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Wormerine

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Everything posted by Wormerine

  1. We know naga are in the game. One of their variations, i suppose. https://eternity.obsidian.net/eternity/news/pillars-of-eternity-ii-deadfire-backer-update-23---creature-feature---all-about-naga
  2. I am just trying to guess what they are teasing. Outer Worlds announcment? It seems weird, if they could announce anything new Pillars related.
  3. Maybe my difference in opinion lies in that I used to cast cast no more than 1 per battle in PoE (unless it was a major battle), which at average makes my spellcasters more useful per battle. Did they buff spells with the last patch? I didn’t pay too much attention to spellcasting as I was focusing on other things, but AOE spells actually hit stuff. What I can agree on is that here could be more variety in casting length - I would like to see spells like fireball buffed, but weaker spells could benefit from being a quick cast. Oh yeah, and while I don’t mind mages that much, ciphers bothered me a bit, maybe due to my main character in PoE being a cipher. It is really difficult to convince myself to cast cipher spell, or even time it will with casting times.
  4. Always casting time complains. If casting times are shorter how will you interrupt/be interrupted by enemies? I still, find sometimes that those 6 second cast to be just enough to perform and interrupt unless I get very lucky with recovery timing. Consuming scrolls might be a a nice way of having more reliable casting tied to item consumption. I rarely use scrolls in RPGs...
  5. Pfff, I am not going to pay 10euro for a space dog.
  6. Lost my Civilization in dark Age in civ only to ragequit (not really) and find some good news instead! Yay.
  7. Aren't new enchantment system focused on upgrading unique enchantments rather than adding them? That's what was claimed. In recent beta, crafting and enchanting has been added, however only basic quality enchantments can be done, and upgrading for unique weapons seems to be broken. https://forums.obsidian.net/topic/95890-testing-crafting-not/
  8. I am assuming by lack of backer badge that you didnt back the game before release announcement and preorders. Backer Beta was part of crowdfunding campaign and available by backing only. Still, don’t worry. It really is a test play ground, just 2 or 3 hours of content to test core mechanics. Not much fun to be head yet. Soon we will get full game anyway .
  9. Ah! I thought it a brilliant, one of a kind movie. I am a fan of character driven, realtime, play-adapted films (Carnage, Rope) and 12AM is the best of them all. 12 men representing different casts of American society with its self interests and prejudices. Great performances by pretty much entire cast, great subtle direction. Great tension building, expanding viewers doubts regardng the case, constant power shifts between characters. Masterclass of film making.
  10. Yes, not being access main game menu during ship combat. Once they add quick "flee", "ram" or "surrender" options it should be an issue. Do you mean "report to" was unavaliable? I have noticed that moves you can do get grayed out in a way used conversation routes get grayed out but you can still use them. If it has "per round" limiation it should disappear from the list just like "full sail" does. Didn't use much "report to". Under enemy portrait you can see their class and level, which should give you a rough idea how hard they will be hand to hand combat. Some enemies will be easier to defeat on sea, some will be easier when boarding. Yeah, right now combat comes down to making 180 turns and shooting, or rushing enemies for boarding - not great.
  11. Just did a quick check. I can’t reliably check steam as it introduced polish currency but checking through “google search” it shows a price of $49.99, and so does standard edition through Obsidians website.
  12. Ah that's nice to hear about, so we might see more improvement then? Good to know that Josh plays FTL too! Many of key differences seem to be very conscious decisions - keeping it in PnP feel, making you s Captain giving orders rather than manually control the ship. I am not sure implementing FTL like game with full complexity would work that well, as ship2ship,combat is meant to complement main game rather than distract from it. Either way, hoping for some improvements with the next update in couple weeks time.
  13. Of course. My pernament tablet game. Josh mentioned in recent interview they had a look at FTL when designing the system.
  14. Counting slacker backer pledges the total funds gathered before features got locked in were: $4,705,524 All stretchgoals we’re reach apart sea monsters&fishing and 8th companions. Yes, crew management will be in the game.
  15. Josh mentioned somewhere they want to add "surrender" to shipcombat. Maybe that will have something to do with it? Or be tied to damage.
  16. I'm not expecting an animated miniature of our hero, more like a wood-textured static table-top figurine, either a generic one, or a texture applied to our character model so it's unique. I really like the idea of the world map as a map on a table, with wooden figurines of our ship and hero being moved across the map to show our progress. Dragon Age Inquisition had a really beautiful world map in that style. That was their first approach. I liked it. For various reasons throughout the development they decided to change it.
  17. It’s difficult to find convincingly disprove a false accusation. You can’t come up with a proof that game was dumbed down - we can’t do anything else beyond pointing out that the design is pretty much the same and folks who work on the game are not responsible for the port. No one ever claimed that Deadfire couldn’t be made without funding. They couldn’t make first PoE, true, but they were going to release Deadfire no matter how campaign would go, from what I understand. It wouldn’t be as robust title as it is shaping up to be, but probably would comeout. Most of the stretch goals were tied to production value (more VO, more translations, more companions, orchestral soundtrack) or were tied to features that could be cut from release, limiting scope and bringing it closer to first title. It is all guessing of course. Non of us knows how Obsidian budget looks like. While funding game by itself might seem like noble thing to do (afterall, why fans should pay for production of a game?) devs who did that felt that advertising power of crowdfunding and community is a significant one. For Banner Saga3 Stoic turned back to crowdfunding after self funded BS2. Review were positive, fan reaction was positive, but it didn’t get traction BS1 got. They believe it is due to lack of push and attention which crowdfunded game gets. Tyranny didn’t work for obsidian nearly as well as PoE1 did. Did that push them to try crowdfunding well once again? Were they planning it all along? I have no idea. However, I find developing sequel for a year and coming to crowdfunding with gameplay footage and clear idea of what the game will be like to be a fair deal. They are developing game I want to play and be as good as it can be, I am happy to chip in some money more ina form of donation than purchase. If Obsidian betrays my trust, or they game start disinteresting me I will not support their campaigns further. Do you see any promises from the campaign broken? Complaining about extra platform makes as much sense as getting angry that extra translation being in production. If porting game to consoles really breaks your heart so much, feel free to ask Obsidian for a refund. Not so long one of the fans disappointed with game progress received one, they might give you one as well. Problem solved. Those dirty consoles won’t get a port of a game funded by your cash.
  18. There is already topic on ship2ship combat. OP goal was to create thread regarding exploration and resource consumption. Let’s not merge these two together as it anly makes conversation move difficult, with need of repeating oneselves etc.
  19. Wouldn’t that be potentially worse? Right now the simplest solution is to improve a rather rough pop up notification. I could imagine it being much softer, until you reach a critical point (running out of supplies) at which point game alerts you to the problem. Consuming supplies on a daily rate, while notifying and accounting you on weekly or monthly basis could have catastrophic results. You would loose hundered or hundereds of supplies at once, potentially jumping from 100 moral to 0 moral in a matter of one morning. You would need to do calculation on how much food will be consumed. With daily accounting it’s easy to see how far you can travel and when you need to seek out a port. While daily supplies are consumed fairly rapidly in the world map, it’s where you travel long distances - majority of the game will be spend on land where time flows much slowly. Consuming supplies monthly just seem absurd. You could beat current beta content couple times over, and not once reach a supply consumption.
  20. I am confused. It is B.B. I hope B.B. is not the “near final build”. Did gameinformer get access to a different build? Did they all get access to a different build but are allowed to showcase BB only? Is near final build including cut skill trees, old UI, and half implimented features? Have journalistic previews lied to me this whole time???? (just kidding I know they do that).
  21. I get were you are coming from. I am just guessing, but I doubt simpler mechanics are reason why ME or Witcher3 sold better. It is not about simplifying mechanics - it’s about boosting presentation. No matter what you sell visuals are the best marketing tool. Even in music where visuals are pretty much meaningless and good cover album or an attractive artist has higher chances of success not matter how they sound. All those titles had great, expensive trailers. They sound and look great (well except Bethesda trash, but it’s trailer even made me dip into Skyrim). I havent seen someone who picked up PoE and said: it’s way to complicated. Most complains are: top down isn’t immersive, it’s not fully voiceacted, graphic look like 2003 etc. Now, boosting presentation does come with cutting complexity - full dialogue with recognisable cast will encourage less writing and reactivity. High quality model of main character and full voice acting him/her will limit character creation choices. Design becomes more about reusing the same animations and set pieces without player feeling constrained instead of giving player space to role play and designing game around responding to those choices. Deadfire seem to open up compared to POE1 with more choices and freedom of exploration so is that really the case? If PoE port made its money back and not much else... isn’t it worth porting it again? Even if gained just a bit of extra cash, from a narrow audience - that is still a gain right? Do they need to make (quoting Jim Sterling) not only some money but ALL OF THE MONEY? Couple sells last time, maybe more sales with Deadfire. If they don’t loose money by doing a port why not do it again? Nothing lost, potential future customers gained. If they hurry they could sell the DLC as well.
  22. There is no oil, gunpowder interaction though. For example if you cast slicken followed with fire spell it won’t ignite. HOWEVER, what if it’s oil barrel (do they have those or only gunpowder?) we spawn slicken instead of explosion when shot?
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