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Slow time feature
Wormerine replied to Archaven's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
While unltra slowmo might look cooler I can only think of possible disadvantages. I didn't play early builds but if the amount of speed options was removed I imagine it was for readability sake. If the decided that not all speeds are useful, they removed unwanted ones. So you have a pause, if you really want to stop and analyse situation, slow mo for combat if you wan to have more time to react, regular for easier fight/casual exploring and fast forward for quickly gettting from one place to another. If I remember well from streams this system will be streamlines even further. As fast forward isn't useful during the combat, and slowmo during exploration in Deadfire you will have a simple on/off switch - changing between normal and slow/fast depending if its combat or exploration. I remember them mentioning it, but the UI shown on the E3 demo still has old fashioned slow&fast toggles so maybe they came back around. -
Could happen only if its a plot point, systemically...nope. Ship is essential for navigation, even getting it seriously damaged/hindering its speed too much may not be an option. Also I expect the crew will be too hard to get killed in dangerous situations since they won't be generic NPCs. I'm hoping for occasional sea creature sightings around the ship while cruising; whales, dolphins, sharks etc. Wonder how big is the visible ocean around the ship... Aye, but the possibility of getting shipwrecked makes adventuring at sea much more dramatic. Otherwise you're just tourists. Besides, it's an opportunity to strip the party of their gear and have them start over. What you seem to crave for is a proper sea adventure... and I don't blame you. I still hope do get Sid Meier's Pirates!! one of these days. However, as the world navigation system was compared by Devs to fallout world maps, I wouldn't expect too much. Yes, it would be cool to have proper ship fights, wrecking and buying new ships, trading, loosing and recruiting crew but those ideas fundamentally conflict with established gameplay of PoE. I am curious what "crew management" will do, but I expect it will fit with what you do on shoremore, than actual sailing.
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Scratch that. We had that back in Dragon Age and I did not enjoy it. PoE was really good in avoiding all that crap, for the most part. The characters aren't models to be gawked at and the game is not a dating sim. Just no. Also that about "mostly male base"? That's a self-fulfilling prophecy if I ever saw one. Yes, please don't Mass Effect3 Eora.
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The combat is okay. I agree it's unique but I made sure to make a point in my review that it isn't rewarding or satisfying like Bastion's combat. It's more on the lenient side of things, closer to Transistor in that regard. The thing that grabbed me was the character development and the choice and consequences. This ultimately should surprise all fans of Supergiant. As a long time fan of theirs who's been with them thrighout their journey since the beginning, I think Pyre is a worthy addition and their best work as far as story goes but as experimental as their games are, I don't believe they've found their sweetspot just yet. Things could be a bit better. So far I find Pyre's gameplay the most engaging, when compared to previous Supergiant works. It might change as I am just couple hours in, but there is decisionmaking there, which hasn't been present in their previous titles. Bastion had certainly the best flow. The gameplay was mindless fun, but it was so well intertwined with narrative that it didn't matter (I am usually not a fun of hack&slash - Diablo and Torchlight bores me quite a bit). I felt the whole stop time mechanic and need to switch your skills around really hurt the pacing of Transistor. Pyre is quite enjoyable so far, though it feels more like an interactive book than a game outside of the Rites. Also finally got around to playing ineXile's Bard's Tale. Quite fun actually. Reminds me of Bastion a lot.
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i'm with you on this. it's weird i can either wear a cloak or a necklace. why not both? it's weird. but it's great if they are finally separating it out! Well, why can I wear only two rings? I have ten fingers. And I am sure more than one ring will fit on each finger.
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My main worry about the damage animations (or lack thereof) was because that's how it was in PoE1. It's true that it's a very early buile, but I can't just assume that it is something they're going to work on. So if that's how it's really going to be, the health will be exactly like in Dragon Age? What I didn't understand was about the personal inventories. In PoE1, you could everyone's inventory on one screen. Now it appears that it's not the case anymore. Will there be a way to quickly look for a specific item if you don't know who has it? It would be cool of there was a toggle that switched the inventory space below the player's between the stash and the rest of party. Personally I hope they do away with individual inventories (apart from what is actually equipped of course) and just have the stash whose weight limit is determined by the combined strength and number of party members. While I like having a limit to what can be carried, moving things between party members just seemed like unnecessary busywork. And I would still hope for a stash onboard the ship to store the things I don't want to sell but don't want to carry any more either. This would mean I could store things without worrying about selling them by mistake too, as that was one thing I found annoying in Pillars: I would have items that I wanted to keep (quite often just for nostalgia reasons) but since the stash had everything in it (divided into categories) I had to be careful not to just all the items through. Having a separate chest on the ship specifically for this would have been great. Few thoughts. I don't think weight limit will happen (except self imposed on no-stash run, oh why would you do it) unless Josh design philosophy has changed since PoE. I remember him explaining stash a while ago that even without it there is nothing stopping you from looting everything. It would just take multiple runs into the dungeon. So either they have to force you to drop and loose loot pernamently, or allow you to carry out everything. I do like a reasonable inventory management (inventory Tetris being my fav!) but The idea of combined carry weight just doesn't sit with me too well. While I don't get annoyed with individual inventory management (grimrock, Infinite engine, dues ex) I found Witcher3, Bethesda, Dragon Age carry limits annoying. I suppose that at the point where you carry THAT many items any kind of "immersion" is out anyway and inventory reveals itself as a shallow busywork. What I am trying to say is, that while I might disrespect myself for using stash, I don't really want it to go away. I still like having individual inventories as I tend to put there consumables and items for those specific characters for easy use.
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There's more to it than just numbers. Look up combined arms tactics some time. The whole can be stronger than the sum of its parts. Larger numbers allow more sophisticated tactics, which makes combat more interesting... and challenging. I agree. But I am not sure it applies to PoE as it is. The positioning, movement and tactics has never really been a big part of this genre (and I wish it would be.) In the end it is all about rolls, statistic and exploiting weaknesses of your opponents, while fortyfing your defences against attacks of your enemies. There is little opportunity for maneuvering, outthinking enemies or winning against the odds. Buffup/focus DPS/healers/tanks. That is pretty much all there is to it. I just don't see how one character less will change it, except they might be one less DPS to kill on enemy team, or less enemies so one tank can lock them up instead of two. That's really it.
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My main worry about the damage animations (or lack thereof) was because that's how it was in PoE1. It's true that it's a very early buile, but I can't just assume that it is something they're going to work on. So if that's how it's really going to be, the health will be exactly like in Dragon Age? What I didn't understand was about the personal inventories. In PoE1, you could everyone's inventory on one screen. Now it appears that it's not the case anymore. Will there be a way to quickly look for a specific item if you don't know who has it? It would be cool of there was a toggle that switched the inventory space below the player's between the stash and the rest of party. YES! That. I have sent this suggestion to Josh via tumblr not so long ago. Hopefully UI will get some more love.
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Well of course, party of 6 is more powerful than a party of 5. But you won't be played PoE1 with 5 characters but Deadfire which was designed with a party of 5 in mind. Multiclassing will only allow you to bring tools from more classes. I will probably no use multiclassing until my 2nd playthrough, when I have a better idea of how the game works.
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Wow, I sort of happy about stacking item buffs. It took me half of a playthrough before I realized items suppress weaker ones.
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About import save
Wormerine replied to Ildun's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Sure, but content in Dragon Age is much more expensive than PoE. I don't expect big things but Josh already confirmed that fate of your companions will transfer (if Aloth/Pallegina/Eder dies they are not in the sequel.) I imagine that your relationship with Gods will come into play. We know that Pallegina will be found in different "state" depending on her ending. I believe it is important to acknowledge previous choices and not trivialize big choices but huge branching paths are not necessary. As impressive and Witcher2 commitment was to giving you 2 different 2nd Acts, it wasn't as impactful as a singular complete and nuanced act might have been. Benefit of the game, which isn't fully voiced/animated is that they should be able to honor many of your choices with relatively little money spent. -
I find the system you are proposing more limited that what is suggested. No I will not grind for 20 hours to retrain my character. It makes more sense that paying for it in a tavern but it's just a waste of my time. As it is a party based game I don't find new cool weapons to be ever wasted. Sure, my main character won't use this cool mace but someone else might. I found myself less willing to switch weapons in Tyranny as I knew my character won't be as effective with it, than a weapon he/she used from the very start. That said, weapon of choice is something I consider when I start developing character so it is not a dilemma I find myself playing in very often.
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If I were to make a guess it would be that you will be facing Godly enemies in Beyond. Whatever Eothas' deal is he can clearly reincarnate. Possibly one of the new Watcher skill will be entering Beyond. If there will be a confrontation with Statue I would expect it to be either a scripted interaction or a big setpiece battle on Eothas, or with him in the background, which aim will be to get into Beyond through adra statue (as we saw in the demo).
