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Everything posted by Wormerine
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Things are extremely poorly explained in beta and many tooltips are simply inaccurate. I won't watch any Let's plays as release is just around the corner, so I can't explain how much it has improved. The gist of it is as follows: You and your enemy take turns one after another (exhibit A) Who goes first is determined by advantage (exhibit B). Advantage is a roll, which chance of success is determined by comparing captain level (exhibit C) of enemy captains. If they are if equal level, the roll is 50-50. Roll favours captain with higher captain level, though exact math behind it, so far, is unknown. In addition player with advantage gains minor boost to movement (possibly other stats as well, I am not sure). Compas in the middle (exhibit D) shows distance to enemy ship and players and enemies positions. If you want to move toward/run away enemy ship you have to face him with bow/stern, and you can only fire, if you face your enemy with the side which has cannons equipped (it is confirmed that some ships do have space for cannons on bow/stern side. Port/Starboard sides are easier to hit, while bow/stern sides provides more evasion, but hits become raking hits doing double damage. Every round you give out a command (they should be shows in this space). Among them are full sail move, half sail, stop, turn, jibe (turn 180 degrees), fire!, Report to stations! (order crew around), Brace for impact (50% chance to negate crew damage). Some actions can take more than one turn, depending on ship type (speculation? Ship crew experience? Not sure). Different maneuvers give you different results and boost to stats (stop grants +20 accuracy, Full sail moves you forward and grants bonus to evasion). [side note: playing beta 4 I had a feeling that movement in relation to each other had an impact on evasion/accuracy, rather than an individual move. I wasn’t able to experiment with in enough to confirm that] Different cannons have different range/damage/reload time. In the beta you can’t choose what ammo you want to use (round, grape, chain shot) however, it is supposed to be different in full release. Different ammo will target different parts of the ship (hull, sails, crew respectively.) In the bottom of the screen (exhibit E) you can see your: ammo count, hull strength, sail strength, crew. You need ammo in order to shoot, when hull reaches 0 the ship sinks, if sail reaches 0 mobility is greatly reduced, crew gives an idea if boarding is a sensible option. There was a talk about being able to use repair tools during combat to repair ship/sails. Have no idea if it will be in the game (wasn’t in beta). Injured crew can’t performed their duties. They need to be moved to idle slots to be patched up by surgeon. This can be done using Report to stations! Crewmember will be patched up after couple turns, and can help out again. After combat he/she will still have to heal his/her injury by spending time in the idle slots and consuming healing supplies. With every damage to the hull, there is a chance for a special even to occur (red icon will be displayed here). They can include loose cargo, man overboard, fire etc. Player will have to assign crewmembers to fix the problem via Report to stations! order or suffer consequences (loose items, crewmember dies, suffer damage to hull/sails etc.). It is possible to board enemy ship by closing distance between you and enemy ship. Once distance reaches 0 (see exhibit D) you will have option to board enemy ship. In this case, the game will switch to traditional isometric view and combat will start. Your crewmates will join the battle, and injuries gained during combat will be present for both them and enemies. Killing all enemies will end an engagement. In the full release, it is possible to skip to Boarding, and not engage in ship to ship combat at all, but you will suffer automated damage.
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Refresh the page, try again. All of them work
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Curious: Are Maneha and Zahua bugged (as if the other conversation never triggers) or is it simply impossible to influence their stance on the subject?
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Currently Scavenger Hunt is integrated with steam only. "They are working with gog to solve the issue"
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Keys for the beta and full game are seperate items. If you redeemed your full release game it should be in your library (gog or steam). If you didn’t, do it via backer portal, just as you did with the beta. If steam version is anything like gogs, even if you redeem your key, store might not show Deadfire as bought. Gog’s fig version is a seperate item than the purchasable one, meaning gog will claim forever that I don’t own Deadfire.
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Wormerine replied to ravencrest1985's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Yes, both ways actually for good and for bad. Spell opacity reduction on pause works very well. Spells tent to be more snappy and don’t cover the screen in too many particles. The major issue I had, were some of the lasting AOE abilities (or Greater Sand Blight’s siccoro to be precise). It’s an ability which last for a while and does constant damage and interrupts. I had difficult time seeing what it’s radious is, and on my first playthrough I wouldn’t notice it at all, if not for the combat log. It melts with background as both are sandy, and the more subtle effects don’t help. -
Wow that's a lot of stuff, I didn't even play from various bundles and such: As a bonus some top playtime. Completely not accurate as in my university time I played most of my game off time. Couple hundered hours missing, but still shows off preferences: Finally, part of my gog library. Only included "completed games" (games I have on gog and actually completed there - copies of games I have from steam, but not played on gog not included, games I didn't complete (like Divinity 2 or Deadfire aren't listed)):
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Wormerine replied to Erik Dirk's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
I seriously don't get why people dislike prestige classes so much. I don't know. The idea never appealed to me. Changing your class midway through always felt wanky too me and unnecessary overcomplication. Ieven didn't like the dual class system of the D&D 2nd. There is something about class system, which I feet should be a more long term definition of my character - like race or background. Not something you learn in couple of days. Changing a class midway through playthrough always rang false to me, even if it was an extansion my by base role. Did my fighter in DA really just learn to be a templar by talking to Alistair? I wouldn't hate it, if the "feeling the bucket" was constant, but for me the sound of lvling up was never a motivation to do things in RPGs. That's how I feel about MMOs but that's also why I don't like those. To me lvling up is about defining my character. There is a limit up to which I can define it, and that's fine with me. I have trouble imagening a good, infinite leveling system, but that doesn't mean such system can't exist. I feel that boiling the levelip up system to "filling the bucket up for rewards" is missing the point, but, of course, what I enjoy the system, and what others enjoy about the system can be completely different. I never enjoyed Diablo, Torchlight or other such games for a reason. -
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Wormerine replied to Erik Dirk's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
How about lootboxes? Pride and acomplishment. -
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Wormerine replied to ravencrest1985's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
With all the semi-smart talk there is a really simple answer. It ends were designers will end it - were they find a good balance between clarity and complexity, were encounters will be engaging but not overcrowded, were team compositions are varied and interesting, but force players to make interesting trade offs. In Deadfire Obsidian decided this number is 5. Don’t compare it to other games, which have different mechanics and balance. Play it first, and then decide if you really lack a space in your party, or If there is too little to manage. The disappointment of wanting an extra companion for story reasons is so far the only valid disappointment - not one worth changing design for, but one that has merit. -
It’s game over. It’s possible to loose crew member during fight + damage which needs to be repaired or injuries are a norm.
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You can engage in ship to ship combat and sink enemy ship, you can get close and ram/board it, or you can use “auto board” to skip ship2ship system, take some damage and board the ship. Don’t expect it to be realistic or anything like that - system is heavily abstracted.
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Or more till Berath’s Sail. After that only Cutthroad Cosmo left!
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Wormerine replied to ravencrest1985's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Some good points. I certainly disagree about casters. If you take a fight with dragon in PoE1 vs. fight in PoE2 than sure, but I am pretty sure that in couple beta playthroughs I have cast more spells than during my 250h with PoE1. In PoE1 casting is occasional, in Deadfire it's a regular thing. True, I always forget about the AI scripting. There is something about not playing the game that doesnt doesn't appeal to me. Still, if one asks for more party members but relies on AI scripting to not do stuff, then I would say that something is wrong in the game's design. You either want to make strategic choices or you dont. -
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Wormerine replied to ravencrest1985's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Believe, there was a lot of outrage when it was announced and majority of people forgot about the "issue" once beta came out. You really won't feel the lack of the 6th party member gameplay wise. The reasons for that are simple: Pillars of Eternity is a much more active game than IE were. In IE games majority of characters are passive, with exception of spellcasters. While in PoE you can choose between passive and active abilities when lvl up, a fully functional class will heavily rely on active abilities. It is much more prominent in Deadfire, as all abilities are per-encounter, yes, including spells, which means you will have a lot of stuff to keep an eye on. Designing for larger team comes with a cost - a more busy enemy composition. It is not as simple as allowing people to run with 6 companions. There are quite a few people who would even like to run with all companions at once. For what it is worth - in Deadfire beta party of 5 felt great and at no point did I feel the lack of the 6th companion tactics or strategy wise. I am confident that there is absolutely no need for the 6th companion, except the "but it was different in IE games!". It didn't make the game any less complex. -
I think that would be a fair exchange for lack of pre-load. I won't play it until Tuesday I swear!
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Male Orlan Ascendant Cipher. Why? Because it's the character I played as in PoE, on my first playthrough, and whose save I am importing. I liked ciphers the most as I used their spells unlike wizards/druids/priests. Not so much of an issue in Deadfire. Ascendant subclass, because it fits best to what his role was in PoE1 and I will be focusing him on damage/CC. Still need to decide what weapon he will use. He used Arquebus in PoE, but it hardly seemed like an optimal pick.
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Deadfire system requirements have been updated. Crap, that will be a long download. I really could have used this steam pre-load: MINIMUM:Requires a 64-bit processor and operating system OS: Windows Vista 64-bit or newer Processor: Intel Core i3-2100T @ 2.50 GHz / AMD Phenom II X3 B73 Memory: 4 GB RAM Graphics: DirectX 11 Compatible Storage: 45 GB available space Sound Card: DirectX Compatible Sound Card RECOMMENDED:Requires a 64-bit processor and operating system OS: Windows 10 64-bit or newer Processor: Intel Core i5-2400 @ 3.10 GHz / AMD Phenom II X6 1100T Memory: 8 GB RAM Graphics: NVIDIA GeForce GTX 960 Storage: 45 GB available space Sound Card: DirectX Compatible Sound Card First PoE requirements for comparison: MINIMUM: OS: Windows Vista 64-bit or newer Processor: Intel Core i3-2100T @ 2.50 GHz / AMD Phenom II X3 B73 Memory: 4 GB RAM Graphics: ATI Radeon HD 4850 or NVIDIA GeForce 9600 GT Storage: 14 GB available space Sound Card: DirectX Compatible Sound Card RECOMMENDED: OS: Windows Vista 64-bit or newer Processor: Intel Core i5-2400 @ 3.10 GHz / AMD Phenom II X6 1100T Memory: 8 GB RAM Graphics: Radeon HD 7700 or NVIDIA GeForce GTX 570 Storage: 14 GB available space Sound Card: DirectX Compatible Sound Card