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Wormerine

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Everything posted by Wormerine

  1. They were among the weakest classes in several polls even before the patch, 1.1 weakened some of their few decent abilities. They are not only (perceived as) weaker than many other classes, many of their spells seen to be hardly worth casting (if an ability that stuns someone for 6 sec blocks you from doing anything else for 6 sec as well, you've not gained much). Furthermore, ciphers only somewhat shine as crowd controllers, but don't have viable tools for other roles (DPS, tanking, buffing, healing, ...) I am curious because before that patch I found ciphers to be hilariously broken (at least the ascendant). Very solid CC, good buffs/debuffs. I won’t be checking 1.1 before it s finished, but I was curious because from my experience ciphers were in a need of a major nerf.
  2. Relationship system seems like a cool idea, which doesn't really add much. I always liked the idea of "reputation system" with companions, though I never enjoyed the implimentation - I probably like KOTOR2 the most, DA:O origins I disliked because: 1) most interactions happened in private conversation so it felt like I am catering to each companion after another with none being aware me doing that instead of being my characer and companions reacting to it. 2) gifting system made the whole thing obsolete. I personally hoped that Deadfire will have more unique reactions of your companions: all "likes" and "dislikes" would be tracked seperately with various reactions for each one, and all combined would lead to character's overall opinion of you. example: As of right now, the relationship system seems like a straight line with predetermined positive/negative reactions. It makes me question why relationship system is in the first place. We know Pal and Xoti will fight - I hardly imagine the situation when you could use those to and not have this happen. Writing a more coherent, linear characters developements based on time spend together seems like an easier way of doing it, which would probably achieve a better effect.
  3. I can't do that. It says that it can't be changed. Ok, Nvmind then. I am trying to find thread I read it in. Can't locate it. I probably should have taken my medicine.
  4. I still dream about the cancelled the Alien RPG.
  5. 2-3 menagerie and captains quarters are cosmetic upgrates. You equip them in "miscallenious" slots below lantern, anchor and such. Once applied they can't be transfered to a different ship (unlike other ones). captains quarters give you nicer quarters, menagerie allows all pets from your stash to walk around the lower deck.
  6. Someone reported that with the beta patch you can change scaling and PotD mid game.
  7. But you could cast super-cool fireballs every battle in PoE1. You can still recreate PoE1 gameplay feel, by simply not using your abilities. Even though Deadfire balance was way too easy, it was still more consistent than PoE1 which is an autoattack snooze fest for majority of the game.
  8. I would be all for space iso rpg. That said I would much prefer it it avoided being sword and sorcery clone with space paint over it (space swords, lazers instead of bows, psi instead of magic).
  9. I am saving it for the deathgodlike, possible solo, I am a horrible person run.
  10. I'm pretty sure i read somewhere this is a known issue. Some quests are buggy at the moment, and dialogue options would state things that makes no sense. I'm confident these problems will be solved one after the other, over time, through patches. Obsidian supported Pillars 1 like they should have. And i'm sure they will do the same will the sequel. Cheers. I don't know. With full VO, resources needed to write/plan/record all lines needed to adjust to every possible quest order seem significant. As I mostly followed the path laid before me I had only once isntance when Queen thanked me for dealing peacufully with a tribe I never met in a place I have never been to. I can easily imagine many such issues showing up, if one was more of an explorer than me.
  11. I didnt notice much difference between previews and actual game. Tis true that game isn't terribly reactive - or rather: all reactivity is handcrafted, so while it is impressive when it is happening, sometimes it doesn't when it should, or some areas are completely static. I see the world map as the biggest offender - I think it could use some systemic systemsm which would reinforce choices/relationships you have forge, but it is a static enviroment with predetermined amount of ships. Deadfire gives me a Witcher3 feel, with it feeling great while it last but as I move forward it becomes more and more empty. I think in Deadfire it is more apparent and easier for the illusion to get dispelled.
  12. One and only SBH with Deadfire review and some narrative/lore criticism: EDIT: Though seriously, how can you not know what biawac is, after beating PoE1? I still stand by my opinion that using Watcher as protagonist was a mistake, bringing with him a lot of lore baggage, which has to tie in to the sequel, while limiting his investment in Deadfire itself.
  13. I didn't have Takehu at Ukaizo, but I remember picking something up there with "this might be of interest to Takehu" note. It was around the machine which controls the storms.
  14. Not really no. Gods aren't "individuals" per say so it doesn't really make sense for a single kith becoming a god.
  15. All seem like a worthy suggestions, though I must say, I didn't notice anything of the sort, but combat was easy enough for me not to care if indeed, I have missed something.
  16. Well, that doesn't mean much. You make me want to jump right back into the game now. I didn't try the beta patch, so can't comment but in a completely abstract scenario I would prefer PotD to be really really hard. Like almost "bull****!" hard. Seems like a good 2nd/3rd playthrough option.
  17. Unless I completely misread his post I don't think his point was that it was a good thing, it sounded clearly sardonic to me. Et tu, Boeroer?
  18. At one point Josh said that it take multiple weeks of dedicated companion work to make the happen (purely from writers perspective). Considering how interactions work in Deadfire, every added companion increases workload for all of them. I have no idea how writing works, so I can't even guess what stages such companion comes through. We have been told it's a lot. I would welcome Deadfire with 10+ or 20+ companions. The thing I wonder about is, if relationship system was a worthwhile investment as I am sure it took resources and lots of work to make/write. I will let Obsidian work on it a bit more, before I fully make up my mind.
  19. Pretty much. Which I like a lot until something really odd will happen (like Xoti clapping and laughing when burying her Eothas' priests buddies)
  20. While I wish 1.0 would be much more polished, I disagree strongly that the Deadfire, "reinvents" the wheel, or changes what didn't need to be changed. As Boeroer mentioned, the changes made were response to common criticism of the first game. In addition, if there are issues with the core of the game (such is pacing, exploration, resting, ability use etc.) you can't really fix that without digging deep into underlying systems. The way I discribe to my friends is that it is sequel to a game inspired by games adapting the D&D engine. PoE1 tried to recreate Baldur's Gate experience, while trying to clean it up. Deadfire looks at PoE, sees what works and what doesn't and adjusts. It's further from IE games and it is better for it. Whenever the system will end up being worse/as good as/better than PoE3.5 time will tell. I for one am sick of sequels which repeat mistakes and flaws of previous installments over and over again. Deadfire ambition to fix flaws of the first game, is something I like and respect, even if final product is (and will be) flawed in its own way.
  21. [curious] Did you play solo? I didn't reach 20th level until I was done with sidequests and cleaning up the remaining fog, with Story Content from Ashen Maw up left to do (faction quests were completed and ready for the final choice).
  22. From the reliable source - Wikipedia I would argue that giving player a set antagonist in an RPG is detrimental to the idea of the genre. If you are asked to create a character, and therefore his goals and ideals, it also should be up to you to pick an antagonist (or not pick one). Giving the player a set antagonist (you are against this guy and here is why) dramatically limits your ability to roleplay. Enemies define you. If the antagonist of your character is defined, so you must to be pre-defined by the game. The brilliance of New Vegas is that you can choose who will be your antagonist - and as the result it widens the range of who your character can be and what are his motivations/philosophies. The fact, that Deadfire doesn't have a defined antagonist isnt bad - Eothas provides a hook which forces you to chase him, however, he doesn't define your motivations (is it curiosity, revenge, faith, self-interest, "I don't care but would rather not die). But: 1) We don't get much chance to express/define our motivations for following Eothas. 2) Choosing our antagonist of choice (faction leader) feels rather contrived and unsatisfying. I didn't really oppose RDC and I certainly didn't oppose Huana - they become obstacles in my way. Maybe after all, faction leaders aren't your antagonist - but that makes the finale feel more like "oh, it's unfortunate you force me to kill you" rather than the conclusion of the ongoing conflict. Not enough hostility to make it "the antagonist fight" moment, not enough simpathy to make it "that's really tragic we have to do this out" moment.
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