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Everything posted by Wormerine
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I never got the "casual/formal" mix. Just pick one. Also hats indoors. What's up with that? And baseball hat of all things. What exactly is the sun you are protecting yourself coming from? From all the headwear in the world you pick the most dull one.
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My fav was: „And i am here with Katrina from.... ehm... <looks at the Booth?> Obsidian!” Smooth.
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Humor in Deadfire
Wormerine replied to a topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
ONLY if we get “silly walk” toggle. -
If only Obsidian would have an open world, highly open yet story driven cRPG under their belt we could look at... oh, fallout: New Vegas. How did they structure that game? A hook, big chase leading to central city leaving clues all over the place so you have to explore, while being distracted by quests on the way which contribute to worldbuildng and explain slowely introduce central conflict, multiple ways of getting to said city, multiplefactions you have to ally with. Seems like a lot of those elements are already in Deadfire: - a hook - Eothas trashing Caed Nua and doing something to your soul - nakataka acting as central hub of the game - multiple factions and side content tied to said factions - factions fighting to control over Deadfire. It’s difficult to say how much it will follow formula of NV but I expect something closer to that than “story quests” of sandbox open world games like Saints Row, which is, I think, what OP meant by more “direct approach” (did touch fallout4).
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Humor in Deadfire
Wormerine replied to a topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Yeah, no, there was nothing that extreme in PoE. I did miss those for a half of my first play through, as that is what I expected to get. I did accept pillars as it’s own thing by know and appreciate how it’s different from Games that inspired it. There is certainly space for lighter quests, and more playful characters, and so far it’s difficult to say how much the tone will shift in Deadfire (judging from beta it still seems to be spot on). I don’t think those extreme slapstick’s like Edwin’s quests would fit the grounded world of PoE. I would prefer to see more of Coen Brothers humor, rather than Monty Python’s. -
Shields are no good? Why did no one tell me that before!
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Humor in Deadfire
Wormerine replied to a topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Humor? Nah, but more tonal variance yes. White Match introduced more adventure and some more playful quests (investigation of Ondra Church, stealing booze and dealing with consequences.) -
I thought PoE did well, with “tutorial” zone being a legit dungeon. Brief, to the point, fun to explore. If the game has actual tutorial “now we will teach you how to play the game” I much prefer if it’s seperate from main game, or completely skippable implimented in legit opening zone (Deus Ex mankind divided)
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How tastes vary. I find this to be one of the best additions to Deadfire, though right now my optimism is based more around what was promised rather than what is in. The most clear advantage this kind of worldmap is the ability to explore and discover. While prerendered actual maps look better at this moment, they consume a lot of artists time, while not providing much in return. PoE and BG1 is filled with maps which are nothing more than empty fields filled with trash mob. It’s not great. Worldmap provides an exploration aspect of those maps (clearing up a map, meeting encounters, finding loot & unique encounters) at a much lower production cost, reserving time and money for actual areas to me rendered. Moreover, you can hide special encounters or areas which is always fun. Right now overworld map is lacking most of its mechanics and is not finished graphically - no random encounters, no ship management, no ship to ship combat&boarding. Once it is in, hopefully it will feel like part of your journey rather than getting from Point A to B. Overworks maps worked great in cRPGs in a past (Fallouts, Arcanum, Storm of Zehir) it should be a fine addition here as well.
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Should multi-classing be more limited?
Wormerine replied to KDubya's topic in Backer Beta Discussion
Absolutely not. Even if the balance will be way off, adding those weird constrains just goes against the multiclassing. They should work and it and make is as best as they can. While not great, even if it’s a bit broken it won’t hurt the game all that much - it ain’t multiplayer. If it won’t be good enough for release, they will still be able to do some work on it with expansions. -
Yeah, my friend likes to say that you need a degree in math to figure out how Pillars works. While i feel you get enough info to make some basic decisions the system is really difficult to figure out in-depth. % based modifications a probably the reason for those confusing ways of calculating results.
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In game there is no link between soul strength and might. I don’t know where this idea came from but it never made into the game. Might is clearly described as a measure of both physical and spiritual strength and in dialogues it was treated as strength. Deadfire already solved the problem of using might as strength check in dialogues by moving most of the checks to skills, with athletics replacing might in that instance. Not ideal, as it further separates different mechanics, but it does address this particular problem.
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Well but they are! Long sword, saber, rapier, estoc, katana, morningstar are all weapon which were used historically, however due to being more used in popular culture people are more familiar with them. I know that I had to expend my knowledge of white weaponary when I started to play RPGs. I have little interest in firearms but I imagine that firearms used in 17th century existed before “guns” were created. I imagine that if we would continue to use swords to this day new terms and types of swords would be created. As it is now new guns were developed, while white weaponary remained mostly the same (beside combat knives etc. Used as a tool or support weapon, rather than main one).
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Can't pledge.
Wormerine replied to SleepySomnus's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
That’s really odd, it doesn’t happen to me. Try contacting: support@obsidian.net -
Can't pledge.
Wormerine replied to SleepySomnus's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
That’s odd. Just to be sure, we are talking about backer portal, right? https://eternity.obsidian.net/backer -
Wizards, Priests and Druids can cast 2 spells per spell level every combat. They pick one talent (spell) on lvl up. With recent update priests gain additionally one free spell when reaching new power level (every few levels) based on their subclass. Wizards carry Grimoires which can hold up to two additional spells per level. Grimoires can’t be edited, so they can contain spells you already know or ones you can’t use due to subclass restrictions. Overall less spells to choose from. Personal note: with various Grimoires wizards are quite flexible, though remembering what Grimoires have which spells is tricky and I usually tend to stick to one or two I actually use. Priests feel much better with extra spell per powerlevel. Druids probably suffer the most right now, especially with the split of resolve and strength hurting their melee or spells. I might be completely wrong as those above are my impressions after playthrough with each in my party, no actual data or numbers to back those up. They kinda tend to do the same thing over and over again, but I won’t lie, I was doing the same thing in PoE so it might be just me applying the same solution to every problem. Being able to cast Returning Storm every fight is a bit too good.
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The tread is named “SJW integration in Deadfire”, which considering Obs doesn’t have a history of pushing political agendas, was never a danger. It’s a thread about pink unicorns and if they will cross our flight path. They might, but there is no reason to suspect that they will. PS. Apologies in advance for attempted humor.
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They need to really decide on mechanics first though, right? Working on UI and presentation of mechanics/results for system which is in constant flux might not be the most effective use of time. At a same time it might be difficult to test and provide feedback on a system, which we might not use properly due to not understanding mechanics. PoE got better with patches, but it is still a system which give migraine if you try to wrap your head around it.
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While I like str/res in order to make it work some serious rebalancing and redesigning of classes is needed. A choice between weapon and ability effectiveness couldn’t have been interesting but right now it’s not supported by class design. I would like to see this design explored (more variety in how weapons are calculated, more skills and passives etc.) but I doubt there is enough time before release to really sunk the teeth in. I expect we will see another experiment with next beta release. I would be cautious with adding completely new mechanics - game is quite convoluted as it is already - but tying resolve to concentration might work.