Jump to content

Wormerine

Members
  • Posts

    5791
  • Joined

  • Last visited

  • Days Won

    38

Everything posted by Wormerine

  1. They are not merging them. Now, while they have been making similar, nostalgia driven old-school RPGs for a last couple years, who know what both companies want to do. Still, even though they both RPG focused companies their approach to the subject is quite different. Maybe Microsoft wants to take over RPG space. Who owns Jade Empire IP? It was a bioware game, but Microsoft exclusive.
  2. Once you use Iroll20s the achievements are disabled. You would need to reload the save prior to using it.
  3. My only worry regarding a studio I like joining a big corporation is how they will monatize their games. In recent years there have been plenty of games, which had lots of potential and good stuff in them, but were ruined for me by aggressive monatization. My hope is that Microsoft will use talent of those devs to promote their platforms and we will get pure games like on the Sony’s side.
  4. Announcing Pillars of Eternity mobile. On smartphones running Windows only
  5. So the rumors were true after all. Wishing you all the best guys, and I hope this will result in you guys having a stability and it will give you budget and space to flourish. Looking forward to whatever will be your next projects will be.
  6. Certainly, Deadfire doesn't ride the nostalgia train that much. Which, in my opinion, is its biggest strength. I am surprised whenever people suggest there is setting or tone shift between the two games - in this games OP bringing the subject of guns - it's like someone played through PoE1, ignored its setting, and pretended it's IE forgotten realms. It seems that neither Tyranny nor Deadfire attracted as much attention as PoE1, even though both titles were perfectly fine.
  7. Nope. Have been wondering about it myself.
  8. I doubt devs will be looking to overhaul the ending, but in unlikely case they do here is what I would propose: Buffing enemy faction encounter - as of last time I played it, it was smooth ride. Using some of the mechanics developed for SSS would be delightful, especially if each faction encounter would be unique, reflecting their playstyle, with a clear involvement of the ex-companion who left you for said faction. Surely, facing someone we interacted throughout the game would be more involving that fighting new monster which showed up just to act as "the final boss".
  9. I strongly disagree that 2 cast per level aren't enough - especially in later levels Wizards rule, and if you pick right spells, for right situations they rarely miss. Personally, I like that different classes have different mechanics. It helped to fleshout differences between classes. If anything, new system works in favour of previously per-rest casters, as a clear advantage of ciphers is muddled (being able to cast in every encounter). Mana system for wizards is a reasonable system, but would require a complete redesign of spells. I prefer having differences in mechanics and resurce management for each class. Giving everyone resource regeneration system would make more sense in classless system, possible with an ability to choose between couple different resource regenerations (passive, by doing damage, by receiving damage etc.).
  10. I would imagine the decision was mostly budget/art time. It's not that the perspective changed, it's just that loading screens shows game's (or expansion's) cover art now, and doesn't contain dedicated art. The screens you provided are listed on the website as "artwork". Curiously three locations shown are: Tikiwara, Poko Kohara ruins and Hohina Ravine. My guess would be that those screens were created for beta, but the idea to use unique screens for each individual location was scrapped somewhere during development. Certainly less detailed approach, but not a big loss in my book.
  11. If they never appeared in the first game (not quite true, but PC didn't see them interact with each other) than they didn't change. Their behaviour in Deadfire is quite in harmony with their previous behaviour pattern.
  12. I must disagree, that writing quality is worse in Deadfire. In part, because it is such a vague criticism. How is it worse exactly? Thing I can criticise about Deadfire is a lack of focus and proper pay off. We spend majority of time interacting with actions, but there is fairly little pay off of siding with one. Eothas seems like a thing game would focus on, yet he gets little screen time and development. Are those writing issues? I really dont think so. Is it writers decision what areas and quest make into the game? Do they have much influence over how much time and resources are devoted to individual areas? How much influence did they have over how companions were designed system wise? It seems like its more of an issue of overall narrative design, possibly clashing with other design goals. Cerainly, PoE1 was more writer friendly - with less dynamic companions, a more linear story - individual design elements which make it easier for writers to create more traditional arcs. I would guess that a lot of changes and restrictions made to Deadfire made writer's job more difficult. The end result might not be fully satisfying, but did writers did a piss poor job? I don't think so - story arcs are still there, carefully planted, themes and setups thoughtfully interwine throughout the whole game, factions are really well explored and develop, each's ideology and cultural background finding reflections in various character which represent those factions. I don't know how hiring more writers would help Deadfire in any way. It's not like it lacks writing - it's just overall structure and direction doesn't quite work, even though there quite great individual things about it. Frankly, Gods are fine. They didn't change since the first game. Set up for whatever comes next is exciting - I just wish we got to it in Deadfire.
  13. So yes, there are couple issues with it: Individual instruments have strengths and weaknesses - for example winds will have troubles with playing longs, sustained notes as they need to take breaths. On the other hand, string sections can keep those notes going and going. In short, instruments can’t simply exchange parts and expect the piece to work - being it techique used or range of individual instrument. For reorchestration to happen composer/orchestrator would need to sit down, and reimagine the piece and do quite a bit of re-write. Having a new version of the track an orchestra would need to be hired again to record the music+ plus any post recording work which needs to be done (might be a bit of work, might be a lot of work - don’t know much about audio-engineering). Booking a re-cording space, booking an ensemble and orchestrating everything would take time, and be quite expensive. Adjusting tempo of a life performance would sound quite crappy and artificial. The same with transposition (changing a pitch of a piece for no reason is a bad idea anyway). Get used to hearing the old tracks or scrap them all together, I say! Extra compositions would be welcome won’t happen, unless Obsidian is having a serious overflux of cash.
  14. I suppose you could start main game, you would need to finish opening isle and than use console commands to get to required level to start the dlc. Don’t know if it would work, but it should. Purchasing full release to pay $10 DLC is odd way of going about it, but you do you.
  15. https://jesawyer.tumblr.com/post/179141719626/poe1-the-wheel-is-a-naturalmetaphysical
  16. As Risen games are currently on deep sale on steam, wanted to check what you guys thing of them? Are they worth a playtrhough? I have hate/love relationship with Gothic1&2, really disappointed by Gothic3.
  17. That's too bad:-). If I understood Josh correctly, those are actual sea shanties, but with lyrics modified by Josh to fit Eora lore. Not sure how much Justin had to do with them. I do admit that I was expecting Deadfire ost to be much different considering the change of settings. I would probably welcome a more piratey feel. While I think it is fair to criticise that decision, I wouldn't necessarly criticise Justin for it. First of all, we don't know whom the decision came from. It could have been Justins idea to keep the connective tissue between both games, it might have been a directive from above. Either way, looking at individual pieces, they are quite good. One I am not a big fan of, is the overworld music - somehow it grates on my nerves. I really like "All Gods". All the Neketaka tracks are delightful as well. It's not an award winning OST, but a solid work.
  18. You are wrong, one dev mentioned Fort Deadlight as example of the next DLC. Brandon Adler if im not wrong. ...so, yes? (added missing words to me previous post to fix wonky grammar).
  19. I did find it annoying at first, until I started targeting enemy sails as priority. They like to escape otherwise.
  20. Yes, but what interest me is the fact they said the last will be Dungeon focused. Yeah, curious what form will it take. I wouldn't expect a straight up dungeon in style of old, or Caed Nua. In one of the streams when they said that they will be exploring "dungeon" area in 3rd DLC they mentioned Fort Deadlight as example. If we consider such dungeon than there are few already in the main game, though I would expect this one to me more robuts than what we already have in the main game. A multiplayers dungeon in style of Watcher's Keep or Durlag's Tower would be delightful, and it would be a nice space to take advantage of all the improvements made in previous DLC (memorable encounters with a gimmick, a wee bit more setpiece based storytelling, and in some cases freedom of approach from base game, supporting different character types). We will see what they will cook up, though. Maybe it will be one big sudoku puzzle.
  21. Its a passive which allows to trade AoE for power level and vice versa.
  22. I don't think so. I am pretty sure I didn't get the last series of artifacts to hunt until I finished SSS main story.
  23. That might not be the greatest UI design, but an enemy having three red skulls doesn't mean you should be able to beat him. Alll that means he is couple levels higher than you. Any boss type enemy should have couple skulls over their heads if you fight them at intended level. That's not the case with skulls in world-map, journal which is supposed to indicate if that level is appropriate to your party. deadfire does have difficulty problem, though I didn't try the recent patch. I found first half of the game on POTD satifying.
  24. I think that is the very point of Magran’s challenge - not allow you to have full control over your party, and play it a bit more like RTS. It’s ok if it’s something you can’t play, and it is fine that it is something I won’t ever touch. The question is: is there anyone who likes it, but that is something Obsidian might have to deduce by looking how may people use it.
  25. I overall agree with OP. I am believer that it is up to designer to provide experience, which they believe is best for gamers - while some flexibility is a nice feature, it is not a requirement. I don’t believe difficulty options are a must have - if designers believes the game must be played at certain difficulty to be engaging, they should commit to that. That’s the “ideal” though. Business wise it’s a good idea to make game reach as wide audience as possible. When it comes to RPG I find respecting to be somewhat against the game’s nature - it is about crafting/defining your character. If you can change some key things about your character midway through experience that somewhat goes against, what I believe cRPG should be about. How much of that is actually true depends on how cRPG is defined. Ideally, different character builds should provide characters with different advantages AND disadvantages, and player should have do deal with both throughout the game. Not being able to pass this one diplomacy check, should be balanced with passing this other check with an ability, which came at the cost of lower diplomacy skill. In an RPG which is reactive (not just gauntlet of unchanging quests and combat encounters) being able to respect your character would have made those win-loose scenarios based on your character build irrelevant. Because we always want to win, even if loosing can be more memorable. That said, RPGs don’t really come close to that kind of design, and many don’t event attempt it. Personally never used respec and never will. I don’t find cRPGs to be complex enough in design and reactivity to really impact different character runs that much. Wider audience means more money, and some people prefer to win over having fun (at times me including).
×
×
  • Create New...