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Everything posted by Wormerine
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Sounds very much like "oh, you know, it's a comic book" or "it's a kid's movie" excuse. Yeah, I agree. That said I do think the dialogue was in general very good - the only issue I really had with it was a tendency at times to overexpose (see the end of the Skaen quest or the final meetings with Iovara and Thaos as examples), but I believe they are already aware of this and are looking into this matter for Deadfire. Yes... well we're talking about Divinity:-D
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Same. I'm enjoying it as well. Also, one of the great things about DoS2 full voice acting is it makes it easier to let's play. Sadly, PoE isn't a very popular let's play title because of the lack of voice acting and huge lore dumps make it frustrating to read for some people. Let's plays are one of those things that help with marketing. Sure, but usually games which are good for letsplays aer games that I don't enjoy playing. To be honest I am surprised that DoS is watchable.
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Returning Items
Wormerine replied to ghostwriter's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Seems like Watcher soul might be disappearing as well, so it's only fitting;-) -
From what I understand engagements will be rarer but more impactful. They are an ability inherit to fighter, and I believe some weapon type's specialisation will provide engagement as well.
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- Combat mechanics
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Walking Part 2
Wormerine replied to Osvir's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Cool. Have fun. -
Wtf would be the point of that? All in all your perception of what is "forward" and "modern" is entirely subjective. You just list things that you'd like to have and claim that they are an indicator of progression. Not necessarily this is a "progress". But it would nice to have an option not to be lvl 0 for once in a RPG direct sequel. Sure, that is why i prefer when sequels use different protagonist than 1st title (see KOTOR, NWN2, fallouts). From th what gameplay perspective there is little point to that. Asking new players to LVL up couple times before they even start the game is silly and even furthers trickiness of creating new character if you are new to the game. I do agree with you that there usually is this odd feeling of going backwards when you start a sequel.
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Well i really like her. Her voice, lines, character... Great, really. Her line then you meet the Kraken is probably my favorite in the entire game in term of epicness But then again i really hated Grieving Mother so i am probably not representative of the most players. Still weird to hear Pallegina was bad or boring. She probably in my top 3 favorites. When all said and done, she is not in my top 5ve, but she was the first character I got attatched to. Her dilemma was more relatable and immediate than most of the companions. I love her confrontation with Hylea. Certainly PoE had an issue with short term storytelling. Individual "setpieces" were rarely engaging. While it is something, which hopefully will be improved in Deadfire it seems more like a time constraint than anything else. Good story should always start with a clear end goal and the "big picture" of PoE was phenomenal. It just lacked polish to make the smaller encounters really shine.
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If Josh being bad at his job gave us Pillars I can only hope he gets worse the guy on the project who don't read fiction and actual prefers Tolkien's silmarillion to hobbit and lotr is the narrative lead? ... am surprised they ain't found the one guy in the building who thinks music other than polka is lame and made him music director. HA! Good Fun! Well... Silmarillion is a better work in some ways. It's not nearly as digestible as hobbit or lots, but it better represent what Tolkien was striving to do - creating fictional world with its history, culture, language, which would feel authentic. It was more of a linguistic exproment than a novel. Considering Josh's interest in linguistics he probably finds much more do dig into in Silmarillion, than in LotR.
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Partially wrong or right, whatever. Yes i ask for changes. More specifically modernization. Getting stale in the past just because a "path" must be followed. Path that was set due to old technical limitations ain t good. Things must be sorted out, what is tecnhical militation and what is core. Main tale with good story telling with possible moral choices that cast doubts and if possible interwined side quest with the main is core. Having an interesting way to create characters, which sometimes is the part i most like in games, is also core. - Now having ever the same non related sidequests was a limitation, and breaking this with a pool of side quests could show you even more diverses facts and atitude present in the world. - Would also allow to give a tool so comunity can share fan made missions, this is also quite mainstrean and was present in Neverwinternight, nothing new here. - Having slides instead of a "roling world" (or part of it) was a limitation, that is no more, it so true, they are adjusting. - Not start as a zero on the left, to rise as a god, is a mental limitation in RPG mindset that few have ever tried to break. (i would like to see a point system were you can buy level or skills habilities fame or LVLs, would be a trade off , let s say you could start up to LVL 5 instead of level 0, but doing, so you would lessen other kinds of benefits. Game would adjust some crucial places in accordance. Non relevant missions would stay the same. - If your party is being wipped (this may have been fixed) you can abandon it and flee with the survivors, instead of a live all die all approach. Or it could be an option. - Its not because a dungeon switches place and aquire a diferent X,Y on a 2D map that the games is fundamentally changed. But keeping surprises high and repetitive stuff at minimal keeping the core of it intact is a move that i spell as improvement. If evolution wasn t part of it we would still be playing 2d games like Curse of the azure bonds, or Pool of radiance, which by the way were excelents, and i REALLY miss. Would be an instant buyer. FPS would still be 2d strategic games would still be merely symbols. Do not confound real advance with those who use modernization as an excuse to lower the quality bar. And there s alot, since by modernization they usually mean better FX at the expanse of interesting gameplay. I love the kind of game PoE is, i just think it could shake some dusty features off not essencially going to the makeup artist. Now if someone could muster the courage and leave the D&D and give a go to Rolemaster kind of combat and world... Shadow World would be a blast. Dirty, gritty, dusty evil, gods, avatars, sernants, walking as mere creatures/kith, but yet some hope.. Tyrrany is a good step toward this kind of setting but a bit still too festy in design, it lacks dirt, grits and exposed guts. But this require a hugue step. Giving community modding tools is not a modernisation but a creative decision. "What is our experience designed to be?" To create a modable engine you have to create an engine for that very purpose. In case of PoE that would mean completely changing how the game plays and looks - instead of handcrafted prerendered backgrounds you create 3D assets which can be easily used and reused. Games become modular. NWN is a good example. To some it was step forward, but to me it was a disaster. Campaign was dull and unengaging, gameplay a step backward from IE. But it allowed for multiplayer and custom campaign. I don't care much for user created background. Obsidian has many talented writiers, artists and designers on their team and I am more interested in their work than a fan fiction of some random bloke. POE is a bit vintage but that is what it is supposed to be. It's a successor to EI games. It values handcrafted locations, class based combat, well written prose. And they modernise it where they see the need.
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I think what OP asks for is a different game with and different mentality, goal and design philosophy. I am afraid that procedural "Rogue-like" elements won't mesh welll with handcrafted nature of PoE. Prerendered locations don't allow for much variation, character design tends to be tied to who they are. The encounteres you have are a way of storytelling as well. Ideally, the depth of player interactions with the world will be more fleshed out in Deadfire, and you can get desired replayibility from the way you interact with the world. I would rather have more possibilities of role playing, rather than game throwing new, shallow scenarios on multiple play through.
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I would be. I think a question regarding that was asked on one of the stream and the answer was no - it would take a lot of work to rework existing material and sidekick to reach companion level - better to spent resources on a new companion with new content. As far as monster and finishing - it looks like a feature that could be added on a later date, for example with an expansion. I don't recall seeing that question asked, but I'm not sure how much reworking would be needed, so much as expanding on the base that is provided by the vanilla game. I'm not saying that it *will* happen, mind, just that it seems perfectly plausible. I spent some time looking for it with no result so I might have been under an influence of Zahua's mushrooms.
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I would be. I think a question regarding that was asked on one of the stream and the answer was no - it would take a lot of work to rework existing material and sidekick to reach companion level - better to spent resources on a new companion with new content. As far as monster and finishing - it looks like a feature that could be added on a later date, for example with an expansion.
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Do we know how well DOS did? I think that Feargus said in an interview that PoE sold around a Million copies which seems solid. They do support multiple projects right now, so it seems the success of PoE was used to revive the company rather than pour all of it into a single project. And even though Deadfire is a game I am looking most forward to, I am also looking forward to see what the secret project is.
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I personally didn't have issue with PoE voicework beyond mixing unvoiced narration and voiced lines in a same window. Double VO is very welcome. I am not a bit fan of full voiced RPG - I would rather see a more reactive game. As much as I enjoyed Mass Effect or KOTOR games, it is not what I want from PoE and it is not necessarly an improvement, just trading one thing for another. It has been a while but I am pretty sure Baldur's Gate was very sparse with voiceacting as well. I also would be careful with comparing PoE to BG2 (though in Deadfire case it might be more appropriate) as BG2 was already builing on a sequel and a couple of spin offs.
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Walking Part 2
Wormerine replied to Osvir's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Well, no, it shows how character can be characterized via dedicated animation. If they used same walking animation for every character it would be just generic. And if it was a runner and they would put the same about of money into animating each individual character's run I am pretty sure they could achieve a similar effect. I am pretty sure the original request was to include an option to walk, not to create unique walking animation for each character. -
How the hell did you do that archivement. I barely got throught game with Trial of Iron and Path of the Damned. If it were without companions Id propably die fairly early. lol I feel ya. But here is an example: https://m.youtube.com/watch?v=KtAFiEuSiMk
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Walking Part 2
Wormerine replied to Osvir's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
I believe the same thing happens in Shadowrun Returns/Dragonfall/etc. That's a pretty good way to do it I reckon. Oh yes they did. It annoyed me a lot. I would much prefer walk/run toggle. -
It was a complete con job and a scam. They raised on kickstarter and took millions of dollars of peoples money on the basis of the game being similar to torment, baldurs gate and pillars. It is nothing like the above games mentioned. It is one of the worst games I have ever played. 0/10 for me Well, not sure about scam. You should go into crowd funding understanding the nature of investment and loss. However, I remember when they revealed full vertical slices and then did their whole pre-release media push, that people were really excited about it and thought it looked better than Pillars. I had the opposite reaction, hardly anything about it enticed me. I wasn't feeling the art, the 3D assets in the scene didn't mesh with the world. The whole class system was super simple, the combat looked bad. Now I can't fully judge a game I haven't played, but I have a very good compass for my own tastes when it comes to judging a games systems and style by it's demo showings. Torment:ToN just looks like an utter disaster out the gate. I could go on, but I'll spare it the torment. Hopefully they have better luck with Wasteland 3. I think it is quite an ambitious game but every aspect of it feels weak. Firkraag strongly overreacts (unless he was super lucky with the game he played) as it is not a terrible title. It is just not very good either. It is very clear that they tried to recreate Planescape and it shows. Sadly, a game where story and characters were the biggest strength are impossible to recreate in a way games based on mechanics can. Numenera feels very artificial, with story beats and moments which remind you of a good old time but never really matches it. Visually it is clunky but it woundt be an issue if game itself was more engaging (wasteland2 was hideous but still had relatively good time with it - though I think PoE and D:OS have raised a bar a bit higher since then). The biggest criticism I can give Numenera is that I really don't feel like replaying it. It was fine while it lasted, but nothing gameplay/story wise worth revisiting.