
beatspores
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Perhaps a kind of full out war between 2 cities but with several major players in the war that have their own agendas and trying to come out on top in different ways. The tides of the war would change the world map in different ways depending on which nation controls what, or has swayed which group. The two cities/nations and you yourself, will affect the world either through the front lines and/or through assassinations or schemes from the dark. There could be two or more end-game bosses, of which one will become your antagonist, and perhaps other ones who can't reveal their true identity in order to benefit when the war comes to an end, or to play both sides. I like games in which the story affects the gameplay itself, such as antagonists stealing your powers, not just some story power such as only your soul or whatever but also a game ability you could otherwise use, and games that uses your choices against yourself like infiltrating your party. Well, just an idea, I don't think I'm an awesome author of stories, I just like total mayhem and hidden agendas and backstabbery. Also, for the love of god please support real-time-with-pause in future games.
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Oh how I wish Obsidian will do an isometric cyberpunk game next.
beatspores replied to beatspores's topic in Obsidian General
Gonna look that up, thanks for the tip! Yes Syndicate Wars, never played it didn't have a computer back then but it looked badass! -
Yes yes I know CD Project Red are doing the Cyberpunk 2077 and while it looks cool and cinematic it does not scratch my itch. Isometric RPGs are just ballers man, the focus isn't action per say but strategy and special abilities you get to choose when you level up, and awesome quests that can be solved in different ways, or not at all! While I realize that Obsidian making an isometric cyberpunk game in the wake of CD P.R.'s game is low I just so hope they will because the whole gameplay and take on it would be different. Ok, wall of text incoming. I think it would be a solid way for Obsidian to take in between, I dare say, Deadfire and the third game in the series. Because it would be a clean slate where they get to apply the knowledge gained, and I think shown in the refined gameplay and other features of Deadfire, but to a whole different setting from anything close to fantasy, with new requirements and new possibilities. Think about all the cool stuff it could mean! They could make an expansive megacity using the Deadfire ship mechanism where you can drive your hover car between locations that you can enter and load that map. Later when you get the cash you can purchase a flying vehicle that can go in a straight line and perhaps allow you to land in the same locations of course, but also maybe previously not accessible ones, but you could land on them at new spots. For example at the top of a skyscraper instead of driving to its street, thus giving you a different way to infiltrate the building. There could also be car chases with a different kind of combat from the ship one in Deadfire, but using the same base principle. Information would play a more important role because of the high tech, but also preferably very dark, setting. Not only with how you find out about quests but also how you should target them. Perhaps you hear about some important energy cells or whatever made by some high profile company. You could hack the hover truck's GPS and intercept them in transit something like the car chase mentioned above. Or perhaps you can look up the company's driver employees and just accidentally happen to run into them at a bar or whatever before the date of transaction and social engineer information on the weak spot of the loading/unloading of the energy cells, which would require a passive or active skill check or some such. If you haven't heard about the term social engineering look up "Kevin Mitnick social engineering", or just think of it as Deadfire Insight/Bluff. Further uses of information would be being able to get the blueprint layout of a corp. executive's mansion or hack the security cameras for a live feed of the guards whereabouts. Something I loved about the original Thief games, like Thief 2 for example, was that you got a blueprint drawing of the building you were to thief your way in to before the mission, and you got to load out your guy with the info you had at hand. So for a game such as this you would have your stash in your vehicle and can only load up on stuff for every quest/mission according to your strength stat or something. Preferably hacking wouldn't be like 1 stat or 1 skill but split into different kinds of hacking. So hacking for blueprints or information would be different from hacking live communication channels. Or something like you have to get the proper deciphering code out of several ones used in the world, so deciphering codes would be highly sought after in the underworld. Maybe the targets realize they've been hacked and goes over to a different encryption code that you may or may not have acquired. Do you postpone your mission or do you take your chances and load up on lots of fire power to make up for the information you don't have? Character level up progression and making your character would define the gameplay, as it does for Pillars as you know. But I think for a cyberpunk game it would make for a different set of mechanisms. At level up you get to choose new class specific abilities and upgrades, provided you have the resource required. But some abilities make you more or perhaps less vulnerable to specific attacks. One ability could be that you augment two or all of your companions with connected communication so that they can share skill checks at a distance, a distance allowed for by the upgrade points. This could be handy when infiltrating a building with your most stealthy companion, but need high skill checks for specific points. But there would be a vulnerability here that can be abused by your enemies in fights where they can hack you in combat, similar to a low Will defense number in Pillars. So more abilities makes you stronger and more all-round for both outside of and in combat, but also more vulnerable to hacking from enemies that specialize in that kind of abuse. Furthermore, perhaps this connected communication upgrade just mentioned, perhaps every skill check used during the mission, at the same high tech place, increases the chances that the security system made up of guards and other measures, gets wise and realize they're under attack, and changes their routes or start to go actively looking for you. Combat in Deadfire I think is great and I don't think there's a way to be revolutionary in the real-time-with-pause system. But the parallels wouldn't be 1 to 1 of course. Area of effect damage would be different kinds of shotguns, grenades, napalm or maybe flamethrowers, shockwave weapons etc. Stuns could be taser guns, EMP weapons etc etc. I know lots of people love the Ranger class in RPGs and there would of course be an equivalent in this game where you get a quadrocopter or a walking robot, or even an augmented real bulldog that can take a hit. Wizards don't really have a place in this type of world I think but Pillars Ciphers most certainly do, they would be more of the combat hacker type character. Then there would be more brutish type characters that can carry a huge minigun with lots of sustained damage but low accuracy, grenade launcher, or perhaps loaded for frontline melee combat similar to a Barbarian with a carnage range. Rogue type characters would be agile operatives specializing in one-target damage with abilities more or less directly translated such as the given backstab, invisible-camouflage stuff, hobble attacks etc etc. So combat itself would be quite familiar but again the abilities you acquire perhaps even more defines your playstyle with your strengths and weaknesses from the abilities you've chosen. A challenge I think with a cyberpunk game is that you can't use all kinds of different beasts to have a large variety of enemy types. But I think it's not all that important to have a visual difference on everything. You can do some stuff that is more or less unique for every encounter. Partly what composition of classes your enemies have and the types of attacks they prefer, their special tactics etc, perhaps they have unique abilities as a group something like Tyranny had for 2 party members. And you can also make all kinds of different robots with unique attributes. Furthermore you can have fringe cases where some people have augmented themselves to no longer be counted as human. They can be self-sustaining but now deranged and live in the darkest corners of forgotten parts of the city, immune to most cyber hack technologies. For this type of game I think Obsidian, because of course I want them to make it, should choose to have a max 3 or 4 hero party, but more emphasis on using different companions for different missions, now that you can gather some information about the mission before you chose your lineup, but of course you don't have the complete story at the beginning, and for some missions you have no idea what you're up against. Some targets make it a principle to not be connected to the outside world to be as secure as possible. Anyways, the companions you're not currently using acquire levels themselves something similar to the Pillars Caed Nua missions but I'm thinking you level them up when you hire them for a job by providing them the resources required for certain upgrade abilities. As you hire companions for every job you have to share the bounty credits on the score, because their lives do not start and end with you and your in game avatar, and their cut would be influenced by how much resources you spend on their level up in between missions. So if you want you can spend all your credits and resources on yourself, soloing the game throughout or make like you and 1 other companion as strong as possible but also less dynamic in how you tackle the quests. Romance-wise you can only romance red light district courtesan robots OK? As you can tell I can go on and on about this and if you've read this far I would like to thank you for it. What are your thoughts about a cyberpunk game in between Deadfire and a Pillars 3? Regards / beatspores I initially made this post in reddit/r/projecteternity but it hit me maybe I should post it here.
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Hiya. I have accidentally sold the Ordinary Sword to some merchant in Neketaka or Dunnage. I have double checked those vendors, all but 1 that I have killed. I killed the Spindle Man or whatever he's called, the Vithrak darling in Delver's Row. I don't think I sold the sword to him but not sure. So the question is: is there a way to check the save file for what merchants has what in inventory, and preferably even dead vendors then? I know there are some save file editors but I've never used one before. If that does not pan out, do you have a suggestion for other cool one handed swords? I already have Modwyn and Whispers of Yenwood. I can't off the Valeria dude because I'm playing with Pallegina. Thanks / beatspores
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A somewhat similar bug is the Dawnstar medicine quest. Can't remember precisely what caused it but you can get the medicine from the guy how many times you want as long as you, if I remember correctly, tell him you killed the Spider guy in a dialogue loop. A detail about this is that I think I stole it from him in a chest before I spoke to him, if that matters. It's a fringe case and no real effect on the game so I won't bother filing a new thread about it.
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Layering problem
beatspores replied to Xaratas's question in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)
Yea I encounter this problem every now and again in different places of the menus. -
I thought the effect was gonna be passing so I didn't record exactly when it happened, sorry. I think it happened some time around getting the No Pity for the Lost ability. It doesn't impede the game or anything but it's a bug nonetheless, though I'm sure you have more important bugs to deal with before this one. I'm currently playing a priest of Berath so I'm thinking it's kinda a death guard hands effect...!
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Deadfire is a considerable improvement on every feature over the original, I love it to bits. I think the intro area is a good primer, but for every playthrough after the first one, intro areas are a chore. Beraths Blessing is a cool feature and I would very much like for one to be able to choose an auto-completed intro area and let you start the game on the ship just before you stock up on crew and supplies. As in, you get the proper XP you would have completing everything in the intro area, and perhaps a suitable amount of coin, so that all you have to do is level up your hero and perhaps buy some stuff in Port Maje and then go to Neketaka or whatever. What you guys think?
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Pacifist mouse-clicks
beatspores replied to skizelo's question in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)
Glad to not be the only one with that problem because that increases the chances for it to be fixed! Haven't tried the patch yet though. -
Pacifist mouse-clicks
beatspores replied to skizelo's question in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)
I tried a reinstall too didn't change anything for me, sad to say. -
EDIT: Sorry! Scratch that. I don't have a PoE 1 save I set up the game with the Deadfire options PoE 1 Game Stats function. Hi, thanks a ton for checking up on it. The save game is in the zip-file, starting with Feykir ending with .savegame. I am not familiar with the in-game editor? Is it the command-line-thing? I haven't done anything else with the game other than setting up things in the settings and playing the game and saving and loading.
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Pacifist mouse-clicks
beatspores replied to skizelo's question in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)
Yea I have this problem too, only in my situation it's for abilities too, not only the standard attack. -
Ok, yea I don't know the first thing about game development so I have no clue whatsoever. Anyway, I tried attacking etc with the AI off and it's the same thing as before so no luck there for me. That is: I click the sword icon, click the enemy and my character just walks to him with a walk icon just next to the enemy. Also I've tried windowed and fullscreen and different resolutions, using and not using smart camera etc. and that does not change anything. And again, for the devs, the issue is bigger than just the attacking it is the ability targeting and that too, like I wrote in the top post.
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Thank you for checking up on this. And like I wrote I would provide you with the other files you want for a bug report but the system wouldn't let me. Like I mentioned the forum said I weren't allowed to upload a savegame file and my output_log file was apparently too large, it is precisely 5 000 KB if that says something. Yes I have that problem too and for me it does not matter if I select only 1 at a time. Any way I do it they just walk to the guy I attack cursor target and they don't attack. I have AI on, haven't thought of the possibility of trying the game with the AI off, I can try that and return. Btw I have tried to also uninstalling and reinstalling Deadfire from Steam, with reboots etc too. The issues are still there.