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Neverwinter Nights 2: Enhanced Edition
Wormerine replied to casa's topic in NWN 2: General Discussion
I don't see how voiceacting would be a factor - afterall, all VO is already recorded. -
There is a trible of boreal dwarves, but we don't visit Naasitaq. Both Sagani and Grieving Mother had rather contained personal stories in PoE1, moreover all but Watcher perceived Grieving Mother as a random peasant woman. On some level it would be nice to gave something related to Sagani, as she was one of my favourite companions in PoE1, but at the same time it fits for them to not be further involved in those Deadfire shaping events.
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How does one change the profile banner. I can't figure it out.
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Considering the cosmic mess in which Eora finds itself, and that possibility of fast traveling has been introduced (Valian's experiments with adra): I would like for the series to move into top down 3d engine (I mean preferably still isometric as it's less fiddly, ala. Starcraft2, I don't know how practical it would be), and explore multiple places - Rauatai and Yehuza come to mind as potential must see (first due to the storms and its connection to the Wheel, and Yehuza because how heavily it was teased in Deadfire, plus they must have been seperated for a while. Aside from those two... Aedyr would be nice, or the Living Lands. After having a taste of White that Wends in BoW, I am less interested in it, then I was before (not because I didn't like it! I just want to see other cultures now!). Naturally, tackling multiple cutures at once, does create a certain danger, but it might lead to: 1) more focus on story, and less of showing how cool the lore is (which while cool, makes for a better Political Sociology class, then an adventure/story) 2) with all the Microsoft backing, PoE3 might aim to reach ambition and budget Divinities (or Baldur's Gate3!). Though to be honest, at this point, I am game for anything they want to throw at me, as long as it is an RPG. Preferably top down or isometric.
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Wael wouldn’t approve. If I didn’t uninstall Deadfire recently I would have taken screenshot of Ngati’s memories you can find in Ukaizo with Takehu. Well, Ondra what have been already created by that point. She must have taken an identity of local diety Ngati. She had a covenant with Huana and the dragons. It is probably safe to assume that Engwith worked with the blessing of the gods (possibly with guidance) when creating the wheel. Still there are many pieces missing - what was the role of Yehuza in this whole ordeal, and why did gods decide to seperate them from the rest of the eora. Is the singular god they worship another diety we haven’t heard of just yet? If so why was he/she seperated when the wheel was created? PoE likes asking questions, but not provide clear answers. Forgotten Sanctum offered some new interesting information, while at the same time putting to question reliability of all its content.
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Now, creating a wheel wasn’t necessarily tied to creating of Gods - it’s more of a feeding system. For example we know that at least Woedica was created in Sun in Shadow. Engwithian convinced Huana to build the Wheel in Ukaizo, as a way to communicate to the gods. It is not unlikely that already at this point some, if not all gods existed. Considering that the storms of Ukaizo are a baiwac, it is possible that this machine also acted as one of the god’s Birthplace, and Huana as a soul “fuel”, but it’s function might have been purely the defence of the wheel. However, Ngati must have already existed before the destruction of Ukaizo: if you take Takehu with you, he will be able to reclaim the original covenant with Ngati, and you will be able to hear the past exchange between Ngati, and first three watershapers. We can also see Gods abandoned bodies in the Ukaizo - were they put there after the destruction? Was the Wheel created so the gods can abandon their bodies? - if so they might have existed for quite a while, before the wheel was created. Maybe they feed in a way more similar to Eothas, or by independed sources such an arena in SSS.
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Ideally none of those, because they are very binary, and therefore such path is picked once, and mentaining it is dull, with clear cut choices (see all Bioware games). My fav. RPG roleplaywise are once when choosing a path isn't as simple - you create base goals and ideals by which your character lives, and try to go through the game and examine decisions by those ideals - sometimes you will do good, sometime you will do bad. I am yet to see a straight up "bad" path done well. Being cruel, for cruelty sake never made much sense, especially if being good is just as beneficial. Not many games a brave enough to "punish" player for being nice. Pyschopath was never appealing to me, as combat generally isn't the most appealing thing about RPGs - therefore willingly engaging with combat, and locking myself out of the good part of the game isn't my idea of fun. So I hope that marketing is just easy to consume representation of something more nuanced and interesting.
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Maia romance problem.
Wormerine replied to VincentReus's topic in Pillars of Eternity II: Deadfire Stories (Spoiler Warning!)
How are your dispositions? I am pretty sure that aside from companion reputation, certain high dispositions are also required. On my recent playthrough eventually all romances triggered for me. I don’t have insight into how it works so don’t know for sure. -
Money, money, money, money. Steam is certain, the year after release. I don't remember ever hearing anything about GOG release, so I wouldnt' hold my breath. It's not impossible though. I am not sure what Private Division's store policy is, but if I remember well, their titles will be released as a time limited Epic exclusives. As to Microsoft, they seem to want to get some goodwill with all the Epic controversy, and recently announced that they will be making their game available through more stores: https://www.pcgamer.com/microsoft-games-on-steam-announced/ So steam is confirmed, though it doesn't seem to satisfy you. There is a mention that they want to bring their games to more stores, which makes GoG a possibility.
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Alpha Protocol taken down from Steam, still belongs to Sega
Wormerine replied to Infinitron's topic in Obsidian General
Awwww... That's a real bummer. Whatever, Obsidian still can make a spy RPG if they want to. -
Alpha Protocol taken down from Steam, still belongs to Sega
Wormerine replied to Infinitron's topic in Obsidian General
Dare I say: "A New Hope". If anything, I hope that they figure out the technicalities so the game can be back on sale. It's a must try for RPG enthusiasts. -
All look solid. Just avoid builds and abilities which traditionally rely on better recovery, as all that means is that they will act first, but don't get much in terms of meaningful advantage. I generally find Spellcasters very effective in turn based as one spell, Vs one attack is a no grainer. Dex is helpful but not super necessary. High dex allows spells to be cast faster, therefore lower chance to get interrupted and loose a spell. Overall, it seems like you know what you are doing, so don't sweat it. It ain't an RPG where misstep in character creation might lead to a campaign restart.
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Interesting - I have issue some with the story (but we can talk about it once you finish the game) but think that gameplay I pretty excellent. Difficulty tuning is the biggest issue, but I used mod to reduce XP gain on my recent playthrough and it made it much more enjoyable to me. I tend to be more flexible with what spells and abilities I use now, which makes combat more enjoyable and I don’t get stuck too long on each encounter, but you can power through most fights using the same strategy over and over again, even if it is not an optimal way for this particular encounter. I think the issue is that the game doesn’t really have a way of punishing you for making wrong calls - everything just takes longer. I strongly disagree on items - I love how they did them. I am not the biggest fan of linear numerical progression - I don’t find finding weapons, which are simply more powerful, an exciting thing - Divinity2 is an example of game were I hated items - boring stuff, but forces you to constantly review weapons you get in case on weapon does slightly more damage then what you have. I like weapons to have unique properties, which can offer unique advantages, and contribute to my team build in an interesting way, adding new synergies. The fun of this design shines on consequent playthroughs, when you know what you can find and where, and you can really pair weapons with your characters. Maybe a street sweeper on a high perception character plus “aware” buff would make the N fight more manageable? https://pillarsofeternity.gamepedia.com/Street_Sweeper