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Wormerine

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Everything posted by Wormerine

  1. True, clicking on items can be a bother. I started to press pause for a bit, to accuratly aim at the item I want to interact with. Still, combined with "follow the mouse" movement walking around the city and dungeons is just more fun.
  2. ROLF. I will have to try it out. I love when different mechanics cross with each other and create something that absurd.
  3. When the feeding time is up and you are on land, crew doesn't consume food - only gets paid. So far I didn't have to buy any additional food since I got some rice and wine during the tutorial (first port). That said I have been exploring only island on the way to my destinations, and I have hunted a ship or two. Geez, new ships are expensive.
  4. After 10+ hours with Deadfire I must say I am really enjoying it. As sort of spoiler free (unless specified otherwise) "first impression" post, I wanted to list the things which stuck with me for Deadfire. Initially I intended it as a fully negative post but there are couple things I just need to compliment. Gripes: The well known bugs with save import. Seeing some of my choices not being recognizes properly is a shame. An unexpected series of bugs the slip through testing. I will survive Eder having a wrong backstory, but shouldn't Concelhaut be with me? If that's the case, that might sting a but more. I imagine the hotfix won't fix games in progress. Ah, too bad. Failed my will save and I shall suffer consequences of playing on day1. Konstanten's recruitment "quest" has been... how to say it... disappointingly brief and uneventful. I am tempted to take him in my party just to see, if this is really all that is to him. But seriously, he got less introduction, than an average recruitable crewmember. Performance has been fairly uneven. I would blame it on my laptop, but changing graphical options seem to have minimal impact and players with much better machines reported similar issues. Combat can tank framerates quite a bit. Companion introductions can be a bit too brief for my taste. I understand that an effort was made to not drown player in conversation and exposition this time around, but it might be too much for my taste. I still don't understand, how Eder saved me, never had a chance to ask Xoti about the lantern, and I felt like Maia assumes I know more about her than I actually do. It's like characters mention people and things in the way, which suggests we talked about it. However, there is part of companion writing and design that I really love, but about it more below. I feel like returning companions would really confuse me if I didn't know already who they are (aka. play PoE1). At least for now, they really dont seem to have a reason to join me (taking of course into account, that I might learn more about them and their goals while venturing together). Praises: I love the world map. Being able to freely travel around is a wonderful addition, communicating exploration much better than empty field maps of BG1 or PoE1. Liking ships alot- the resource drain is really well balanced so far. Tough enough to count my money, but not tough enough to not allow my to upgrade/buy stuff. I LOVE LOVE LOVE smart camera and new follow-the-mouse movemement option. Together, they make walking around smoother and more natural. Overall quest and level design seemed to be improved quite a bit. Especially one complex, Hitman-like area really impressed me. A wonderful use of various mechanics and gameplay opportunities. The game feels dense and rewards exploration. Companion interactions are a blast. They interject quite often, and get responses from NPCs . Looking forward to how they develop. Overall production value is wonderful. I wasn't too excited for full VO, but it has completely won me over. OST is lovely, and all the extra animations, barks and background noises really add a lot. Can't wait to set sail again and discover new adventures.
  5. As the POTD changes enemy stats my gues would be that is has something to do with it. Similarly you can change content scaling option.
  6. Yes, characters come with default behaviour scripts. You can turn AI off by toggling on/of head icon, just above character portraits. However, turning AI of means that characters will just stand doing nothing unless you order them otherwise. You can keep AI on and remove the script if they want them to just autoattack (RMB the head icon to access AI options) or edit the script so the character does what you want on its own.
  7. What Obsidian does here is kinda a traditional cRPG thing - Fallouts were quoted as direct inspirations when pitching the system during crowdfunding. I love it, one of my favourite additions to Deadfire. It keeps the exploration aspect of PoE1 or BG, while alowing the actual rendered spaces to be meaningful, rightly designed spaces. A better use of resources I would say. Discovering new places and avoiding/raiding ships is lots of fun, constant drain of resources (though for now seems like a less significant drain that I thought during beta) gives the feel of expedition and traveling. Whever it would be a ship or land, I loved how Fallouts did world map, I liked how ADOM did world map, I liked how Wasteland2 did world map, and I am digging very much how Deadfire did the world map.
  8. You can hide helmets, cloacks and pets by clicking an eye icon attatched to their slots in the inventory.
  9. I am using not so great mechanical hard drive and loading times are decent. While Deadfire doesn't run smoothly, I seem to have less issues than people with powerful rigs.
  10. If you mean that designing skills for another 10 or so power levels is easy then sure.
  11. I am playing at 1920x1080 and have no such problems. UI fills the right amount of space and font size can be adjusted in options.
  12. Yes, I believe PoE1 would load longer the bigger save was. I am not too far into the game either.
  13. Huh? Even if you don’t pick spells they are still in the game. Programming and art work was put into them no matter if you end up using them or not.
  14. Won’t pistol work as well? Barrels explode when hit by firearms as well. Won’t carnage set them on fire as well?
  15. PoE1 had a bad habit of telling you a story instead of playing it. Sure, conversation with Maerwald was cool, but it would be much better if discovered via dungeon, or puzzle or anything gameplay related. We will see we’re Deadfire will take us, but so far it has been excellent. Really well defined characters and locations, and learning about world while exploring, fighting and, well, doing stuff.
  16. 0:33 When playing tonight I recognises the space and used Bobby’s trick. Just as much death and framerate drop as advertised. Yeah, I almost blew myself up when destroying barrels for food. lesson learned: Serafim’s carnage damages and sets on fire gunpowder barrels when shooting regular ones.
  17. Mine depend on what my computer is doing at the time. It loves getting preoccupied with updates and such whenever I try to game. I usually get under 20s loading screens which seems acceptable considering I am not running an SSD. Those prerendered background need to get loaded!
  18. Just by loading the game. If you look at the loading screen, saves will be in a "folder" with your current character's name on it. When you create a new character a new folder will be created. No way to override old saves. Was the same case in PoE1. Now thinking on it - really good design, devs.
  19. Ok, if it keeps the pace and quality I might be really really loving it. Sunk solid couple hours. Did one quest which topped Roderick's Hold and Monastry from WM... that's a strong opening. Wondered a bit Neketaka and gothered enough quests to sail away and do some stuff. I love how dense the game feels. PoE1 felt empty, lifeless, here there is a cool thing to find behind every corner. World map exploration in delightful, combat is snappy, quest design much more complex.
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