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Wormerine

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Everything posted by Wormerine

  1. It's an RPG - you are not supposed to be able to pass 150 point checks, perhaps aside from one or two. Overall, I agree that some rebalance for DLCs would be nice.
  2. There is no Pillars-Of-Eternity-character-reputation mechanic. Persuade, Intimidate, Lie are usually superior options (you gert what you want) gated behind a stat. I don't think I have encountered an unexpected consequence for one. Stealing has no consequence as long as you are not caught.
  3. Deep into my 2nd Outer Worlds playthrough. More or less same impression as my first playthrough. I like it, but not love it. Gaming comfort food. As far as gameplay goes: solid foundations, not much build on top. Tried to do 3 different ranged "builds" and all end up feeling the same with just different thing sticking out of hand. Ended up respecking to long guns, as in my first playthough: between shotguns, assault and sniper rifles I feel it offers the most variety. As far as story itself goes it has "Bioware" problem - sure, there are other ways I could solve quests, but I feel there is an optimal solution to each quests. I could be an asshat, or make morally questionable choice but why would I, if there is a better way out? Finished Peril on Gorgon yesterday. It's not very good. Not that there is much wrong with what is in there - all of it is quite good, and quite a lot of it. It's about what is not in there - characters to talk to, choices to make. It has very Systemshock/Bioshock vibe, with almost everyone being dead, and us fighting through local threats and discovering how things went so wrong. Story is told mostly through terminals and audiologs - which means, that for the vast majority of the adventure the only interaction with other beings is a bullet to the head. Could work, if the game would take a way 10,000 ammo I have at my disposal, and find a way to make combat tense or interesting. Lot's of unique items to find, and some potentialy interesting science weapons, but with combat that easy, and me becoming so overleveled it's difficult to care. At it's very best it was like being in Edgewater again, with things not dying from one shot... but throughout the DLC I gained over 10 levels and got even more OP. Now I am overleveled for DLC2. Just started Murder on E. so we will see how it will develop, but so far unlike PoG it seems to focus on what OW does well. Looking forward to playing more of it. Finished main story of Yakuza Kiwami2. Silly good stuff, but Yakuza0 still remains my fav by far. I just don't know, if it's because it is the best, or if it was my first one. After I am done with it, the dilemma will be - continue to Yakuza3 and aim to finish Kiryu's story, or skip straight to Like a Dragon. hmmmm...
  4. Metro3, but then they announeced fancier edition with RTX, so I will wait. Horizon Zero Dawn. Will play it some day.
  5. I think animancer class could be very cool, and even better - an animancer companion! (We sort of got it with Ydwin, but as a sidekick her point view is underrepresented). The only thing I would be wary of, is how to impliment it without interfeering with how animancers work in lore. Summoning vessels is problematic - needs a harvesed soul to transfer into a vessel, and from what we know it is a delicate and difficult process - in short not something one can do in the middle of battle while conjuring mechanical bodies out of their arse. Perhaps, rather then summoning them out of thin air, they could have a singular permament vessel companion? Like rangers? One they could work on an improve as they level up? I could see animancer acting more like alchemist, if granades were fleshed out more.
  6. I think what we will disagree on, is whenever stuff that Kingmaker added brought game to live or made it feel more artificial. To me it was the second one. It constantly took me out of the game and made me think "what the devs were thinking?!". I never felt that "immersion" was a point. In fact, most of my complaints came from an artificial design. My gold example of why I dislike Kingmaker so much and it's various silly systems is as follows: I am killing time between story missions and am cleaning a map that I just finished doing main mission in. Suddenly I get a message popup that I have a kingdom event. I trek couple hours into my territory so I can see what it is: and behold, Amiri wants to talk to me! Amiri who is in my party.... ok, let's trek back all the way to the capital. I have no teleport in nearby town yet, so have to spent 24 plus going back. Plus camping that takes a bit too long forcing me to show results of character actions every time, and encounters that I will farm, because, hey, I really need more XP. I get back to town and do my chores, go to my throneroom, and Amiri comes and says "Yo, talk to me in the tavern". First I have to load back in into kingdom management map to dismiss the stupid notification "you have talked to Amiri! Good job!", then load back to throneroom, go to tavern and Amiri says" "Hey, can we go to a place, pretty much around where we were when you first got notification, that there is a new event in capital?". So we trek back to where I was to start with, to exerience 5 minuts of actual content... What pops up to me is not how immersive the game feels, but how poorly implimented missions are. And that's how I feel about other stuff - if as a adventurer I had to make a decisions about how much supplies to take, I would probably sent scouts ahead first, you know just so I don't starve to death accidentally. I would probably hire a servant to stand in my hall, and take stuff I want to sell and sell it for me. I would order wounded companions to heal themselves if they happen to stay for weeks in town. If I want to take a companion to do a quest, but that I would exchange him for someone else, I would just tell the other guy to meet me in a day's time at a meeting point - not wait two days, for companons to exchange themselves. If I am leaving town I would appoint someone to deal with troubles, rather then have everyone sit on their asses waiting for me to come home. I would appoint someone to focus exclusively to research curses, and let someone else act as my advisor. I will say, that resting in general is a tricky subject in those games. While I personally feel, PoE1 implimented it best, I haven't seen a really good implimentation. IMO structure created by Bioware in Baldur's Gates doesn't really gel with per-rest casting and resting system. In BG1&2&3 resting is just too easy to do, PoE2 has resting almost as an obligation , Kingmaker has rather punishing resting system but fails to provide information and choice to make it fun. PoE1 managed to limit resting through a semi-logical limitation, while at the same time giving devs a set amount of player available rests to pace it properly - in my opition it achieves all Kingmaker tries to, just better.
  7. I somewhat agree. I was constantly switching between the two. I thought BG1&2 worked well in RTwP, but systems there were much simpler. There is so much happening at all times in Pathfinder, that I found RTwP just didn't cut it - not for a party of 6, at least. That said, padding and repetitive encounters hurt far more, if one doesn't breeze through encounters. Pacing of PoE2 in turn based was off, and playing Pathfinder is more like playing PoE1 in turn based... probably even worse. So, I actually think Kingmaker did a horrible job with those. 1) encumbrance - Combined carry limit nicely mixes and "stash" idea but still limits it somewhat. So it's good? nah. I think if you create carry limit you can do it for: immersion - see BG1&2. It's mostly hassle free, and I don't remember ever needing to leave something importnat behind. BG1 has few unique items, so if you can't carry something its not a biggie, and BG2 provides bag of carrying around the time, you might start running out of space gameplay - what you take with you is of importance and you have to make choices. Kingmakers leans into the 2nd one, yet fails to make gameplay out of it. You don't have information necessary to make decisions, so you kinda need to carry as much as you can, or know what you need thanks thanks to walkthrough/previous playthrough experience. And considering how ruthless the game is, you might find yourself without items you need requiring a tedious treckback or reload. I also hated having to fiddle with inventory everytime the game required me to descreese the number of NPCs in my party. Not to mention having to guess how much your party can carry when at your base, as the UI won't tell you as you don't technically have a party. A system without a meaning nor purpose. 2) camping - I liked it first time it appeared. No depth, no choice to make. Bonuses might as well be automatically added to remove tedium. Once the shine of (oh! I can assign NPCs to do things) wares off, it simply wastes your time. 3) food requirement - I do like the system itself - more NPCs, more food required. Again, game fails to designed around it. It is player's decision to decide how much food they will carry, and yet they don't have information on which to make this decision. For the most part of the game food is useless. Except couple dungeons where a certain amount of rests is strongly encouraged. Not a problem with metaknowledge, but it's a horrible first time experience. 4) stat debuffs - I don't know. I found them to be a pain in the arse and nothing more. I disliked those in BG2, but they were far and few inbetween, and at least they were set up properly (like the game didn't sent you to vamprie den, without teaching for first what you can expect). Maybe in a better designed campaign I would have more appreciation for them.
  8. Finished! 182h 04m clocked I can confidently say, that it is the most joyless, tedious and frustrating cRPG campaign I have even played. It probably should have been closer to 200h, but I cheated like crazy for the finale. Once I realized Nyrissa's ?castle? is artificially padded to 6 maps ( even NWN1 wasn't that bad) I just launched bag of cheates and cheated my way to the end. Frankly, even that way it was tedious and boring, but at least it took me 5 hours to reach the end credits. Done. Disk space cleared for something else.
  9. Trailer's VO seems to reference Woedica, and banners support it. If I remember engravings on the swords were translated to something very Woedica-like as well (Oathbinder?) While it might be pointing toward us starting as a more defined character (battlemage in service of Aedyr?) it might as well be not be as defined. Having the choice of all races would certainly be welcome though it does bring a set of exciting, but possible problematic design issues (like character height). But as you said it's all speculation. We know nothing of Avowed, except it being in works.
  10. I am kinda tempted by Narita Boy. But comeon, I just started my 2nd Outer Worlds playthrough, not to mention 10 other unfinished games :-)
  11. I mean, a complaint that enemy system is shallow is a legit complaint - securing your base against enemy attacks does sound interesting. It wasn't the only one review I watched (ACG has been my go-to for a while now as he tends to give me a good idea of what to expect - though I would agree that this type of game isn't his forte) none of which was terribly enthusiastic. I have a bad habit of buying managemenet games and not playing them. Planet Zoo was my most recent mistake.
  12. @melkathiReception so far hasn't been amazing, but not entirely negative. Seems like a "wait for sale" title. I am glad I cancelled my pre-order couple days ago, when no reviews dropped early.
  13. Continuing learning DMC5. So. Much. Fun. Got S on all missions on easiest difficulty, trying to do the same one slightly harder one - most of it was easy, but there were couple missions I already struggled with. We will see if I manage to S it all, before getting discouraged. I started my 2nd Outer Worlds playthrough. You know, I honestly wasn't looking forward to it as the game didn't stay with me, and I wasn't sure if I would enjoy my 2nd playthrough, but I had a blast yesterday and ended up staying until 2am... it didn't happen to me in a while. It might be shallow but it is still a good time. My worry that 2nd playthrough won't feel distinct I am afraid is being true - it's a Bioware situation, that while other paths exist they don't feel justified IMO.
  14. Gamedec won't be out for couple next months but there is demo you can play. It should be up until game releases in September.
  15. Yay. Better late then never. I will just add that this is not the Project SweetPotatoe.
  16. I don't think there is Watcher story per-say. I don't even think that "Watcher" had a story in PoE2. Even if PoE3 happened and it was a direct sequel to PoE2, they can swap the protagonist and it would still be fine. And who knows, perhaps the "cliffhanger" (which I don't think is an accurate description of PoE2 ending, as unsatisfying as it might be - conflict in Deadfire is resolved, and Watcher recovers his soul) sets up the universe for Avowed?
  17. I assume so. Must be something about new content added to the game.
  18. Disco Elysium: The Final Cut refused classification in Australia. More importantly it seems it is still releasing on March 30th.
  19. Never heard of it, and nor did, most likely, majority of customers. Even so, it's not nearly as bad as Outer Worlds, and Outer Wilds, and it didn't seem to hurt either title.
  20. Isn’t disengage in Solasta and DND 5e a standard action? (That’s what I believe, but didn’t play either) In BG3 push/jump being a bonus actions means that that getting out of engagement is not a commitment. With high enough strength jumping moves you farther then walking. And archer can jump away, move to a high ground and still perform an attack of an opportunity - engaging the enemy or getting engaged means nothing. You can perform a standard attack and still roll a bonus chance on instantly killing/putting at great disadvantage an enemy with a bonus push. Jump make it easy to appear in a backstab/high ground, which then adds advantage just doubling the issue. I can understand merging jump and disengage into one action, but jump/push are too powerful and too easily available when combined with free advantage when backstabbing/attacking from height. At the very least both should be standard actions, and on top of that I think advantage is just too much.
  21. I don't know what @kanisatha has exact problem with but from myself: 1) technical issues: UI is tedious and not fit for purpose. It's the same how they shipped two previous games, and DnD makes it worse. I refunded EA purchase on this base alone. 2) I dislike some of DnD designs in cRPG setting so I am all for modifications, but I found Larian's changes to be detrimental - it's far too easy to gain high chances to hit thanks to how easy it is to gain advantage via hight or backstab. That paired with riddiculus movement and being able to effortlesly bypass engagements through bonus actions jump&push, means I use spells sporadically, fights tended to be very repetitive, as same tools dominated every encounter. The only one fight I had to do extra was a hag fight, as it had scripted boss stages - not necessarly bad, but I must say - playing BG3 didn't feel like DnD - and while I am not familiar with 5e, the short Solasta demo I played... did. Larian seems to try to impliment their D:OS2 design philosophy into DnD systems, which I find problematic - not because DnD>D:OS2, but because both are quite different. I think they are in danger of doing neither good DnD nor a good D:OS3 game. It is not about game being too easy - it's about making core DnD systems irrelevant due to easily accessible solutions. 3) I am not terribly interested in characters, story and tone Larian is doing. On one hand it's better then I expected after D:OS1&2 - on the other... it's still not engaging IMO. I don't mind playing more of BG3 once it releases and seeing where it goes, but I have little interest in replaying the content I went through already. It's both very grim and serious, and also very stupid and immature. Like an edgy teenage fantasy, and the use of 18 rating that I greatly dislike. 4) I don't think Larian knows how to design reactivity - or maybe I just don't like how they do it. There are definitely different outcomes, and things you can miss or mess up, but I felt BG3 liked to undermine character choices. As impressive as their stealth system, spreaking to dead/animals is, they go out of their way to make it available to everyone. I never felt rewarded for investing points in something. 5) spending money in all the wrong places - let's spend money into production values without really knowing how to take advantage of it. They will really need to step up their game in cinematic department to make it worthwhile. I personally, already disliked Dragon Age: Origins stiff conversations, but I find it worse here as the camera shifts from top down view to close up for no real benefit. Some early dev comments suggest that they plan to impliment full VO for our protagonist, which just sounds like a horrible idea IMO. We will see if it will happen, and how it will work.
  22. Yeah, Bayonetta is amazing partially due to stable player/enemy balance. I also don't think a spectacle fighter combat like Bayonetta or DMC would be a good fit. Platinum knows how to do a punchy action game, but needs of an immersive RPG are different.
  23. That's an odd combo. Though I suppose people liked Nier, though I thought combat in that game was rather broken thanks to jRPG mechanics. I thought, the most interesting thing Gothic did, is changing animations as your learned to weild weapons. The only game that sort of did that was Dark Souls, when wielding weapons we don't have right stats for.
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