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Everything posted by Wormerine
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When you complete the game there is "gamecomplete" save in your save directory (%USERPROFILE%\Saved Games\Pillars of Eternity). I can see only two "save complete" saves, even though I "replayed" the ending with my first character due to missing on Zahua's sidequest. So it is possible, that it creates only one "gamecomplete" save per character, and overwrites it when completed again. I don't know, if its possible to "read" the save file. Deadfire might list core choices when importing, but it might not. Pfffff, a chosen one who decides fate of thousands of souls and can't even remember what he did. :-D
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1) per rest is gone, which means you can spam spells in every fight, however, you are limited to casting 2 spells per spell level. 2) to compensate, now spells take time to cast. For example, in current build it takes 6 seconds to cast fireball. 3) in addition to that you can only learn spells when you level up. Wizards get grimoires which can expand their repertoire up to extra 2 spells per level but you can’t edit grimoires, so it’s very likely that one grimoire will contain spells which you already know or can’t cast due to subclass restrictions limiting its usefulness. Druids&Priest gain free extra spell every power level based on their subclass. (Personal note: small selection of spells makes singleclass spellcasters feel very restricted. It is confirmed that singleclass characters will get an addition talents [spells] to pick, when reaching new power level, however, there will be passives to consider as well) 4) new armour/penetration system applies to spells as well, so it’s possible to spend couple seconds casting spell, only to see multiple NO PEN messages and do a fraction of base damage, though it is not nearly as bad, as it was in beta1. 5) in current beta build (though it is likely to be changed for 1.0 release, if Josh’s Tumblr posts are to be trusted) strength governs weapon damage, while healing&magic damage has been moved to resolve. That makes spellcasters less flexible in combat and encourages either a specialised weapon build, or constant casting.
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**** PR. If the character is gay/lesbian/hetero, than he/she is gay/lesbian/hetero. If there is no character in the game, where that would fit, than be it. I don't want to play a game that was written for PR purposes or to satisfy the wishes of angry kids. Still as Josh stated they weren’t making a check list for sexual orientations, or aiming to have certain amount of romance options from the get go, I will give Obs benefit of the doubt and assume all romances in the game are natural, not forced and fit the character foremost, until proved otherwise after April 3rd.
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Later than most modern RPGs? Yes. Later than the games POE models itself after? Not at all.What? In bg2, imoen aside you can get the vast majority of the companion as soon as you step in atkathla... That's.. 30 minutes?In BG2 you can get all major companions in Act1. No one said that's not the case with Deadfire. It will take a while before you meet ALL companions in BG2. EDIT: Act2. Act1 is super short.
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I liked that low chance, and it referred to very unique effects (like spawning wilder). I thought the very idea was to have them do something very cool every once in a while. Like sword in BG2 which had 5% to kill enemy etc. I am not sure if they will take the same approach. There is a soulbound dagger with a cool unique ability (kills with it to regain resources 1ce per rest). I would be happy to see both more consistent soulbound and those with very cool but rare effect.
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That's... harder than I thought it would be. A lot of quest, which really stuck with be and delighted me are those, which pop up in unexpected places. I like when Devs foresee what a player will do and prepare reaction for it, or just go to places other games didn't go yet. Witcher series were always great in doing more casual quests - Geralt's hungover must be one of my favourites from Witcher2. Not a deep quest, but one which comes unexpected, brings some potentially pernament consequences (stupid tatoo), and is really funny/human. Now, when thinking about witcher - more common events. Wedding from Heart of Stone was great.
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Yeah, but there are exceptions)Also some games implement: "Auto Resolution"/"Manual Resolution" approach. So if the player doesn't feel like he wants to undergo the minigame this time he can let the game resolve it for him. Could be useful also when attacking a far weaker ship. Yeah, I was defending: Not opposing an idea of automated boarding/fleeing but I would still argue that, if engagements you partake in get to the point that you want to automate/skip it, its a weakness of a game. In ideal situation it would be resolved, rather than automated.
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Why narrow minded? Either something has a place in systems/story/world or it doesn't. Its like autoresolve for battle in Total War games. They are there because... well, beyond spectacle, they are not great. For me the idea of "play like you want to play" was always odd. I am not a game designer. It is not up to me to craft the best experience. Just to be clear I was defending a statement made previously made on this thread, not say that Deadfire shouldn't have skippable ship content. I would be all for creating a seperate difficult slider for the ship stuff. The more customizable experience, the better. But I never see it as a good sign when a mechanic has a "skip" button. Why was it put there? When a designer sees a need to put "skip" button that's always a warning sign to me.
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How is not allowing players to choose their preference non-optimal? Some will like the mini-game, some will like it but not want to do it every time, and others may only like to engage in ship to ship combat. Why not let folks make that decision themselves? There are really few exceptions where it works. If the feature is made skippable it’s because it is not a good feature. If it’s not good it should be improved or removed. However, there were talks about automating fleeing/boarding, which is not present at the moment, and is not a bad addition by any means. The demo discussed is clearly put together from different gameplay bits. Transition between engagement and boarding is simply due to a cut. I am 100% sure there is an edit there.
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Importing a save transfers choice, not character. Upon starting Deadfire you will have to create a character anyway, just as you would when starting new game. Deadfire takes place years after first game. Whom you traveled with won’t matter, just their endings will. The only returning companions are: Eder, Pallegina and Aloth. Characters who died in your PoE1 playthrough, wont be resurrected for the sequel.
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Family-friendly? Dude, it’s Pillars where babies get born without souls, rulers hang their parents for it and you can sacrifice your companion to a bloodpool. There is nothing family friendly about Pillars.
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No! What will happen now to Deadfire! BIRBS! At least we have a puppet Katrina...
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I don’t think a crafting system to be evil. Cromwell forge was cool as hell, but I would really categorise it as crafting. There are couple really cool items which you need to collect before ensambling. I think it was well recreated with some soulbound weapons. My problem with crafting in PoE1 is that it’s not interesting. Little choice to make. Weapons found, were for the most part weapons you could make. If upgrades could change the nature of the weapon it would be something else - maybe a bit like spellcrafting in Tyranny. I hope Obsidian still does the unique weapons with unique upgrade paths that they have talked about for Deadfire.
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Request: Bahavior Editor ease of use
Wormerine replied to mrmonocle's topic in Backer Beta Discussion
I must say lack of categorization and endless scrolling did put me off testing this feature. -
I am playing through BGs right now. Currently going through BG2. I must say, PoE systems are wonderful. I am really annoyed by armor restrictions and such. Building character in BG is not very interesting. I miss PoE writing. There are some good stuff (mostly Irenicus) but saturday morning cartoon morals don't work for me as well as they did 15 years ago. And yeah, companions are really one-note. But fun. BUT Stuff that could be adapted. I agree about ammo for ranged weapons and I agree even further with MountainTIger. While managing common ammo is a minor needless hustle, giving player unique arrows, bolts and such would be welcome. I really like how unique items are. What BG2 does it so well. Yes, you get drowned in magical items, but I want to keep many of them for different occasions. Weapons dispelling magic on hit, or doing extra damage to giants, having a chance to one kill fire elementals etc. Its fun, while probably not terribly deep as far as gameplay and balance is concerned. I was never a fan of crafting though I am curious if Obs promise will pay off. They were talking about unique enchantments for various weapons. We shall see. PoE1 was really dull in that regard. As far as inventory management goes - I can go either way. I don't think it adds anything to the game (both in terms of frustration or gameplay) nor do I miss it in PoE. The only difference is that I get a closer look at what I pick up in BG, while I missed some better items in PoE1 due to autolooting to stash. DOORS! You have no idea how it bothered my on my first PoE playthrough. I think it would be nice if doors were a 3d object and had opening animation before fading to black, Makes it feel more like an interactive world, rather than an obvious static image with a transfer point between maps.
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That reminds me. What happened to ship upgrades with unique rooms and such? I assume they were scrapped in favour of those ship “items”. Most important of all - will we still have a room for all our pets? I believe the ship upgrades were actually moving to bigger larger ships. Josh listed the type of ships we can own somewhere. I've seen it not that long ago, but I don't remember where it was. Galleon was on it though. True. Buying rooms for a ship we will dump might not have been a great system.