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Everything posted by Wormerine
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Discovery is part of fun! If Deadfire is anything like PoE finding meaningful content to do should be easy enough to do - Major NPCs tend to stick out. It's not like Arcanum, Divinity or Fallout - talk to every NPC hoping one of them will something interesting to say. As far as difficulty, I doubt you will get stucked. Tutorial is supposed to be much better than in PoE.
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https://mobile.twitt...1061534720?s=20 When starting new game in Deadfire you will have there options: 1)import your final game PoE save - all relevant choices will be transferred, including deaths of your companions. 2) for a quick start you can pick from couple preset saves: https://mobile.twitt...4953697280?s=20 3) if you want a specific chain of choices you can create your own final game save via Save editor: https://mobile.twitt...9900846080?s=20 Josh confirmed that there will be some very very minor reactivity which is not possible to set up in the edition, but those are very insignificant. None of those import your character. No matter what option you pick you create the character from scratch. You can recreate your character, or completely change it. https://jesawyer.tum...impression=true
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I don't think it's entirely true - sure, it's true in some cases but not all of them. I felt that commonly applied timers (as they were in vanilla XCOM2 - it got much better with exp) were heavily limiting playstyles and strategies available: the first XCOM had variety of missions - both slow, conservative ones and rushing one a breakneck speed. XCOM2 for the most part had the 2nd type only and in spite of having various objectives they all played the same. Every mission encouraged the same strategy, the same build and game became very repetitive. Expansion, with a more mission variety and special variables to shake things up, makes it much more interesting - rewarding various builds and diffrent approaches. In the end, the issue came out from a "pod activation mechanic", which IMO isn't a really good one - too easy to exploit, difficulty balance between fighting one and multiple pods is simply too great resulting in a game that is about enemy activation rather than actual decisions during the engagement. To me stealth/timers are attempts to cover bad design, rather than fixing core problem. It makes it better than base version, yes, but it doesn't really solve the core issue.
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XCOM is a fun example: first game has some serious design issues, but instead of fixing those Firaxis added mechanics which force players to play against core design. Moving a little bit and overwatching isn't fun. However, being forced into making a bad decision isn't fun either. Here is a problem I have with vanilla XCOM2 timer system - I find myself way too often between: 1) rush for the exit, putting my soldiers in extreme dangers 2) don't rush and loose everybody because timer run out. That would be ok, if the situation I found myself in was the result of my previous mistakes. I rarely felt that way. Of course, then you realised that granadeers are completely OP. So you run every mission with 3+ granadeers and game becomes really really boring. In WotC, Firaxis introduced multiple timed missions, which were simply better - gathering crates or assassinating a general. Both are on timers, but: 1) they make sense (lore wise - some of the vanilla mission's are plain stupid: enemies don't know you are here! Retrieve their stuff before they blow it up themselves... huh?) 2) They add flexibility to decision making. During the crate recovery missions you can slow down. You are getting punlished by loosing resources you can to gather but it is up to you how hard will you push. If you run into tough enemy or get unlucky rolls or activation you don't get automatically ****ed over - you can decided whenever you want to take a risk for a possible reward or play conservatively and save lives instead of money. 3) they create interesting situation to solve. XCOM2 was especially disappointing to me, as it came after Invisible Inc. which used timers in a much smarter and more sofisticated way. MB has a follow up video where he examines, what I would consider, much better solutions. Inv Inc is among them.
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I still need to figure out a name for my orlan merchant from Old Valia. Creating my character for the first time and having little knowledge of the Eora lore, I named my orlan in Glanfathan style by digging into old Irish names... Need to find something more italian for the sequel. Having to figure something out for my ship and discovered islands might be too much for my limited creativity.
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nervous? not at all. this scavenger hunt is meant to build positive anticipation. if release comes and goes and three codes is missing from the list in this thread, we doubt the obsidians will go moses on you when people plead for hints. HA! Good Fun! So what they will be more like this Moses?
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Actually, GOG's former name is "Good Old Games". If I remember well it was rebranded to GOG when site started to sell new games instead of focusing purely on fixing and selling old stuff.
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Most of them were for harvesting souls and moving them around toward the big adra machine in Sun in Shadow. Weidwen legacy was result of their use. There was the odd one in Defiance Bay which instead of harvesting souls would bind them to the body, resulting in ghouls if one such were killed. Exact use of such nature is unknown (beside recreating familiar undead infested zone for nostalgia sake).
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This would be good - assuming they don't have a level dependence. If my party is near max level and I buy DLC of a whole new subplot where all the monsters are mid-level, it's not much use I'm not starting the game over with a fresh party and leveling them up halfway just to play a new island. Deadfire has a more robust level scaling so jumping into expansion with higher level party shouldn’t be an issue.
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Right now you target a spell, but can retarget it (move the "target" icon around as long as it is within your range) if need be. If I understand it right you want to have to keep LMB even while "aiming", which I don't really see a benefit of. Seems just like current system except you have to keep LMB pressed for longer. As you don't drag "spell icons" from a quickbar it feel intuitive to me, and inconsistant with other abilities (those you don't have to target).
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1) Just keep your eyes open. Those codes tend to be fairly visibly (not always, but usually). Check the links in OP post for references. However, according to the earlier tease we missed some. My guess would be that they are somehwere we didn't look at, rather than us not noticing them - but you never know. 2) I would have done the same if I didn't redeem mine on gog already. I much prefer gog, and it has been said multiple times that Obs is working on integrating Scavenger Hunt with gog, so hopefully it will happen. For now, I am collecting the codes anyway:-). steam and gog versions are the same games and they store saves in the same place. You should have any issue when switching between platforms.
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As I have written my post, while you were writing yours, I can’t help but notice how far our philosophies of what we want from a sequel differ:-). I am curious to see how well your predictions will be. Another common narrative was Obsidian dumbing down the game in order to appease wider audience of PoE, with removal of health/endurance, smaller party, per encounter casting. It’s a complete rubbish, of course, but unless critics and audience are hardcore fans who want PoE to be as much like D&D2nd I doubt the changes will bother them. Overall, you make it sound as if Deadfire moved a lot from what PoE was - it plays very much the same, from little of what we have seen, the world, characters and quests seem to be very consistent with what PoE1 was. The difference is in finer detail, and while everyone will notice a more tropical setting, I wonder how many people will really see much difference in design changes.
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I really can’t predict how much I will be enjoying Deadfire. I expect it to be much better than PoE, but will it be enough? PoE had a benefit of being “the first”, which comes with a lot of forgiveness. I am still shocked how high it was rated - yes, it was a very successful kickstarter (both in funding and delivery), and managed to revive the old genre without feeling stale or dated, but it had many many flaws. It reminds me of Firaxis XCOM situation. The reboot was a broken mess - it was filled not only with bad design decisions, but gamebreaking bugs, many of which survived expansion and patches. Critics loved it, audience loved it - it was fresh, nostalgic, and any faults it had were overshadowed by how refreshing it was to be playing game like that again. XCOM2 is a far better game, specially with the expansions and while reception has been positive, I noticed critics and fans having a bigger reservation - some design issues were left over, many of the bugs were still present, frustrations with the game were easier to recognise this time around. Instead of fixing core issues, new mechanics were added (stealth/timers), which clashed with elegance of the game and made it easier to notice issues that the game has, rather than removing them. My point here is, that to me it depends on how much Deadfire will improve upon PoE. Will factions and companions still ring hollow? Will items and combat encounters be forgettable? Will writing have a better pacing and individual story elements flow better together? Luckily, from what we have seen so far, game has been improved a lot and many mechanics have been reinvented, instead of simply expanded upon. From relation ship system, to ship exploration and combat, the game seems to be filled with fresh ideas, which should give Deadfire its own identity. While I don’t like every change mechanicly Deadfire looks solid. Story wise we didn’t see much, but usually that’s Obsidians the strong suit. I am convinced it is worth a buy, but have no idea if It will end up in my RPG pedestal.
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Body Types
Wormerine replied to iscalio's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
It would be very cool if there were couple “types” for each race. Various idle poses do a nice job in defining characters, but various body types would be nice. With various items and animation, my guess is that it would be ton of work. As godlike come from various races, you can choose what “body” godlike will use.