Everything posted by Wormerine
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One of Xoti's comments (when clicked)
Wormerine replied to xzar_monty's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Oh jeez. So she says it in a flirtatious way. Fits very much with her character.
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Final DLC release date?
Wormerine replied to MotelOK's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)While you might play those games mostly for power progression, don't make a mistake thinking that your preferences are everyone's preferances. In addition you blowing the issue way off proportions, as it takes far far more than 50% of content to reach level cap, but I do think it is far too easy to outlevel available content. Raising level cap would be a significant investment, unless they wpuld create something really crappy after level 20 just to keep treadmill going. As they chose to go for smaller DLCs they went for content over changes to core mechanics. The cool thing with bigger expansions is that both can be touched. But for 10 dollars that's a fine value.
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Final DLC release date?
Wormerine replied to MotelOK's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Just like previews two DLC it is a smaller addition, and it is unlikely they will be adding something as big as extra levels. When asked about the extra XP on one of the streams one of the devs said they might look at readjusting XP gain once all DLCs are released. Whenever it will happen remains to be seen.
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Recommended me something different
I finally bought myself a pad, which means I am exploring games I normally wouldn't play. Just finished Hyperlight Drifter - found it quite frustrating with mouse and keyboard, but enjoyed it much more with a pad. I am also currently playing Bayonetta which is easily one of the best action games I have ever played.
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No news for Forgotten Sanctum?
Wormerine replied to Lord Brunitius's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)If timeline is to be believed it will be release sometime in December. I would expect previews in a couple of weeks, maybe early December. https://forums.obsidian.net/topic/106505-update-57-patch-31-new-beraths-blessings-challenges-and-mega-boss/
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Bug Report: Ships Reset HP/Crew
Wormerine replied to r0ckhat's topic in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)It is a wrong section. Bugs can be reported here: https://forums.obsidian.net/forum/130-pillars-of-eternity-ii-deadfire-technical-support-spoiler-warning/ I was about to write that it is not a bug, the post your liked seems to claim otherwise. It's been working like that since the release.
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A Special Announcement From Obsidian
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.
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Does opening the console permanently stop all achievements
Wormerine replied to msyoung's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Once you use Iroll20s the achievements are disabled. You would need to reload the save prior to using it.
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A Special Announcement From Obsidian
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.
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A Special Announcement From Obsidian
Announcing Pillars of Eternity mobile. On smartphones running Windows only
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A Special Announcement From Obsidian
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.
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Only a few hours in, not liking it much
Wormerine replied to skyrimer's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)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.
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Thely's home?
Wormerine replied to Archaven's topic in Pillars of Eternity II: Deadfire Stories (Spoiler Warning!)Nope. Have been wondering about it myself.
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Suggestion to the devs for the final battle (major spoilers)
Wormerine replied to Mallard's topic in Pillars of Eternity II: Deadfire Stories (Spoiler Warning!)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".
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PoE3 Ideas - Class resource suggestion
Wormerine replied to Archaven's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)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.).
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There exists loading screen art from 1st person view, in the style of Pillars 1...
Wormerine replied to Mallard's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)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.
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Finally finished the game...I'm... confused :D
Wormerine replied to Skie Nightfall's topic in Pillars of Eternity II: Deadfire Stories (Spoiler Warning!)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.
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Finally finished the game...I'm... confused :D
Wormerine replied to Skie Nightfall's topic in Pillars of Eternity II: Deadfire Stories (Spoiler Warning!)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.
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Would "remixing" the reused Pillars 1 music be practical?
Wormerine replied to Mallard's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)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.
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How to just do Beast of Winter
Wormerine replied to ArnoldRimmer's topic in Pillars of Eternity II: Deadfire Stories (Spoiler Warning!)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.
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Finally finished the game...I'm... confused :D
Wormerine replied to Skie Nightfall's topic in Pillars of Eternity II: Deadfire Stories (Spoiler Warning!)https://jesawyer.tumblr.com/post/179141719626/poe1-the-wheel-is-a-naturalmetaphysical
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Risen games - worth a try?
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.
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Justin Bell resigned?
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.
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I am waiting hard the forgotten sanctum DLC
Wormerine replied to Mazisky's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)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).
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So, ship combat - kind of rigged in favor of the enemies
Wormerine replied to abaris's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)I did find it annoying at first, until I started targeting enemy sails as priority. They like to escape otherwise.