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Wormerine replied to sundevil619's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
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Currently Scavenger Hunt isn't integrated with GOG - Steam only. "They are working on it" How and when is anyones guess at this point.
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This post was earlier though. To be honest I don't remember GOG offering pre-loads outside Witcher3. We will see tonight, but I am pretty sure, the 2nd more direct reply is an accurate one. And i prefer to stay pessimistic as to avoid disappointment. Which is odd. Considering how GOG installers work it should be enough not to included exe file, right? How about just releasing it today on GOG? :-D Guess who is leaving the computer on overnight on Tuesday night! EDIT: Between this and Scavenger Code I feel like I picked the wrong platform. Why being cool has to be so difficult sometimes?
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Nay, these a trophies from defeated ships. Those codes aren't that obscured:-).
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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).