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Wormerine

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Everything posted by Wormerine

  1. -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.
  2. Was just fine on my last playtrhough before recent hotfix. Save: https://drive.google.com/open?id=1jEauWfoAPR4wf7rMI_nS2hL_0W_c0dWC
  3. Did that one on my first playthrough as well. Nothing wrong with that. Exploring the Row backwards was a bit odd though.
  4. 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
  5. In one of the patches an option was added to remove floating numbers&messages. You can find it graphic options.
  6. 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.
  7. somebody posted something similar already and got reply: Ignore.
  8. 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.
  9. The rulebook of PoE has being changing after every damn patch or DLC. This is obiously a rant, but I know what i'm saying. I think that is a valid complain. Changes to the balance are significant enough to heavily impact playthroughs in session. Game would benefit greatly from additonal time in the oven before release.
  10. I am doing my second playthrough, and I must say in both cases I had a fairly bug free experience. The first one playthrough suffered from popular issues: scaling didn't work, saves imported badly, relationships and reputations scaled way too fast etc. I didn;t encounter a single quest which would cause me an issue. Some graphical glitches. My current playthrough has been bug free as far as I can remember. At the same time I tend to be a good boy and play along with the game and not push boudaries too far.
  11. I have traveled a lot with those two in my cirrent laythrough and didn't see any major interaction as of yet. Theyr devotion to oposite faction put the at odds, but reputation wise they seem to get along.
  12. I think it is. My guess is that what they did in Beast of Winter is the extend they will expand upon existing characters. Which is smart - making her a companion would require some heaving editing of base campaign. Exploring those characters in expansions means writing stuff for new content only.
  13. Ah, here is the thing. I don’t see not being able to pick all or more abilities as a negative. If game would allow to level up further and simply fill out the blanks in out characters tree I would consider it detrimental to character development - as what I don’t pick defines my character just the same as what I do pick. An idea of raising a level cap, and adding new tiers of abilities is something I would be very interested in. But it creates new issues, some of which were already mentioned. White March was the best thing about PoE1 but it’s addition hurt the base game - with pacing and extra power creep. Style of expansion for Deadfire have a potential to not repeat the same mistakes. I don’t think that doing seperate xp gain for vanilla and “Obsidian edition” would be lazy - to me it seems to me like a good thing to do. I would be all for revamped end game content once all expansions are out with new levels and abilities to gain... but is it something Obsidian wants to do? Narrative in Deadfire is fine, factions and lore are quite great. I have some issues with it overall, but it’s still worth playing and replaying for story alone.
  14. During recent stream a question is asked is they will revisit how xp is distributed and if I remember well the answer is that yes, after all the DLC are released they might adjust the rate you gain xp to accomodate more content. Giving players more levels create a rather simple issue that entire end game would need to be redesigned in order to not suck.
  15. Thanks! I was hoping to caputure it ingame as I was at the point of recruiting her in my current playthrough, but my Paladin/barbarian is better in smashing and intimidating than in metaphysics.
  16. I didn't play Risen2 or pathfinder. AssCreed:BlackFlag is certainly a pirate game, when its not being dragged down by being an AssCreed game. A bit more reactive map and actual consequence to your actions (shiphunters and notoriety is a joke) and it could have been a really decent pirate game. As far as your request for a more military navy approach... it feels more like Deadfire to me. Just ally with with any faction rather than Principi, take bounties to rid the Deadfire from pirates and you are all set.
  17. ...wut? A fampyr is a kind of undead. Ydwin is not dead. Even if she had turned herself into a fampyr by severing her soul from the Wheel (which I don't think is true), she'd still become a fampyr only after her death Do we know that Fampyrs are undead - the only info I have found is information above: extending their lives by unnatural means. Severing ones soul from the wheel might very much mean that. However, if I remember well darguls and guls were dead bodies to which their souls were tied after their death. That would suggest that fampyrs are those who managed to keep their body and mind from decaying. What did severing Ydwin soul from the wheel mean exatly? Not die? Not get reincarnated?
  18. Hey! Just found a way to infinately lower reputation with my pal, paladin Pallegina. Which is good, as it allowed me to easily gain the last achievement I didn't have. This loop can be found when talking to Ydwin for the 1st time, and choosing the racist line over and over gain. And here is a link to a save on rooftop of the spire: https://drive.google.com/open?id=1XTvZr0rfhINjsBMqkZ5iglqS6C2yhzUP
  19. Trapping a soul in a body makes them undead, not a Fampyr. Fampyr is the highest form(?) of the undead. They requre a steady supply of effence or they will decay, gradually falling down the undead chain, loosing memories, conciousness and control. The lowest point are skeletons, which don't require essence anymore. A question about Ydwin being a fampyr is a good one, as just does sustain herself if essence if I remember well. For reference here are bestiary notes for fampyrs and darguls, 2nd one proving that they belong to the same "chain".
  20. I didn't try it, but I am pretty sure a solo will not allow you to take/recruit any companions. I had to google it but you can access challenges by clicking on magran's head icon at the bottom of the main menu.
  21. wait what? where could you sacrifice her? i took her with me didn't get anything like that. also i don't think that the devs dislike her, if anything they gave her a lot of lines in this dlc because the players liked her a lot. Overall, yeah. great DLC. I like that it should gel really well with main game. Even though its sidecontent the stories found within fleshout places and characters which are relevant to the main plot, strenghning main game, not distracting from it. Good stuff. I found Beyond content in base game somewhat disappointing. That makes up for it.
  22. Are we talking about the right side in the King's thone room? It drained for me after I collected the last soul. IT is possible it is connected to how the water flows outside - I changed on or two as I had to collect one more part of kings soul that I have missed and when I came back the room was drained.
  23. Yeah, I convinced her to try to fight Rymrgand. He wasn't impressed by my problem solving skills. Oh, well:
  24. When reaching new power level you gain one point in each class you picked. Points inbetween power levels can be spend wherever you like.
  25. The resting system isn't terrible - it just doesn't pretend this time around that there is any long term resource management. The issue with the system you are proposing is, that it doesn't really add anything. Do you find yourself resting too much? I barely rest outside inns. That a possible issue within itself, but the system is designed that if you play well, you don't have to rest. To be honest, rather than your system I would return to "camp supply" system - it clearer and easier to manage. The reason Obsidian departed from that idea, is that it didn't add anything beyond wasting time - you play as intended (aka. more or less amount of rests devs predicted) you don't need to go back to town, you play poorly (aka. use too much resources, take too much damage) you just need to go back to town to get some supplies (or food in your system). All it adds is that if you are playing poorly you waste more time for travelling. For a meaningful (actual game system) resource management we would need to redesign structure of the game - ability to run out of supplies and feel consequnces of it (having to reload autosave and try again sounds like a horrible idea). There is certainly appeal to that, but I don't think that story focused RPG is a good place to experiment with that - you want your companions to be essencially immortal and you don't won't to be stuck or reload distant save and damage flow of the narrative.
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