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Wormerine

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Everything posted by Wormerine

  1. I sort of want one of those shirts now. Is it too late to update my Deadfire pledge and get a t-shirt that maybe only a dozen people on the planet would find amusing? They should make a limited edition t-shirts - one per code.
  2. 2000 hours. Payment will be issued in the form of Deadfire. But I already payed for Deadfire You cant buy Deadfire. The payments is merely a tithe to gain Obsidian's favour. To make sure that only the worthy will gain access to Deadfire, each time you start up the game you will have to put in all the codes that Obsidian has scattered all over internet, wihtin a minute and in the correct order. You shall have only one try. If you fail the game permanently erases itself.
  3. I know of Critical Role, because I liked Matt Mercer in PoE. So in my case, it's an advertisement the other way around, if I like their work in Deadfire. Meh
  4. -I like expansions that enrich base experience. Even some of the best stand-alone expansions tend to be lackluster IMO, unless it is a silly little addon which would get old after a longer while like Blood Dragon for FC3 -new classes and subclasses don't excite me terribly - there is enough in the game already that I won't be ever able to try out. -WM style exp are always welcome. All for new quests, locations and stories. -would like to see those Sea Monsters added, and additions to ship system - weather stuff they mentioned to have designed on paper and other stuff. -new companions always welcome. I won't advocate for developing further sidekicks, until I play and see if I really want to interact in more detail with any of them. -Hoping for a better resolve - if concertation thing wasn't possible due to technical reasons, it might be something worth looking into after release. Resolve just doesn't seem like a fun stat right now. -more spells, more abilities, maybe some fancy code breaking spells (stop time? :-D)
  5. My intention wasn’t to criticise your complaint but rather redirect conversation into a more practical direction. I think we can agree that adding additional requirement for a modal wouldn’t mesh with the current system. It also has been stated that some modals were made up on basis of gameplay needs, rather than faithfulness to real life. On a more philosophical level, life is a badly designed game, and I would be careful with criticising game design based on its real life counterparts. A system faithfully representing a real life combat wouldnt be very entertaining. However, flavour naming can be misleading or annoying, therefore changing the irrelevant naming seems like the easiest solution, rather than redesigning the abstract combat system. Apologies on my part, but “in real life” arguments are my pet peeve whenever it’s games or movies or whatever else.
  6. Click on the “oooooo, shiny!” And than on the character portrait. Thanks. I had tried clicking on the character model on the battlefield and on the resource counter but not the portrait. Note I might use Empower more. I do try clicking on character model to this day. :-D
  7. ? How? Because damaging everyone around, and not only enemy you are aiming at is somewhat bad? I do feel it’s a bit less spectacular in Deadfire due to less crowded fights, enemies are fewer and tougher, which makes carnage a bit less effective as there is far less trash mob to dead with.
  8. As far as I know, in later version of PoE 1 it works for graze too. According to wiki that was indeed the case.
  9. Yeah, NWN is more of a toolbox than a game. I, personally, have little interest in user created content. While online actual RPG system seems like a neat idea, it’s not something I have any intend of trying. NWN2 was closer to game, which made me beat NWN campaign, in spite of not enjoying it one bit - IE games. As such NWN2 was for me, a great sequel after a disaster, though it comes more to what I want from the game, than quality of the game itself. That said, moving to 3D at the time was a mistake. It looked hideous, it still looks hedious. Even NWN2 still looks and plays worse than IE games.
  10. Click on the “oooooo, shiny!” And than on the character portrait.
  11. So, like 90% of people play it anyways. Excuse me, I started using empower on regular basis with beta 4. It’s too shiny to ignore.
  12. Just to be clear when I say "madhouse" I mean fans, not Obsidian. As it is, I feel its fine. Passives aren't too exciting, but I didn't feel like the game needed those. Addition of an extra talent for a single class, means that if something seems essencial to my build I can pick it without too much regret. Overall I enjoy system and combat a lot. If on May 8th performance will be stable, and current bugs with missing keywords will be fixed it should be just fine. At least I have seen much much worse. When listening to many dev stories some really big changes are often made up to the very release. Its not like passives were rushed - they have been worked on since beta1 feedback.
  13. Gameplaywise though, especially combat - I felt Divinity to be quite restrictive. It has a “feeling” of choice, because it’s a classless system. Instead of deciding if you are a ranger, or wizard, or priest type character you decide more as you go on. However, within one archetype I found the choices to be quite limited. Ambition of PoE1 was creating a class system and still provide a bit of flexibility of a classless system. That came with complaint of classes to being distinct enough. Deadfire made each class more restrictive and trusted in multiclassing to allow for hybrid builds. Complaints came that it is not possible to build hybrids when playing singleclass characters (mostly desiring weapon buffs of fighters). They made a lot of martial passives available to everyone and complaints are that they are not unique, or always desirable, or are underpowered, as if those passives are required to be picked when levelling up. Madhouse.
  14. That’s a horrible, horrible idea, unless you design a completely different RPG, were combat is one of many possible paths not one of the main things you will be doing. Every class should be useful in combat, but not every class should contribute to combat in the same way. You can have different classes excel at different things, all be useful in combat. The idea that high DPS is the best way to go and all classes are only valuable if they go high DPS is just inaccurate. Class which can move freely around a battlefield and disable enemies via interrupt, stun, crowdcontrol, lowering defences etc. is useful in a team setting. Classes which can buff, absorb damage, move enemies around is a useful class. If someone likes their team to put out as much damage as possible and power through this way - it’s fine. Problem is though, that in PvE game it’s difficult to talk about balance, as AI is easy to exploit. I doubt glass cannon builds would survive in PvP mode without heavy support. Just finished a run with ascendant/helwalker which can be very easily shut down. If enemy wouldnt take my paladin bait he would be dead within seconds.
  15. Ok, so there is one thing that really bothers me about siccoro - it has been bothering me since beta1 but here it’s more of an issue, as 3 of those at once aren’t tankable: It’s really difficult to spot it. It’s blends with environment way to well, and I have great difficulty seeing what range it has, where is it and how far is need to move to avoid it. Naturally I see when I get triple damage but once I leave a radious I would prefer not to run back, but I really can’t tell where it is most of the time.
  16. So apart for complete lack of real life practicality, what is the problem gameplay/balance wise? Renaming half-swording to something else seems like the best way of solving the conflict. Adding additional requirements for modal to work, or switching modals around doesnt seem like the best approach. The discussion here seems to revolve around mechanics representing real life use of weaponary, which doesn’t seem relevant or meaningful in anyway. There are many things which don’t make any sense (healing injuries by sleeping? Food needed to sleep? You can move your ship freely without consideration for wind paths? Guns get reloaded very quickly, no friendly fire etc. Etc.)
  17. It would make sense if one could stack concentration. I didn’t find a handy way of finding if your character has a concentration and how much. In addition, dual wielding full-attack abilities which do interrupt are very handy, as they will interrupt with each attack. I did a run with a default rogue, and gave her two pistols. One use of “Ring the Bell” would do decent damage + provide 2 interrupts, pretty much guaranteeing a spell cancel.
  18. Fallut structure is a bit different though, as combat is part of the game but not core part of the game. It is absolutely possible to create a smart, charismatic guy with a high speech ability and play the game that way. In PoE combat is integral part of the experience. Class that doesn't contribute in combat is no good. Beyond unlcking some unique dialogue lines, no it doesn't.
  19. But does it matter? Should development resources be spent to make sure the game is not beatable with a solo character? Ha! No, by any means. I would call it a symptom rather than rather than a cause. Would prefer to see more interaction between characters, a more strategy and more engaging gameplay. I think a side effect of a better design would be that solo runs would become impossible, not that solo runs should be impossible, if that makes sense. Character creation is all about choosing strenghts and weaknesses of your characters. Than you compose party to make up for those weakneses and bank on your strenghts. That's the theory at least. If one character can carry encounters all by himself that means that something is off - how valuable each attributes are, how enemies are composed, how they exploit your weaknesses. I don't think it has to be a big issue - imbalance doesn't ruin singleplayer game, especially if such imbalance has to be discovered via lenghty experimentation (or reading online guides).
  20. Good for you. With every year I find it harder and harder to find games I am interested in playing. Looking at 2018 right now and beside Deadfire there is nothing. Maybe Shadow of Tomb Raider due to nostalgia, but it will be a deep, deep discount for me as I didn’t love the reboots so far. Civilization6:R&F lost my attention quicker than I expected. AAA became such a barren field of boredom. That's why I mainly play $15-20.00 indies, have much more quality content and better writing than AAA games. If you are into the indie market, it's not too hard to find games to be interested in because there are so many gems. Well, if you have some recommendations I would appreciate a short Private Message:-)
  21. Good for you. With every year I find it harder and harder to find games I am interested in playing. Looking at 2018 right now and beside Deadfire there is nothing. Maybe Shadow of Tomb Raider due to nostalgia, but it will be a deep, deep discount for me as I didn’t love the reboots so far. Civilization6:R&F lost my attention quicker than I expected. AAA became such a barren field of boredom.
  22. None of the Pillars were balanced with solo play in mind. It was stated that what games are balanced around are classic and veteran full party comps. To me the fact that game is beatable with one character is indication of flaw in its design - there is too little synergy between characters. Compare it to something like recent Into the Breach which is based on simple core rules which gain complexity when interacting with each other. Games like Pillars have a lot of number, rolls, buffs, debuffs, but in the end the depth of gameplay just isn’t there. I feel like the concentration and interrupt mechanic is a step in right direction - simple system but one which has consequences. But than again, what I would like to see is a game which takes core concepts of games like PoE (party based, customisable characters, real-time combat etc) but goes back to real basics and rethinks them so they make sense in computer setting- how an attack works: does it need to be a roll for a hit? What effect an attack has? How does races’ size influence combat regarding positioning, attack range, control over combat area? The PnP system is an over complicated mess, with few interesting decisions to make and lots of number crunching to do. PoE did a fine job in reviving it, Deadfire does a fine job in improving upon it, but I am not sure how sustainable it is in a long run.
  23. I agree. Push was working fine in previous beta build, but here some really silly things are happening. Maybe push should have a range limit? My tank can get completely surrounded by enemies attacking from the front: the first enemy whom he engaged gets pushed all the way to another side and is free to rampage in the back line without a way to really stop it. Push is a neat feature but needs a bit more restriction.
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