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Wormerine

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Everything posted by Wormerine

  1. D:OS2 didn’t decide to do full VO from the outset though, and DA:O was quite a production. It’s not like full VO would kill Deadfire, but I am not convinced it would benefit it all that much either. Though I do enjoy a much more generously voiced White March.
  2. I remember it being reported that if you complete all Gods’ quest you survive the fall, even if you didn’t make a promise to any of them. Josh said a while ago, that it is impossible to survive the fall without making a deal with one of the Gods - I assume it is a bug. Never attempted it myself.
  3. After all game releases next week! ...oh wait. So. Bunch of codes. What did we learn? https://youtu.be/J6VjPM5CeWs
  4. System that procedurally generates levels to play and enemies to fight needs to be handcrafted. PoE would need to change completely tech for it to happen. Prerendered backgrounds don’t lend themselves too well to being randomised as they need to be designed, rendered, have walkable/line of sight and goodness knows what else done by hand.For my taste there is enough procedural generation to get my fill. Obs strenght lies in careful world design and storytelling, and it’s wise of them to focus on that. EDIT. Typos, Thanks autocorrect. I only partially agree. I think a list of random encounters that are handcrafted and plotted onto a terrain appropriate for character location would work quite well. You can run into a random encounter any time on the world map or they can populate previously cleared areas. Add new "random encounters" to the random encounter table when the world changes, too. (Kind of like the assassins that would hunt you down in PoE 1.) I would create a random encounter table that has increasing difficulty depending upon the roll and has modifiers that depend upon location (no need to modify for level scaling because that happens automatically, but you certainly could). Throw in an algorithm to slightly modify encounter makeup and don't make the random encounters too common and you can have some great variety. (Extra monsters are already procedurally generated on higher difficulties, so modifying monster count is easy.) Ah! But this is quite a different thing. I am not saying that procedural generation is evil and has no place in the game. However, I don’t think that higher difficulties use procedural generation to add enemies - my guess would be that they are placed there, they just don’t appear on lower difficulties. I am also against the ideas of spawning enemies in previously cleared areas, unless that is precisely the point of said area. I hope for the maps in Deadfire to have a bit more thought behind them, like in White March. Couple ways in which generation could reasticly be used are: ambushes as you travel on land, and generated faction ships which you can raid. However, this is not what my reply was addressing. The poster suggested a generated dungeon with generated mob in it, which I confidently believe is not supported by current engine, and is not an easy thing to do. A good procedural generation takes a lot of work.
  5. This thread is Deadfire’s take on lootboxes: you get excited every time you see a new post, sometimes it’s something really cool, but for most part it’s something you have no interest in.
  6. There is one fight which is potentially more challenging than those two - but I have a feeling that you will be fine.
  7. Very wise of you Fluffle. Thank you for the campaign and making Deadfire a bit richer. I will certainly keep my eyes open for BIB.
  8. A bit higher up I posted a link to a screenshot of ESRB rating from the newest trailer.
  9. System that procedurally generates levels to play and enemies to fight needs to be handcrafted. PoE would need to change completely tech for it to happen. Prerendered backgrounds don’t lend themselves too well to being randomised as they need to be designed, rendered, have walkable/line of sight and goodness knows what else done by hand. For my taste there is enough procedural generation to get my fill. Obs strenght lies in careful world design and storytelling, and it’s wise of them to focus on that. EDIT. Typos, Thanks autocorrect.
  10. Yeah, after so much praise coming from this forum I am picking all the magical weapons for my Wiz right now and they are a bit too good IMO. Jeez, these weapons hit hard.
  11. Why not just have marshmallows rain from the sky? It's fantasy after all. Who cares what tone or feel the devs are going for? PoE has been aiming for something more grounded from the start, despite the magical elements. Not sure why you're surprised now. Or why so many people think "it's fantasy" is an excuse to abandon all internal consistency or representation of basic logic and human nature. Sure, but as entertaining it was to read how historically it would be fairly easy to figure out who attacked who, I bet a bigger bigger obstacle is design. It's not like Josh himself opposed the idea on basis of realism. After all, Deadfire won't deal with set navigation charts, limited travel paths, people writing you ship down in every port you sail into etc. The system of "stealth" raiding could be quite entertaining but I doubt systems will support it.
  12. Making sex choice a slider, rather than a binary choice would be enough.
  13. Some of the morals are not very useful, at least against beta enemies. As far as I am aware no changes to modals were announced as of yet.
  14. To be honest there isn’t even a spells/feats list for people in beta. The one we have is outdated and incomplete.
  15. Good ending of Pillars? What good ending? As its not a game dealing in clear cut morality you will have to be more specific than that. I assume ship interaction will work the following way: there will be bunch of neutral ships, be it bounties or pirates, whom you will be able to hunt without consequences. Deadfire's faction system seems to be rather important as well, and while Josh said it is possible to complete the game without allying with a faction, it is hard to do. You are expected to become friendly for a faction. It is save to assume that the more you become friendly with one faction, the less friendly others will become, organically making traveling to certain locations more tricky, and allowing you to target those faction's ships. I am sure that sinking faction's ships will interact with "faction system" but I doubt it will influence your personal stats (honest, cruel, aggresive etc.) just like cleaning mobs in PoE1 doesn't change your dispositions.
  16. Here is a quick primer for rating systems around the world. Yeah I saw it. <3 SBH. Just couldn't quote from top of my head what would put PoE over the +17, while I have a better idea on how movies are rated.
  17. Took me a while to dig it up but here it is. Cover thou eyes mortals, to not get blinded by its glory! https://twitter.com/jesawyer/status/931312258466029568
  18. Depends what “hand-crafted” means in this case. Early in development there was a talk about random encounters as you travel and that some of them will being repeatable (lots of unique content but not infinite). Even those repeatable were to be “supervised” and not just spawned by algorithm - so a designer would design repeatable encounters with some possible variation in them. I am curious if those are still in the game. Poked Josh couple times about it, but no confirmation. It is possible that they moved towards limited, more unique content, though if I run out of ships to sink it might be a stragely empty archipelago. Judging from beta there will be plenty of fighting to be done. They are just better designed overall.
  19. I am not 100% sure how ones earn certain raitings in games. I imagine that just like movies, there is a list of certain “do”, “do not” and that it’s not always a reliable way of judging games content. Some dark themes of PoE alone probably would push it beyond 17+. First PoE had 17+ rating as well, so check how it was rating in whatever system you are using for a reference. I doubt those two would be much apart.
  20. https://jesawyer.tumblr.com/post/172274840621/are-you-saying-there-will-be-actual-nudity-in
  21. With early access being sold these days as a playable and enjoyable product (at best of times) the higher expectations are not surprising. But that is also why this beta could be accessed by supporting project via fig, and is not sold as a product. Looking from afair at beta of PoE1 it is pretty much what I expected so far.
  22. There is supposed to be a new beta for testing might and buffed resolve. When it comes out no one knows. As other people said: it’s beta not early access. It was part of fig campaign for those who want to contribute to development, it is not a product sold to be enjoyed. https://jesawyer.tumblr.com/post/171289309831/various-deadfire-changes
  23. With Supergiant it’s quite clear that music is part of the game (especially with transistor were its tied directly to protagonist). It is not only that game designers design the game and composer fills it with soundtrack, but there are systems build to interact with soundtrack, and I be that as game gets developed it goes together with thinking about how OST will work. Regarding battle music: it’s a direct reference to BG series who did the same thing. I got quite a nostalgia kick out of battle music and how it was implimented. Industry developed some neat tricks throughout the 20 years though, and I wouldn’t mind one bit if Deadfire would modernise it’s music a bit.
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