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Everything posted by Wormerine
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How on Earth did you come up with this idea? Fulvano islands will be available for everyone, just as the Endless Paths of Od Nua from the first PoE (And yes, the first island with Balefire Beacon is home to captain Furrante of the Principi sen Patrena). AFAIK the only backer related content might be an item or two for those who supported the game development via Fig or PayPal during the campaign. The same story was with the first PoE: there was a ring called Gaun's Pledge, a cape of the Obsidian Order, and the little Space Pig animal companion. And the odd thing is that I still got all those items and an achievement even though I bought it on gog with the release of white march part 1.
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I don't understand why would someone be annoyed by it. In my book, it was A perfect examples of a stretchgoal done well. I really enjoyed VO n PoE and I am happy to have more of it in the sequel. It is however an expensive thing to do and the game still works well without it. Just like an orchestral soundtrack, it adds quality and polish to the game, but it won't kill it, if it won't be reached. Happy it was there and happy that it was reached.
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Overall, I do support the idea a lot. One of the things which made Baldur's Gate 2 so memorable to me is how varied it was. I remember investigation quests just as much as epic combat ones. And with scripted interaction system they really could pull something special. Even if they do stick to using all, or most, of the "pillars" of PoE (combat, exploration, conversations) in majority of the quests, W3: Heart of Stone's wedding quest nicely show how you can shake up quests while still using established murder-related mechanics.
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Nice compilation. I am a bit confused about the stealth thing. They seem to have sight of line and some kind of detection ring around them. It seems that even when coming from behind an enemy you get dtected. Does the ring mean that they can hear your footsteps? If you don't move, will it still detect you (might be a laud breather). Maybe if you have high sneaking you will be able to mov unnoticed from behind, but always detected what moving in front of an enemy. I am very curious. I love stealth.
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What I liked the most about the campain is that when it started I decided that it is silly to throw my money at the game, which won't be released for a while and purchased existing one (Tyranny.) It made me so hyped that I threw my money at PoE2 anyway, reinstalled PoE1 and somehow found enough time to beat it before the campain ended. So I liked that. On the more serious note, I really liked the stretchgoals. First of all, early stretchgoals were the essencial ones (multiclassing, subclasses), the other one benefit the game, but they don't change the nature of the game, just expand on existing concepts and polish. I also thought that the updates were really well planned, making you excited about the game, while keeping things vague enough and keeping the best reveals till the end. Why didn't we reach more stretchgoals? Seamonsters look cool, but fishing - not so much. 8th companion? It would be nice, but I am happy with announced roster of companions and sidekicks. Also the fact that Obsidian prefered to add 4 sidekicks, make me think that they have enough work with announced 7 companions to do another one. and 5 million is a lot.
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I would prefer, if you simply had to choose fate of your companions and relevant choices before starting a game in a neat, clean menu.
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I know a few people from Tyranny are working on Deadfire, most notably a couple of the lead writers. I know they're implementing a couple of UI elements from Tyranny onto Deadfire, but we'll see how much. That said I personally was not too keen on the 3D portraits, much prefer a more traditional aesthetic for them. They are working on new UI, but how much it will differ from original PoE remains to be seen. The conversations will use simpler water color portraits for all characters.
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From what was told, you will be able either to import your save file from PoE1, and it will transfer relevant choices from there, or you will be able to "create" one yourself before starting the game. I imagine the choices which will matter in PoE2 are major ones (what happened with companions, relationship with gods, state of keep and dyrwood.) It would be odd, if when creating system they would forbid you from making all relevant choices. We sill see.
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To add to that they already fixed the EI game problems of starting fight you are not prepared for. You always notice enemies before they notice you, so as long as you have the autopause set up to pause game as soon as you encounter an enemy (which you absolutely should have), you can easly spot what is coming.
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But but but... fallout's UI was horrible. It's clunky as hell, convoluted, managing inventory is a pain. They are not clear on what they do. Th game would only benefit from better UI design. It's not about "dumbing" down - it's about elegance and clarity. Steep learning curve is rarely a good thing. It just means the design isn't good enough. Yeah, there are games where messing up, and figuring how the game works is the point "dark souls" but in most cases it just means the game doesn't explain itself well. Now I am not encouraging handholding, as it is boring, but a well implemented tutorial benefits a game.
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And did you ever use whatever you learned in Witcher3? I do agree that PoE is focused on reloading, but it didn't bother me much. I find the weapon load out system enough flexible, to have various weapons prepared for different situations. You cast buffs in combat anyway, so you make the desition on what to cast during the combat anyway. The first time you encounter new enemy, and therefore don't know his weaknesses and strengths are generally forgiving enough you can just push through them.
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Baldurs Gate2 worked quite well, and as Josh pointed out many of those characters had limited interactions and no story archs. I do appreciate the choice with companions (not a fan of creating custom party). I think it is a great idea, giving you a solid amount if companions, with relationship system, side quest and a story arch, and a couple additional characters with personality and cool background. If it's written well, it might work very well. After all, not everyone you meet and work with becomes your good buddy. They might just be interesting characters who ally with you for the quest
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Because all the kids think that "deeper companion relationships" = Japanese dating sim and therefore assume that she will be their waifu. That is the only reason. This. I just can't stretch enough how much Obsidian dropped the ball with that character art. The moment I saw that 'is Ydwin yandere or tsundere?' thread pop up on this forum it was obvious that certain people had gotten way too enthusiastic about the anime like qualities of the character. (And its potential dateability.) I really wished that they wouldn't have crossed over to an anime style when designing the concept art of this character, or the overall character's description: so uninspiring and bland. I feel it was really out of place as I can't see animé tropes, especially of the simplistic 'is Ydwin yandere or tsundere?' kind mix well with PoE's bleak and grim setting. Rather, I hope that Obsidian will keep developing more complex, human like characters as they did in PoE 1. In the end, I trust Obsidian to do a good job in character development, but actually hope that this character doesn't get developed into a full companion and someone else takes her place instead. It is just a character concept and Obsidian are really good in making those "boring/I have seen it before" characters more than they seemed. I do agree that the character did seem to stand out from the crowd. That said, nothing wrong with a sexy character, and I having an animancer in a team might bring an interesting perspective. Hopefully, sidekicks will still have plenty to say.
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I think I agree, but it depends. The "inside" expansions can work well (Heart of Stone for Witcher 3) but it has to do several things to work properly - don't distrupt main game balance, give the player reason to leave the main story for multiple hours to pursue sidequest, and feel like a part of the main story rather than its own complete thing. I like White Match a lot, but it was weird to return back to Dyrwood after doing it (wait, what was I doing again?) However, the open world nature of PoE2 and supposed openes of exploration might create a nice for extra content (like monster hunting ;-) ;-)
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Also what groundwork? So far we have seen one artwork, and a vague background:-). Poor Ydwin, never hated a character so much before knowing anything about them.
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From Josh' Frog Helms Fan Club (https://twitter.com/jesawyer): "Olá. If we don’t hit the stretch goal by 5pm PDT today, she will be a sidekick in Deadfire. It would be possible for her (or Rekke, etc.) to become a companion in an expansion, but not in the core game. The new features we’re adding for companions increase the amount of work we need to do per companion by about 50%. We’re fully scheduled for companion writing through the rest of the project just with the core 7."
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If you look in the Fig updates, the ship will be really customizeable. I don't know if this is the unofficial suggestions thread, but here goes: You know the gesturing portraits that you have during conversations (with companions and most NPCs) in Tyranny? That might be something cool to add in. Most, if not all, interactible NPCs are planned to have unique water colour portraits displayed in conversations.
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I thought that the use of 3D models in Tyranny was creative, but it did seem like a good use of limited recourses. I am happy to have simpler but unique portraits for NPCs. Makes me very curious how the UI will look. I imagine it will be a departure from dark-wood design of PoE.
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Pointy hats for wizards are impractical and not historically accurate.
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