would be a nice option to have a photobooth option, ala Dragon Age or XCOM2 for those who want it, but its not something the game needs.
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I have the same issue with my 2nd character: https://forums.obsidian.net/topic/105404-bow2010044-crit-path-bug-cant-talk-to-vatnir/?do=findComment&comment=2091955
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- replay
- beast of winter
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The only times I can think of when companions don't move is if they are immobilized, which unless you check their status popup window, is not visible. If you order them to go somethwere they can't (blocked by enemies) they will end up doing something stupid, like running around getting hit by every possible enemy engagement.
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Enjoyment.
Wormerine replied to Tawmis's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
I feel ya. For me, personally, it comes to the destination not being as satisfying as in PoE1. I believe Deadfire to be a superior game in gameplay, worldbuilding, pacing, quest design and storytelling, but story (and as an extension: characters) itself didn’t engage me nearly as much. -
Yup, not too long. Summoned weapons do a decent amount of damage, and it would be even quicker if I had troubadur or more chanters. Hey Baldurs_Gate_2, Would you be able to do us a favor and provide us with a save file where this is occurring. We have been unable to reproduce this in house and are hoping your save file will help us identify the cause of the problem so we can fix it. Thanks for the help! Here is mine. I hope it is a right autosave, it should be right outside the Spiders combat place, just after killing it. Entering it, will initiate another encounter: https://drive.google.com/file/d/10H1XlOEqypc8OIlo9IXPOXGhthv5azjs/view?usp=sharing
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Shark Soup prevents that Yay! Good to know. I have been trying to minimize damage, by using Dex resistance items. It moves it to paralize, which while still deadly, doesn't insta kill companions when she does her shaut. I ended up cheesing the fight by endlessly spawning summoned weapons with chanter from hinding. Will try to kill her in a more legit way sometime later.
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Bah! Yeah, I ended up cheesing the fight by sending Eder to his death, and continually spawning Weapons with my Konstantin chanter from hiding, until all spiders are dead. It seems there are couple ways to cheese the fight. Glad she is respawning. I might experiment with killing her in a legit manner. I usually have trouble surviving once I get to the point of being able to hit her.
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- Wierd long fights
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Ha, interesting. I for one still have to defeat the spider, on veteran. To be honest, i am using my old save and my character builds are a mess, and it seems that I sold some really great items (no Red Hand to be found to my horror). Just finished SSS yesterday, and am considering creating some mercenaries, if I fail too many times with my default companions.
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- Wierd long fights
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No crate on the defiant for Seeker, Slayer, Survivor
Wormerine replied to GiovanniD's question in Patch Beta Bugs and Support
I found mine on a lower deck behind one of my crew on a right side of the big storage space (as if under the stairs you decent into). In another thread one of he devs mentioned that there are some issues if you are using the submarine, and switching to another ship resolves the issue for now.