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Update #49 - Patch 1.1
Wormerine replied to Mikey Dowling's topic in Pillars of Eternity II: Deadfire Announcements & News
Oh, you know i have to ask: Scavenger Hunt items on GOG?- 25 replies
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Continuing redownloading the game with no issues so far. Windows was using the disc and memory extensivelly yesterday so it's possible something was blocking something else. I have 200GB free so it shouldn't be a space related issue. EDIT: Yup, it installed without any issues this time around. Maybe I should have simply restart my PC or GOG solved its issue overnight. Luckiily this time GOG installed all DLCs at once.
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Hallo chums. I am curious if anyone else encountered issues when updating Deadfire via GOG. After length download and installation I have received the message „instalation failed: disk access problem”. Followed with some troubleshooting including messing with security software. Ended up uninstalling and redownloading the whole thing. Midway through the download the same error popped out. The issue most probably lies with gog galaxy and I will continue fixing it tomorrow, but just wanted to check if it’s an isolated, Deadfire unrelated issue.
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I enjoyed the game a great deal. The point above is probably my main disappointment. While I have expected to be somewhat disappointed by the story - I don't believe you can follow a great story with a sequel - the change of narrative focus in Deadfire took me by surprise. However, treating it as a fallout2 style adventure it is a pretty good stuff. It might be trying to juggle a bit too many ideas at once (it is sort of openworld, but not really; its dungeon crawler, but not really; its faction focused, but not really; its about gods and events of cosmic importance, but not really etc, its about you your ship and making a fortune in Deadfire, but not really) but I hope it will start shining brighter and brighter with every but of polish. Right now it's a pretty damn good time and a solid RPG adventure.
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New free DLC
Wormerine replied to Whitewolfsp's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
It's pay to win, man.- 78 replies
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The current system fits into overall asthetic, mechanics and, most importantly, keeps you in the shoes of the captain. I have no doubt there could be a good minigame with the same feel made, but I would have them focus on what they have and improve upon it, rather than start from scratch. I think the ship2ship system could use work, but I am not sure if adding additional mechanics on top of existing ones would solve its problem. Right now, there simply isn't a reason to manouver around. The most advanced strategy I had was having different cannons on different sides and choosing the side I want to face my enemy with based on the range. Improve the ship combat so the already implimented mechanics works well, rather than adding new once which will be just as one sided as the existing ones.
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My experiences with romances has been lame. Didn’t commit to any in my playthrough but I did explore different paths and reload. I usually remember initial dialogue (companion getting horny), then some middle point and the “finale” comes near the end. Certainly my dislike for those comes from bugged dispositions and most of the companions initiating romance minutes after getting recruited. Aside from being weird it also throws pacing out of the windows as acts1&2 of romance come early within the game, while I had to wait tenths of hours for it to move forward. I also didn’t feel there was any growth between my character and romancable person. If one is looking for shark meat and gets frustrated:
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That’s curious. I did notice, that my graphic card doesn’t work too hard. By default Deadfire even switched to my integrated card. Usually when I run a game card gets heated and fans go crazy. Not so much with Deadfire. Playing through Tyranny, and graphic card seems to work much harder. If the main stress is indeed on CPU that would explain that behaviour and explain why Deadfire has such issues with running well on my laptop. Naturally, any further optimisation would be greatly appreciated if possible. (I don’t know how computers and programming works)
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Not how I remember it (and I replayed it many many many times trying to like it ever since release. My most recent playthrough was within last year, finally beating all expansions). I could spend the dreadful hour or two, talking to companions in the camp and gettin 10+ reputation with each conversation. Figuring out what they want to hear was easy, as the writing wasn’t exactly subtle. There were reactions when adventuring but they were for most part insignificant (i dislike helpin people: minus 1-3 Morrigan points). There were some major ones, but they were... extreme choices, I would have never picked outside “I want to see how it plays out). Anyway, going through the right, private, conversation paths and doing their personal quests were enough to keep everyone 80+. Well, except the elf assassin guy. But I kept killing him outright after my first play through. Edit: oh and I fed the dwarf with alcohol so I don’t have to talk to him.
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Thx. Curious. Does any one know how the xp fo idle character is calculated? I see you have sidekicks and a mercenary. I never bother level sidekicks up and made no mercenaries. Maybe the more people you recruit the less xp every idle individual gains? It certainly seems like too much of a difference.
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Spiritual New Vegas Sequel Set in Fargo's Wasteland
Wormerine replied to Vargr's topic in Obsidian General
I don’t think it is possible to catch a lightening in the bottle twice. I think Deadfire is a New Vegas sprititual successor, and it just doesn’t work as well as it did the first time around. I think that a lot of appeal of Fallout isn’t in Wasteland - yes, both are post apocalyptic wasteland settings, but a lot of charm of fallout comes from its interest in society, satire, humour and retro sf feel. Playing Wasteland2 felt different. What I am trying to say is: I feel like themes and world of Wasteland is different enough, to not really be a good candidate for a Fallout knockoff. I would be greatly disappointed with Wasteland2 if I expected it to be a fallout game, but I enjoyed it as it’s own thing. The PoE&Tyranny releases felt a bit too safe for me - not that they were not ambitious, but appeal of Obsidian games was always the creativity and originality. Deadfire feels almost... formulaic. We have seen those ideas before, and unfortunately in many cases - done better. Better dungeons, better faction system, better companions, better crit path. While there are some games I would like to see sprititual successors too (like Alpha Protocol) I feel NV is too good to be repeated. Unique mechanics, coming together with a unique setting and story. Hoping that the secret project will be the fresh new idea, we are waiting for. -
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.
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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.
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