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Everything posted by Wormerine
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Ship releated bug and vague mechanics.
Wormerine replied to Wormerine's question in Backer Beta Bugs and Support
Ha. Good stuff. The first one (companions not resting on the ship) is not a bug - they don’t consume food while traveling, and you give them food when manually resting. Companions injury system is different than crew members injuries. Being able to rest while on a go might be a worthy addition, but I wonder how it could be implimented - maybe an upgradable “rest in cabin” option, like in PoE1 stronghold. Feeding them food with crew seems like a bad idea, as that would mean replacing resting bonuses outside our influence. Unless, we could assign seperate food/resting place for our companions while on the ship, but it seems like more hassle than it is worth it. After one full playthrough I might be wrong, but I don’t think moral goes down passively. It is tied to food quality, so if you feed them with water (0 moral) and hardtracks (-1 to moral) you end up loosing -<amount of crew members> per day. You can loose moral by getting your butt kicked in combat, gain moral by winning and even further by splitting cash with your crew. You can also raise moral by giving better quality food&drink to your mates - a nice supply of rum will boost your moral significantly. -
Horrible Performance-Backer Beta Update 2 Patch-6700k,1080SLI
Wormerine replied to blitzbaud's question in Backer Beta Bugs and Support
Ha! Good. Deadfire will need some serious optimisation before release, but that extreme performance did seem rather odd. I am running much weaker machine and it’s semi serviceable. -
Suggestion: identify damage type in weapon proficiency screen
Wormerine replied to anfoglia's topic in Backer Beta Discussion
Yes, please. Proficency screen assumes you know all weapons by heart, which is a problem as it is one of the first things new players will have to decide upon. -
I didnt notice anything odd with it. Keep in mind that hardtracks give -1 morale. I didn't double check it, but I think that means -11 morale per day, if you feed everyone with hardtracks. I don't think there is "nothing is happening" penalty as there was in Pirates!. Yes, you need to move food from your stash to ship - that way you can prevent sailors to eat food you keep for your own. EDIT: I think it might be more useful if they also show for how many more days you can travel, aside food/water stats.
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Interesting but I think you might be blowing it out of the proportions a bit, though it is difficult to say as its all matter of balance. I used console commands to get plenty of cash so I didn't run into this issue. Now let's see: basic items: 50x cannonballs cost: 475 50x repair tools cost: 475 50x medical supplies cost: 475 food: 50x water cost: 570 50x Hardtrack cost (-1 to morale): 238 50x Rice: 665 Lets say you buy a solid supply of 100 rice&water which will cost 2470. If Deadfire economy will be anything like PoE it is not much and it should be enough to finish entire beta with. An experience cook can make saving food easier (once I leveled him up they consume 25% less). Keep in mind you get access to a fully equipped ship. I imagine you will start with a skeletal crew. I personally like the constant drain of resources - it makes traveling feel like a real expedition, and I like getting messages that life on my ship goes on while I am adventuring. Making it happen weekly or (lol) monthly wouldn't cut it, unless they would consume much more food - it would completely nullify effect this system has and I think that the very point of it is to not allow you to sail from one corner of the world to another without stopping in a port. I think it would be cool if you could assign tasks to companions who are left behind on the ship - gather food, water, look for resources - but I don't think it's necessary. I wonder if there there should be some ways to make some money if needed- raiding ships, bounties etc. Overall, I am not worried about it at all. In PoE you hoarded a lot of gold, which you had little use for. If there is a balance issue, it can be easily solved by adjusting cost of basic food. In beta you start with very little money, and a fully manned ship, so it might be the reason why it might seem like a harsh system.
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Keys and keys
Wormerine replied to Melusina's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
You have a choice of generating steam or gog key. You should be able to grab yours already via backer portal/My Products. -
Do half sail - you will be able to move 2x 60m per turn. I don't think there is a difference between fullsail and hafl sail right now, making fs simply worse. I remember there is a popup which said my deckcrew isn't experienced enough to manage fullsail. They leveled up after defeating 3rd ship, so I can't test if it would work now.
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Yes but in this case you lose a "possibility" with fighter. it's a lack of equity between classes. Same thing for Half-sword and Tenacious (Berserker and others). Obsidian does not seem to want to fix it. It's a choice, but during that time, the devoted him can stack. (Half sword penetration bonus + Devoted penetration bonus) Rules of stacking must be simple. This stacking rule punishes associations. Association which is THE new thing of the pillars 2, namely multiclassing. Ya, Pillars have clarity and elegance problem.
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Maybe they should have greyed out redundant passives on lvling?
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And you get a copy for your fig purchase. DLC Addon is a seperate order, and key for that will probably be genereted closely to release. I just redeemed my code on gog, and got a copy of Deadfire, which is seperate to other versions - in my case it's fig digital premium. That copy doesn't include DLC, but seperate addon will provide it in due time. Multiple versions of the same game are always so confusing 8-I
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Overland MAP - Can we have a day\night cycle there?
Wormerine replied to Mazisky's topic in Backer Beta Discussion
I really, really like how your crew members consume food, and how quality of food increases/decreases morale. A nice interplay between party adventuring and sea travels. And that when you crew repairs the ship one point per hour, and you travel on land it is still happening and you get a pop up about loosing tools - those constantly working background systems immediately make game feel more alive and sparkle imagination. -
Ship releated bug and vague mechanics.
Wormerine replied to Wormerine's question in Backer Beta Bugs and Support
I played around with the "docked" view of Tikawara trying to see if I missed ship equipment shop somewhere. I am sure you are aware of those, but just in case I found broken crew hiring screen: and this beauty: -
I think they want you to use movement to move in and out preferable (for you) cannon range, and use movement defence bonus to minimize enemy attack movement. Sadly, nothing happens if you starve your crew. I tried. I was playing with "docking" view. Found unfinished "crew" recruitment panel, and this beauty. Enjoy:
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Ship releated bug and vague mechanics.
Wormerine replied to Wormerine's question in Backer Beta Bugs and Support
During boarding about half of enemy crewmembers seemed neutral but still attacked me and did damage. My crewmembers ignored them. I had to manually force-attack "neutral" hostiles. -
-You can go fullsail once, or half sail twice. Fullsail is supposed to be higher speed and better evasion, however, they seem to do have pretty much the same effect, making halfsail straight up better. It says something about your deckhands not being experience enough, so it is possible that you can't go "fullsail" in beta (I had to defeat all three ship to lvl up my crewmembers). -move results vary, so that may very much be the case, but no UI element suggests that. -people can jump between decks. I ordered someone to go on the other ship and they jumped over without special command.
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Yeah, but unique items are supposed to have unique upgrades, right? Those unique upgrades do show up in enchanting screen, they just don’t function. Whenever it is by design or not... well, just reporting )
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Who is Mirke?
Wormerine replied to Infinitron's topic in Pillars of Eternity II: Deadfire Stories (Spoiler Warning!)
Maybe we can convince Serafen to shave during the campaign? -
Materials are tricky to come by, but basic crafting seems to work just as it did in PoE1. I was looking forward to seeing what new unique items upgrades are all about, however: On top of that, I wasn't able to add "fine" quality to any of the base weapons - only ugrade a "fine" weapon to an "exeptional".
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Ship releated bug and vague mechanics.
Wormerine replied to Wormerine's question in Backer Beta Bugs and Support
While I am at it - could we get a more detailed look at each of crewmembers stats? Reading their CV from small pop-up tooltips is a bit uncomfortable. -
I found some dodgy things with ship to ship combat. I am sure some of them are bugs, but some of them I just want to ask about: 1) Half sail and full sail movement is the same According to a tooltip, half sale should provide half of the speed and smaller defensive bonus - however, they are pretty much the same. While in this example halfsail is indeed a bit weaker, it is not always a case. I often moved 50m on fullsail, while moving 60 on halfsail. I am not sure how movement is calculated, but the tooltips make no sense whatsoever. Anyway, in current build fullsail is simply useless. 2) parallel movement not... well... moving This is more of a question, than persay bug report. If we face enemy ship with our port/starboard side and move - shouldn't we "sail around" an enemy ship and change his position in regards to us? We can move toward&away from enemy, but there doesn't seem to be a way to move around an enemy. Right now if enemy is about to shoot us, there is no way to move out of his way. As ship2ship cmbt. seems to revolve around moving in and out of range of our enemy, wouldn't it make sense to be able to move out of line of fire? Shouldn't, at the least, full sail allow us to do it? 3) does showing enemy our stern/bow do anything? It seems that unless we are commited to boarding an enemy ship or running away, there is no benefit to showing enemy ship our thinner, more difficult to hit side. Shouldn't ship be harder to hit from bow/stern sides? As we are able to move 180 degrees in one move, there seem to be little benefit to using front/back of the ship in combat. 4) destroyed sails disable full sail only Which is probably intentional, but as full sail is useless anyway, it doesn't do much. 5) immortal crewmen While not tested it personally, it was reported that that crewman injured in ship2ship combat fight just fine during boarding. Shouldn't they be disabled - possibly allowing us to thinout more populated ships before boarding? Also, after boarding report said some of my crewmembers were killed. However, back in the world map's ship management they are still fine and completely uninjured.
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Finished beta, defeated all three ships. There is a new scripted interaction in south-west corner of a map. Strongly recommend checking it out! Some really promising stuff in there. Here are my impression: It's not actually all that bad, and might be fun. While there are no different ammo types, there are different cannon. Most of the ships in BB are equipped round cannons, but one of them had chain shot - doing more damage to sails than hull. I imagine there will be anti-crew cannons as well. With enough cannon types, with varied damage, range and reload, it might be fairly fun minigame. However, an automated "flee" and "board" commands would be welcome. There are some aspects I am not sure about - movement seems buggy. There is half sail, which you can use twice per turn and full sale, which you can use once. Full sale is supposed to provide full combat speed and high defencive bonus, while half sale provide half of speed and small bonus. The gameplay seems to revolve around moving around cannon range, and tyring to outmonouver enemy (preferebly using forward movement before he shoots). I feel like moving full sail parallel to an enemy ship should allow you to move around him. I like ships item consumption. Might provide enough drain on resources.
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Nothing wrong with skip button - a way to fast forward fight (with semi randomized results based on powerdifferent between you & enemy), a way to automate fleeing (rough estimation of your & enemy speed, how many shot he wil take at you before you escape etc.) and automated boarding (with estimated how many shots enemy will take at you before you reach them based on your speed) would all be good. Finished Poka dungeon and will try the ship combat some more - my first impression is that there isn't much decisionmaking in it. I am disappointed by Insidious report that wounded by cannonballs crewmembers fight during boarding anyway. At first glance I though they really managed to put in a real ship to ship combat system into the game - with ability to outmaneuver enemy, defeat him in combat, board him or weaken him (lets say take down some of his crew) before boarding, or target sails, and force him to surrender. If it will stay like this, it looks like they dumped a lot of effort into a very weak system... which would be a shame. Unless there is some hidden depth in crew management and combat I haven't figure out yet. So far I haven't seen "ship upgrade" sheet anywhere. During campaign they mentioned they wanted ships to act like stronghold - with different rooms to fill it with. They might have abandoned the system in favour of fitting the ship with "items".
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During first encounter of adra animat I defeated enemy group but combat didn't end. As it turns out one of the animats didn't activate. He remained inactive, even after I attacked him.
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Let me explain what is happening here: I engaged spiders blocking the way with my fighter and animal companion, and DPS from distance with everyone else. My mage casted "slicken" proning spiden at the front. He got pushed aside but another spider, who wanted to attack my fighter. Suddenly, 1st enemy spider (proned) seems out of range and everyone is rushig forward trying to reach him. He can be reached by AOE attacks and projectile attacks (like rolling flame) but not targeted by weapons. EDIT: As battle progressed, enemy was still stucked but he became targetable.
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