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Everything posted by Wormerine
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Fallout 1 and 2 almost literally let you speech your way out of the end boss (though less so in Fallout 2), and that fact is part of what made those fallout games great (i.e. investing in Speech and Charisma instead of gun skills was not a dead-end for finishing the game). You could kind of do that in F:NV, too. True, but that's not quite the same kind of RPG. I played through Fallout2 as a charismatic, speech oriented character who did no killing (at least himself... he had a small army following him around to do just that if needed). However, PoE, just as IE games, is combat oriented. You can't build character who favours speech over combat, because system doesn't support that. You can opt for pieceful resolution whenever you can. Deadfire ending is a diffferent thing though. My problem with it, isn't that there isn't a mandatory "final combat encounter", but that unknowingly players cut a pretty important content from themselves making a fairly underwhelming finalle even worse. A cool thing would be to fight a weakend Guardian - maybe with some of the heads bitten off as a reactivity.
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It would probably work just as well as Old Republic did - so not at all. Personally never cared for an MMO. Those like RPG, but designed to waste your time and suck as much money as possible, while providing little engaging content. Oh and bunch of folk running around and doing the same quests as you, killing any resemblance of immersion and believable narrative.
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That sounds fun! I would play that. But Deadfire comes from tradition of IE games which had none of it. Long term resource management - good Per encounter resource management - good Fake long term resource management, which requires players do self-imposed challenge to make the system any fun - bad. What Deadfire does is great. I would like if for the next installement Obs would swing into the other direction.
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I think you have mistaken DLC with an xp boost. Those DLC give you content to play, not power to make the rest of the game even more unbalanced than it already is. No, you have mistaken this DLC with content. A fight DLC is not content, there are only two reasons to buy it:1) enjoyable and challenging fights (since for Obsidian this lately meant statbuffing enemies and keep the overly sophisticated 'let's bumrush the closest character' combat script, you are guaranteed to not get any of this) 2) rewards (as the level cap is incredibly low and you can reach it halfway into the game already XP it gives is meaningless). So, why buy this DLC? Just go anywhere else on the map and fight mobs, same thing. So... gameplay is not a content of a game? Interesting perspective. I am not far into DLC but I am very impressed with encounter design so far. If the rest of it I on similar level I would say it is absolutely worth the money. Can’t think of a better designed arena content.
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Pathfinder Kingmaker is bigger then Deadfire
Wormerine replied to no1fanboy's topic in Computer and Console
That sort of indicates that the game isn't very well designed, though. There is difference between high skill sealing, or high difficulty, and game not explaining its mechanics or having balance issues. If it is a fairly faithful table-top adaptation than it is an uphill battle (don't know the system, and didn't try the game myself - just guessing). Just like with D&D those don't translate elegantly into a digital setting. From the comments it seems much more like a "game problem", rather than "player problem". -
That’s... unexpected. As many here I joined the voices raising concern over not having Guardian show up at the end. I try to imagine my previous playthrough and guardian already felt like a weak “end boss”. Without him one misses on some major lore, and simply walks into the end game with only hit&miss scripted battle before as the finale.
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So Pathfinder is out.
Wormerine replied to daven's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Yeah, movement in W3 is odd. The first time I started it I thought to my self: “oh no, that won’t do at all”. Oddly enough after a bit of playing I got used to it shortly and never had issue with it. There is always a small adjustment period whenever I come back to it. I would certainly give a shot to W3. Spike in quality is astonishing both in gameplay, and storytelling. It is a more action game at this point that a stat based RPG, though. -
So Pathfinder is out.
Wormerine replied to daven's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
That’s what mostly turned me off when watching the beta. I remember someone calling someone else “you dummy” in a way which didn’t feel appropriate in a tone or language. It felt awkwardly modern, in a way Frozen did. Reminded my of Divinity1&2, which directionless over-characterisation made it difficult for me to push through. RPG in which I don’t want to talk to anyone does something wrong. That said I didn’t look too much into pathfinder. What I hear makes me think it might not be exactly my type of RPG. -
I'm having this same issue. I have tried different saves, I have tried going to different cities, resting in the sea, resting at an inn, etc. and nothing works. The saves I'm loading are all pre-endgame. My party is lvl 20. Does it matter if I've already played through Beast of Winter? Interesting. I loaded my 2nd character save to check this out: She is lvl 19, done with accessible faction quest, before going to ashen maw. I didn't do Beast of Winter expansion because of a bug which stopped me from progressing it further. With her I got a message that SSS is installed and that I will be contacted by Steward once I progress enough through the story. It might happen after the Ashen Maw. If it requires Beast of Winter that would be very odd as they are seperate DLC - you should be able to play one without another.
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So Pathfinder is out.
Wormerine replied to daven's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
None of the review sources I usually follow, dont have a review up. Early access copies not sent? From the the little I saw of the beta, it didn’t look very impressive but don’t judge RPG by its cover. I will wait a bit for reviews. -
God Challenges Feedback!
Wormerine replied to Aarik D's topic in Pillars of Eternity II: Deadfire Announcements & News
Personally, I would like if challenges wouldn't turn off mods. It is a single player game, and if someone wishes to cheat when doing a challenge its not really my concern. But I am liking the enhanced UI mod a lot, and if other like that appear, I would like to use them with the challenges, not one or the other. Some if the challenges look interesting - I will probably try Abidon and Galawain challenge on my next playthrough. Personally, I am more interested in interesting gameplay additions rather than pure difficulty spikes like Margran's one. -
Doesnt it? It sets up a problem that need to be solved. As of right: I would expect Watcher in whatever installement comes next be a driving force for making that change. Isn’t an open-ending an undefined one? (Is Dicaprio at he end of inception dreaming or not, etc.) Deadfire has a very defined ending with serious implications for whatever comes next. It feels more like a set up to me, than a resolution/ending of a journey. If they go for a “Watcher trilogy” then directly trying 2&3rd installements would be a tradition at this point, though IMO not a very good one. Actually about the ending (massive spoilers): Edit: as far as leveling is concerned, for the very beginning they made it clear that White March didn’t pay for itself and they were going to handle it differently. I imagine it is less of not thinking about it, and more deciding not to invest resources in the new level cap and just focusfocusing on the core of each DLC (story/combat/dungeon).
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Part 2s are hard. They aren't as sexy as part 1s where everything is new and they aren't as satisfying as part 3s where everything gets wrapped up. Even good ones feel underwhelming. Absolutely. It always annoys me that creators go for "trilogies". Even StarWars, which inspired that trend as far as I understand fell flat on its face with the 3rd installment and 2nd one ended up with a horrible cliffhanger. Considering that Josh Sawyer doesn't plan on continuing as creative director for PoE it seems odd to me, to leave game hanging like that. Leaving a clean slate for the successor seems like a better situation. If Brandon were to help PoE3 right after Deadfire he would have a lot of dangling threads to deal with. Reminds me of The Last Jedi situation, though hopefully, unlike J. J. Abrams, Sawyer actually knows what he is setting up. Or perhaps my hopes are real, and the "...more to come" on the Deadfire timeline, fact that the different team of leads helm the DLCs, and that community quite decisively prefered a larger expansion might result in a larger campaign being developed behind the scenes. I remember sometime during development of PoE1, someone mentioning how cool idea was Final Fantasy6 with it's breaking of the world thing. If we were to return to Deadfire after the ending of main campaign it might make for some spectacular RPG goodness. Oh no, I am getting my hopes up again for an unreleased, unannounced content.
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I don't remember there being any specific news about the Deadfire port (except that it is in the works). Port is done by other studio (just as was the case with PoE1) and people at Obs are currently working on 3 DLC for the main game (1st one being already out, 2nd one is out this coming tuesday and last one is planned sometime in December). I wouldn't be surprised if the port dropped once the 3rd DLC is out. Game should be quite complete by then with all the improvements and free additions/DLC. Whenever there is anything else planned for Deadfire or if the sequel ior spin off s/will be in the works is unknown at this point. Personally, I am keeping my fingers crossed for a bigger post main campaign expansion as I think Deadfire could one. There are quite a lot of "payoffs" such expansion could deliver. uhhh, one can only hope. As to the main game story - the plot isn't as coherent or satisfying as the original was. I am appreciating it much more now, during my 2nd playthrough. I think storytelling has improved a lot, although the story they tell might not be quite as thrilling or... complete?
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Now when we have skill tree preview, albeit a bit buggy one (thx anyway Obsidian!) we can complaign about other stuff. Something that I have seen mentioned many times before and that I felt a need for as soon as I started plaything the game, is being able to see what character abilities or statuses actually do. For example the new megaboss: Cool. So what does it do? I wouldn't know if I didn't read someones post on this forum. Same with many other monsters. Even in bestiary, which lists what abilities monsters have access to, doesn't actually tell you what those ability do.
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