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Wormerine

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Everything posted by Wormerine

  1. "The question would be what god would make sense to associate with such a change?" Maybe Woedica? She is not in the timeline yet. My thought as well. Maybe Abydon as a Plan B? Rymrgand: entropy is tiring stuff, you've got to take a rest to recover from its effects. Would Wael make the most sense? Forgetting stuff all the time and having to relearn them while resting.
  2. On the other hand, Deadfire's system is definately very ambitious, but in practice I feel like the companions are actually less developed and interactive then the ones in PoE 1. I don't think it was worth it overall. I am somewhat two minds about it. Overall, I think I agree with you - a simpler system would do the trick and hopefully give more space to develop more interactions. However, everyonce in a while something happens which puts a grin on my face. Just couple days ago unknowingly reached maximum approval from Aloth, and we had a nice chat, where he acklowledged my characters behaviour and traits he aproves off. It all felt very fitting and satisfyin to have my character choices recognized and rewarded. It is someting that simpler system wouldn't pull off. I think, what I want is more variety of interactions - more ways characters can respond to you and each other - though to be honest I am on my second playthrough, so I am sure there are interactions I haven't seen yet. System seem to work - hopefully it is something Obsidian can build on in the future.
  3. Alright. Here it is: https://drive.google.com/open?id=1h1qVgrEI-Ct28oqr-3aB4R1r-D2TQnEW I got the missive and read it, Harbinger Watch was mapped on my map after reading it, however, the quest didn't trigger - no leads in the journal. EDIT. As an experiment I managed to further the quest down the line (1st fight with messager) by attacking and killing Vatnir. Curiously, the quest update popup appeared, but still nothing in the journal. Tried with the new beta patch, and still the same issue persists.
  4. Good thing they than Deadfire expanded on Watcher’s titles: Captain/casita/Herald of Berath. Personally I prefer if characters would use the name I picked, but with much voice acting standard titles are a must. Still some bonus points to referring to my character by name in written text.
  5. It’s an RPG. Your interactions with the world around you define who your Watcher is and if he/she is interesting to you. That's an awfully narrow definition of RPG, and not even one that necessarily holds up within PoE's subgenre - PS:T and KotOR 2, and to a lesser extent the Mass Effect trilogy, have aptly demonstrated that the standard western CRPG can work with a protagonist whose identity is more defined from the outset (this is to say nothing of JRPGs). While there's something to be said for games like Baldur's Gate or Skyrim or - hell, let's throw in a JRPG that adheres to the Western model - Etrian Odyssey, in which the story of the hero's internal life is not ever really touched upon, I don't think you can really take it as a truism RPGs cannot, do not, or should not do that. I tend to agree with misterjimmy in this case, and I think a better-defined Watcher with more actual character traits would make a better foil for PoE's narrative beats. YMMV. True, but the more you define your character the less of an RPG it becomes (at least according to my personal, unimportant and not officially worded definition). I certainly wouldn't count Mass Effects or Witcher3 as good RPGs, even though they are great action games with RPG elements. However, PS:T stands there as this awkward game which both has a cake and eats it too. I am sure that, how much your character should be defined, is something devs think a lot about when crafting an RPG. In a game, where you can change your race/class/culture/background I feel it should be left open as much as possible. I put a bit of thought into all the characters I created for PoEs, and I feel the game works well if ones defines characters ideals/priorities/goals, rather than waiting for the game to define those.
  6. It’s an RPG. Your interactions with the world around you define who your Watcher is and if he/she is interesting to you.
  7. Yes, but he also the possibility of further content open (if they do well enough etc). If major expansion is being worked on it wouldn’t be announced yet (see how firaxis does that - minor DLC, than big expansion announcement not so long before release). However, you are right - nothing Obsidian said would suggest that anything like that is in the works or planned. Any speculation regarding major content for the Deadfire after the Forgotten Sanctum is right now a wishful thinking with some major reading between the lines.
  8. One of them was Scyorielaphas, whose charge was defending luminus adra. Ones soul got infused into the Guardian of Ukaizo if I remember well.
  9. Started Beast of Winter expansion with my second character, but I can't initiate conversation with Vatnir. When I enter the room in which he is conducting a ceremony the cutscene starts as it should, but instead of initiating a dialogue, the game give me back the controls. Trying talking to Vatnir results in "I need to change by bandages" bark. Can't progres further. Save right before that: https://drive.google.com/file/d/1XsQnzXthHT5HTDx53uo2xc9nJGRxEzhI/view?usp=sharing
  10. Nothing else would make me more happy than a major $40 expansion with campaign taking place after the main game (imagine returning to Deadfire after the encounter with Eothas, seeing the results of your actions in base game, wrapping up the Eothas storyline etc.). The "more to come" planted the same idea in my head: after all a chain of smaller DLCs to keep players engaged while the big one is being worked on is a common way of doing things. The fact that we don;t know much about it doesn't go against the theory. But I don't really expect that to happen. I would be very happy if it would. I would preorder such expansions without much thought...
  11. I would really like to see a serious redesign of Ship combat. I like the basic idea and execusions, but just there isn't enough challenge/choice/tactics there to be engaging.
  12. I don't really know her outside Deadfire. I just really really enjoy her narration. Like Ydwin as well, though I find it difficult to seperate her from the narrator (unlike Matt Merces whose Aloth&Eder never clashed for me).
  13. What with people and hate? She does great job. Fantastic, athmospheric narration.
  14. Sounds good. Always more of the story guy, so we will see if it will satisfy me as much as BoW. Sounds good though.
  15. -Neketaka - RPG is as good as its cities and Neketaka is pretty damn good. A bustling, large city which you go in&out throughout the whole playthrough and consistently find something to do. -Setting - Deadfire is a really cool place. This ties a lot to the factions. I wish the natural habitat would be explored a bit more (naga, sea monsters etc.) - but maybe mega bosses will do jst that. -items! I like me some unique items. Playing around with them is really fun, and finding new special item is always exciting. -I am liking more the way companions are done - probably thanks to the tooltip system which lets you know which companions you should take for each quest. Not ideal, but this time all of my seem much better fleshed out - in my first playthrough I missed some key interactions for some of them, which make them feel much more shallow. -I like the world map. I would like a bit more mechanics to be thrown in there - random encounters, more dynamic enemy shops and faction control, but it is still much better than what was before. I enjoy charting a journey plan and going on a chain of bounties, discovering uncharted isles, and major quest mission in one smooth trip, then coming back to Neketaka, handing in he quest and planning the another journey. However, I wish the game was more dynamic, making those journeys more interesting/messing your plan up. -scripted interactions is what I hoped they would be when they were first announced for PoE1. Liking them a lot. -mechanic changes - overall, I feel like Deadfire’s gameplay is smoother and more enjoyable - building a character is much easier due to new skill tree layout, I think that ditching per-rest system works in this game’s favour. Still, game becomes too easy in 2nd half.
  16. Was just fine on my last playtrhough before recent hotfix. Save: https://drive.google.com/open?id=1jEauWfoAPR4wf7rMI_nS2hL_0W_c0dWC
  17. Did that one on my first playthrough as well. Nothing wrong with that. Exploring the Row backwards was a bit odd though.
  18. As a reply to previously established thread, to the suggestion above I am sending my outout_log. Just now I have finished an about 2 hours long game session and at the end the game got stuck on 10FPS, which has never happened before. https://drive.google.com/open?id=1DKdM_LSAjdXuOMBCbE6P61jUCiENojdx
  19. In one of the patches an option was added to remove floating numbers&messages. You can find it graphic options.
  20. Tavern owner, the old guy with food quest, the guard who sends poor bugger into the sunken city, and I am pretty sure there are more. There is also a perception check (I think) when finding th merchant stall.
  21. I would welcome late game redesign once the game is complete (all the expansions are out). I feel like adding content in the middle of the game, often requires some tweaking of the base content.
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