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misterjimmy

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Posts posted by misterjimmy

    • .Woedica's Challenge
      • While camping, only "Prepared Meals" will recover Injuries and Resources.
      • Party Health no longer regenerates outside of combat.
      • All Per-Encounter and Class resources become Per Rest.

    I guess vancian casting is back. 

     

     

    *JAW DROP*

     

    Hmm, I wonder if some of the new subclasses are those that are already implemented but the player cannot access?

     

    Cipher could get "Wild Mind", for example. That would be ... wild.

     

    Jaw drop indeed. Even if the new subclasses are the Wild Mind and others like that. I want them!

     

    Let's see what is available:

     

    - Fighter: ?

    - Paladin: Steel Garrote

    - Barbarian: ?

    - Priest: Woedica, Rymrgand (only one per class so this one is out?)

    - Druid: Watershaper

    - Monk: Sisters of the Reaping Moon

    - Rogue: ?

    - Ranger: Gunhawk

    - Chanter: Stormspeaker

    - Wizard: ?

    - Cipher: Wild Mind

     

    Did I forget something?

     

    No...Wild Mind just suck.

     

    I hope new cipher subclass will be like this.

    https://www.nexusmods.com/pillarsofeternity2/mods/98

    • Like 1
  1. I don't think my action can change deadfire archipelago. Even if my watcher were born in the Deadfire,  I felt I'm just an outsider after ending game.Especially The Watcher can't decide the fate of The Wheel because the main story writer try to forced the player must accept Eothas's plan and you can't stop him.  No final boss and dungeon. advertisement created the wrong expectations since I didn't have any combat encounter with Eothas. That why most player very dissapointed about it.

  2. Pathfinder: Kingmaker Free DLC- Bloody Mess

     

    What is sweeter than looking down upon the face of a defeated enemy? Perhaps, only the realization that you had to work hard and pay for your victory in blood!

    The "Pathfinder: Kingmaker - Bloody Mess" DLC lets you bask in the gore and glory of battle, witnessing its bloody traces both on your companions and your enemies.
     
    Here’s how it works:
     
    Bloodstains appear on a character or creature according to the amount of Hit Points they have left. The more wounded a character, the more bloody and battered they look. First blood splatters appear when their Hit Points go down below 80%. 
    Of course, not all creatures in Pathfinder: Kingmaker can have bloodstains at all. As you would expect, those who don't have blood - elemental and incorporeal creatures, for example - are not affected by this feature. Also, while humanoids and animals bleed red, this isn't so for others: for example, the undead show black stains on their clothes, and plants drip green sap.
     
    To clean up your wounded companions, you need to restore their Hit Points by either letting your party rest or using healing abilities.
     

     

    Players may control the visibility of the new feature with a special setting - "Bloodstains" - which can be found on the "Game" page of the Options menu. The setting is turned on by default.

    aOxpvIh.jpg

    • Like 2
  3.  

    https://rpgcodex.net/forums/index.php?threads/sawyers-post-nv-approach-to-narrative-design-made-poe-games-fail-in-that-regard.124371/

     

    My short answer is: Defining the said "range of expressions(10 different dispositions in PoE)" and not being able to fully support them.
     
    So the range of expressions/dispositions is everywhere in the PoE games, we keep getting points towards one of the dispositions in nearly all conversations but reactivity for them are spread far too thin. To me there is no difference between aligning towards dispositions in PoE games and choosing "how you say the same things in different manners" in Mass Effect Andromeda. Player expression is far too overrated by Sawyer and whoever's responsible for MEA. At least in MEA we know that we won't make a difference by using different manners to accomplish the same goal, but in PoE we're led to believe we'll get consequences for behaving in certain ways, and the consequences are, again, spread too thin, ultimately aren't compelling, makes the expressions/dispositions COSMETİC which is the very thing he didn't want them to be.
     
    So how FNV was much more successful narratively with the Speech/Win button? Because the player expression is what's in our heads; it isn't what is written on our character sheets. Because Choice & Consequence is far more important than HOW we make that CHOICE. If we make a choice in FNV we're getting the consequence more often than not; little or big, sooner or later but in PoE, it feels like/we're led to believe that we're making choices in every conversation and when we see the - spread too thin consequence - of our many, many "choices", guess what, its just how an NPC responds to us; won't lock us out of anything, won't give us anything special, ultimately flavor, cosmetic, whatever... If an NPC won't favor me initially cos I wasn't "honest" enough, I almost always have another stat check to accomplish the same thing anyway. Players are not allowed to fail narratively (too) I guess :D

     

    The problem with POE narrative. I kindly agree this.


  4.  

    Honestly, POE writing have too many purple prose. And Kingmaker is for those IE game and hardcore gamer.

     

    There is problem with POE. Josh tried to stray away from the BG formula, Because he thought he could do it better. And also with bigger budget they'd have to target a bigger audience which in turn usually results in devs playing "safe" to cater to as many people as possible. The end result would be probably a bad game.

  5.  

    Do they? Do they really? The game has potential but if anyojne things it Is better than Western RPGs like BG series, FO series (1 and 2), they better think again.

     

     

    And, why are you pro Russia? theya re a bunch of election hackers. You must be one of their paid minions that hacked the US election via facebook spam.

     

     

    P.S. Again, this game has good stuff in it but also really bad. Bugs and the horrific writing being the top two.

    Well, they did have Chris Avellone...

     

    I think MCA only wrote some companions

  6.  

     

    The game is getting Mixed on Steam. Why?

     

    Because its higher difficulty levels are effing HARD AS HELL and most players aren't even familiar with the setting.

    That sort of indicates that the game isn't very well designed, though. There is difference between high skill sealing, or high difficulty, and game not explaining its mechanics or having balance issues. If it is a fairly faithful table-top adaptation than it is an uphill battle (don't know the system, and didn't try the game myself - just guessing). Just like with D&D those don't translate elegantly into a digital setting. From the comments it seems much more like a "game problem", rather than "player problem". 

     

    It's like all of the above! To the joy of a few and to the detriment of others. :)

     

    Josh circumscribed so many D&D PnP-like issues and problems, especially when he designed Deadfire. Gratz to that! But in so doing, he made a game where you can have five super-balanced party members with super-balanced skills and everything, and if you use your AI settings, well there isn't much variety or urgency left. Well, sometimes - I exaggerate - but with 5 guys in your party, you'll mow down the opposition without even clicking, and you don't have to know the system very well in order to do so.

     

    Josh seem very care how to make all class more equality. But he doesn't know it will just make them not very unique.

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