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Gregorovitch

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About Gregorovitch

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    Gregorovitch

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  1. I have been a huge fan of Obsidian, and Black Isle before it, for many years. I am angry about this, sure, but mostly I am just deeply sad and disappointed. I feel the need to calmly explain my position. 1. I have no problem at all with competition for Steam. Open a store, trade games, offer community services, good developer services. If you beat Steam, fine. Steam could do with a good kick up the backside. I am quite happy to buy games from multiple sources so long as I get a Steam key if I want one. 2. I will not fragment my library. I am not interersted in running multiple launcher
  2. This poll is so depressing. Indicates the community is split right down the middle on the matter. And there is very little hope of solving this becasue those who support per rest system simply don't understand that those mechanics are not remotely difficult and are only tedious. Challenge can come from ANY system, you just need to figure out what you want the focus of the combat to be. Seriously, this game IS challenging. I've wiped several times on normal difficulty. Everybody wants it to be "difficult" but no one can define what that even means. I'd be surprised if 10% of the playerbase
  3. With repect that is factually incorrect. Within the PoE ruleset per encounter spells are next to impossible to balance becasue: a) you have to be absolutely sure exactly at what level the player will arrive at the encounter b) and even if you can do that you have a very narrow space between "impossibly difficult" and "easy" to work with. You may say that DOS2 has a per encounter cooldown based system and it works very well. True and true, but the DOS ruleset is very different: a) You have a very steep level power curve which automatically herds players into specific small sets of
  4. This poll is so depressing. Indicates the community is split right down the middle on the matter. And there is very little hope of solving this becasue those who support per rest system simply don't understand that those mechanics are not remotely difficult and are only tedious. Challenge can come from ANY system, you just need to figure out what you want the focus of the combat to be. Seriously, this game IS challenging. I've wiped several times on normal difficulty. Everybody wants it to be "difficult" but no one can define what that even means. I'd be surprised if 10% of the playerbase
  5. This poll is so depressing. Indicates the community is split right down the middle on the matter. And there is very little hope of solving this becasue those who support per encounter system simply don't understand and therefore do not accept that it has destroyed the challenge, interest and difficulty of the game, the very soul of it really. The only hope really is that Obsidian realise this from the sales figures.
  6. Not a lot of musicians actually think that nobody has surpassed the Beatles. Sure, there are many people who do have that view, but it's nowhere near as clear-cut as you make it sound, and I think the Beatles analogy is really quite poor. I agree that the Beatles did do a few things for the first time (although there a lot fewer of those things that you might imagine), but they have been surpassed by an awful lot of bands. All talk about "best ever" is just utterly meaningless in music: there are too many intangibles and far too few tangibles to make reasonable comparisons. With computer g
  7. This is it in a nutshell. BG1&2 took the Ultima 7 template and did something magical to it. One aspect was control of each character in the party which neither the Ultima games nor Fallout 1 & 2 had. Another aspect is the one great and unreproducable pair of chararcters in the series, Minsc and Boo, still to this day probably the most iconic and beloved RPG characters ever, Geralt of Rivia and Shepherd notwithstanding. The other characters in BG don't even come close. But mainly it's because the Infinity Engine games were the first to bring a reasonably authentic D&D experience in
  8. I think this is one of those zero sum game questions. Either single classes are better or multiclasses are better. I don't it's possible to perfectly balance this. In my game I played fighter/rogue, palldin/chanter, monk/priest, straight wizard and straight druid. The three multis where very strong. So were the two casters but really mainly for the one big empowered hit per encounter. This was mostly fireball/delayed fireball and Relentless Storm. Because you can do that with multiclassed wizards and druids as well if I play again I think I'd multiclass everyone. it's just a lot stronger.
  9. It's not a bad game but nothing like as good as PoE1, DOS2 etc. Problem is what's good about it is very good, but what's bad is very bad, Good: Nekatetaka City and the Faction quest lines are excellent (except for point below) Art work, environments etc are excellent Multi-classing system is great. Bad: The narrative falls apart becasue none of the faction leaders engage in the problem of what to do about Eothas, what the consequences of destroying the wheel might be. They just carry one fighting each other and being greedy as normal which is not only totally rediculous but it
  10. No you haven't missed something - just that every single NPC and companion in the game missed something. Namely, the exact same question you have asked. Which is a major problem with the Deadfire narrative IMO. It also creates the disconnection between the Eothsas quest line and Nekaetaka/faction quest lines. The problem is not that nobody has the answer. The problem is they don't ask the question. At all. If a bunch of aliens landed in the Sahara desert, for example, several things would happen with almost 100% certainty: 1. People would be freaking out right, left and centre 2.
  11. Gregorovitch, when he said: But there's also a broader point to be made about who the game is designed for, and how important high-level difficulty balancing is. It's more important for a traditional CRPG with a niche but fervent fanbase, but if Obsidian want to make ends meet, the bulk of their time is not going to be spent, at least pre-release, on tweaking numbers for optional side content on a difficulty setting that a tiny proportion of users ever try. I made this point earlier, and I'm going to make it again, because it's an absolutely critical question: what do people mean
  12. Balancing a game on a (supposed) rule of thumb that is not actually enforced or even explained at any point... I wouldn't exactly call that a brilliant design decision. I would disagree. Good players (or any player prepared to put the effort in really) will work out what is required of them and less good players (or those unwilling to put in the effort) who do not work it out will suffer the pain and ignimony of failure. Which makes mastering the game very satisfying and makes for a memorable, possibly even epic, gaming experience. The PoE1 resting and casting system offered a layer o
  13. No, it doesn't. You guys have no real world evidence for your arguments. In fact, the real world evidence points in the opposite direction. But yall continue to assert that somehow it must be true. The fact of the matter is that Deadfire's nearly complete "per encounter" system makes it much more difficult to design *meaningful* encounters. I think this discussion about "difficulty" or "balance" is actually missing the point of why combat feels inferior in Deadfire. I laid out some of these arguments in this thread: https://forums.obsidian.net/topic/99893-combat-is-now-mostly-a-dul
  14. IMO the rest system in PoE was without doubt the best ever implemented. Far better than the IE games for example becasue: a) it killed rest spamming to farm XP b) it removed radom arbitrary rest restrictions based on random interruptions c) it succeded in limiting rests on pain of whimping off the dungeon to get supplies d) it provided an additional fail condition, i.e. whimping off the dungeon, to enhance gameplay and add depth, difficulty and exitement e) it enables genuine full on fail conditions by allowing player to get trapped with insufficient resources to escape for even more d
  15. I played a druid last run PoE and carried that character forward to Deafire. I rarely used animal forms in first game except early on and I didn't in this one. It's just not very strong. After the early game it's pointless. Don't bother me though, I love my druid, absolutely lethal. I think the secret to ranger pets is to not use them as tanks/off tanks. They are not strong enough for that. In PoE I enjoyed playing with Sagani once I realised this. I would hold Itumaak back in reserve at the rear of the group at the start of an encounter and use him to intercept enemies sneaking in to atta
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