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yoyolll

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Everything posted by yoyolll

  1. Slippery Mind says "Immune to Intellect Afflictions", but my scout is still getting dominated by Fampyrs.
  2. Hi Justin, just wanted to say that the music is absolutely fantastic! I have to admit, I was more excited for the soundtrack than the actual game, especially after hearing the music of Pillars 1 and Tyranny. I hope to hear your work in many games to come. Keep up the great work!
  3. I'm half game and all dungeons i have gone through are 10 times better than Poe1 ones. I'm just curious, which dungeons? I'm nearing end-game and I haven't found any real dungeons other than Drowned Barrows, which was pretty small and short. Most "dungeons" in Deadfire have been one area with a few rooms and barely any enemies.
  4. This would be really awesome. Maybe like a 15th century cruise ship type dungeon or something. Yeah, I don't think the Caribbean style setting lends itself to big dungeons, but I still wish they had at least 3 or 4 of them. Regardless of the setting, I think of dungeons and combat as the "meat" of an RPG, with story still being essential but not necessarily needing as much volume in order to be good (thinking of Icewind Dale 1&2 and Fallout 1&2). Also, dungeons don't have to be literal dungeons. They could've done, as the poster above mentioned, a massive ship dungeon for example. Or maybe a jungle, or a skull island type thing. "Dungeon" in this context really just means a large, interconnected network of dangerous areas filled with enemies, traps, secrets, loot, puzzles, and maybe NPCs and quests, that is separated from the rest of the world (the "overworld"), and that has it's own theme, story, and background. I think Raedric's Hold is an excellent example of a good RPG dungeon. As a big fan of Icewind Dale, I prefer dungeons on the scale of Endless Paths, but I really would've been happy with 3 or 4 dungeons the size of Raedric's Hold. Instead, the world is made up of several large quest hubs and some mini-dungeons scattered across the islands. Anyway, I realize everyone has a different idea of what is important in an RPG. It's just good to see I'm not alone in being disappointed by the lack of dungeons in Deadfire.
  5. Yes there is definitely a lot of weird stuff going on with Crookspur and Wahaki. It can also mess up Queen Onezaka and Director Castol's dialogue pretty bad. I got yelled at by Onezaka 3 separate times for killing the Wahaki, losing rep each time. I also seem to have confused Castol pretty badly, and now I can't speak to him about the next quest. Atsura also wouldn't speak to me about the Clearing Out Crookspur quest until after I finished Maia's quest much later, so the quest remained incomplete in my journal for a very long time after I had finished it.
  6. I'm nearing the end of the game now. I've completed all the side quests, companion quests, and bounties, explored the whole map and visited every location available before the end-game. So far, I really do love the game. But I've noticed that there are no real dungeons in all of Deadfire. The closest one was Drowned Barrows, which was still quite small. I guess you could add in Fort Deadlight and Crookspur if you took the hostile approach at those locations, but those were really small as well. I found a lot of mini-dungeons and such on the islands that were made up of 4-5 rooms with an item at the end, and that was it. Pillars 1 had Raedric's Hold, Endless Paths, Skaen Temple, Cragholdt Bluffs, Heritage Hill, Durgan's Battery, Flames-That-Whisper, Abbey of the Fallen Moon and probably a few other good ones that I'm forgetting. The largest dungeons in Deadfire were more similar to the Temple of Eothas in Gilded Vale or the sewers under Defiance Bay. "Dungeon crawling" is not just about the size of the dungeon, but also the set-piece encounters, resource management, and the feeling you get when you finish it and go back out into the world after a long, dangerous adventure, all ready to head back to the inn and turn in quests. I like how those large dungeons feel like their own little world, each one with it's own theme, different types of enemies you wouldn't see elsewhere, and unique and interesting NPCs. Plus, leaving it littered with corpses and completely looted is a great feeling. All of these things feel missing from Deadfire. So what happened with the dungeons? It seems like they chose to forego large dungeons in favor of big cities with lots of buildings and NPCs. I have to say, as someone who's favorite part of any RPG is dungeon crawling, that's pretty disappointing for me. I hope the DLCs will add large dungeons.
  7. What broken quests in Neketaka? I literally haven't found one, I have found some strange ones that work a little odd, but they weren't broke. Also those heinous import bugs were fixed in a patch that was available by the time you made this post? Yes people have a right to be upset, yes you have a right to call out and report bugs, there is nothing wrong with that. Just please stop calling the game broken, it is not broken. You can boot it up, you can play it, you can complete it. Could it be better? Yes. Does it need a difficulty balancing? Sure does. Are there some bugs? Yes, there are bugs. None of that means the game is "broken and unplayable" though. I will repeat myself for the umpteenth time: I don't think the game is broken or unplayable. In fact, I've almost 100%ed my first playthrough (as well as I can with the broken quests). But, to repeat myself again, here are a list of quests I've broken accidentally: Cornett's Call Harsh Medicine Family Pride Food for Thought Clearing Out Crookspur Terms of Trade Glimpse Beyond In addition, I seem to have somehow messed up the dialogue sequence with Queen Onezaka and Director Castol by interacting with Furrante, Master Kua, and the Wahaki in the wrong order. They've both mentioned things to me that haven't happened and asked me to resolve things that they already knew were resolved. Now I'm unable to get any more quests from either of them because their dialogue is stuck in a previous part of the questline trying to give me quests I've already done. If you would mosey on down to the tech support forum, you'll see that all of these bugged quests and dialogues have been reported by many, many players, myself included. I've managed to find workarounds there for some of these, but others remain broken, maybe permanently in my current save file. So I'm glad you didn't run into any broken quests, but clearly many others have. I have no idea what the rate of occurrence is, but based on how many things I've managed to break accidentally, I have to imagine it's quite high. Broken quests are something I consider to be major bugs. Not unplayable, though, unless it's something that prevents you from finishing the game. But like I said, "unplayable" is subjective. So keep in mind that your experiences aren't necessarily everyone else's.
  8. The user score on Steam is at 83% as well, so they are in agreement. But I actually saw a lot more angry, irrational reviews on metacritic than on Steam. The negative Steam reviews for Deadfire mostly highlight the major bugs in the game. Although I've noticed there are a lot more people complaining about the story now than there were a few days ago. I guess because people are finishing the game now.
  9. I did this sequence in a different order, but I'm stuck in the same place. I completed the bathhouse, spoke to Castol, completed Crookspur (sided with slavers and killed Wahaki), spoke to Furrante and Castol. Now neither of them have any more quests for me. Can anyone confirm this is actually a bug? Maybe the questline just ends very abruptly?
  10. I think I have run into a very similar issue with the VTC/RDC and the Principi. I seem to have accidentally locked myself out of some conversation options with Castol that would advance the questline, and neither RDC nor Furrante has anything else for me. I'm pretty sure it was because of a weird quest trigger that somehow broke the sequence of quests I was supposed to do. On a side note, I've been noticing quests breaking left and right. Especially the ones like these that intersect and overlap each other. I think the fact questlines and Neketaka overall needed a bit more testing.
  11. The answer in 2018 is unequivocally "no". Most games with a good developer will get some amount of post-launch patches or content, so the day one review will inevitably be outdated. However, that's just not how it works in reality. Reviewers need to get their reviews out as soon as the embargo is lifted because that's how they get views. I wish I could find some kind of aggregated data of game review clicks on launch week vs the rest of their lifetime. I would bet that reviews get more clicks within 7 days of release (and embargo if they are different days) than every day from then on put together. That's why reviewers always try to get that day 1 review out ASAP. And also why most of them don't ever bother updating their reviews. There are so many games, movies, TV shows, news, etc. coming out all the time that people don't have the mind-space to follow up on a game that's supposed to be fixed later. I did find some interesting data, though not the exact type I was looking for. This is from "Predicting Video Game Sales in the European Market" by Walter Steven Beaujon from Vrije University in Amsterdam: "The data shows that most titles will launch to a high first week and start to decline every week from that point on. On average games that see decline will decrease with 36% from week 1 to week 2, and then with 33% from 2 to 3." That's why reviewers only care about the day 1 review. That's when the consumers are paying attention to the game. And then, right away, it's on to the next one. I do think it's irresponsible not to update the reviews, but I can't say I blame them considering how many games are constantly coming out and how little interest a follow-up review will hold. It's a tough market, and what Obsidian does is not easy. But I can't imagine that delaying the game for another month would have hurt as much as releasing with so many bugs. I think you're downplaying the responsibility of the gaming company to not ship unfinished games. It's their choice, if they release a game in a sorry state, it's going to reflect in the reviews and in many cases you won't get a second chance. It's better to ship the game late than to ship the game as a buggy mess. It's not the responsibility of the reviewer to shield the game from the bad decisions of the producers and developers. If I review a game, I won't downplay the bugs, I'm going to tell exactly what I think about them and treat the game as it is, not what it could be. I'll update that review if things change and I feel like it, but the responsibility of a good launch is not on those who make the review, it's 100% on the company that makes the game. I 100% agree with this, sorry for not making that clear. The responsibility rests squarely on the developer's shoulders for a bug ridden launch. I was just pointing out that games rarely, if ever, get a second chance in today's market because there are so many constantly being released year round. You just can't expect reviews to be updated or people to pay attention, even if it's the right thing to do.
  12. I have effigy, but not gift from the machine. I picked up both in my Pillars 1 game.
  13. I think she has asked me about the Wahaki clan at least 3 times. Once after she directly asked me about them, once while I was turning in a different quest, and once more after I killed the Watershaper dragon. Each time I told her they were dead and I lost reputation with them. Also, it seems if she has several things to speak to you about, her dialogue can get very mixed up. I think she gets confused when there are multiple quests being started and completed. Several times she has mentioned things before I told her about them, or talked about something as if it wasn't resolved (like the Wahaki).
  14. Cool, thanks guys. I'm gonna gut that rich boy and clean out his fort like a good pirate.
  15. I want to side with Principi and the Vailians, and I know they are friends with the Crookspur folks. I have completed the quest to wipe out the Wahaki clan for Master Kua and turned it in to both Furrante and Castol. However, they didn't give me any new quests. I have a quest from the Royal Deadfire Company to kill Master Kua. They offered me money, and I like money. But aside from the roleplaying perspective, I'm afraid it might disrupt the Principi and VTC questlines. Is it "safe" to kill him after completing the Wahaki quest?
  16. The answer in 2018 is unequivocally "no". Most games with a good developer will get some amount of post-launch patches or content, so the day one review will inevitably be outdated. However, that's just not how it works in reality. Reviewers need to get their reviews out as soon as the embargo is lifted because that's how they get views. I wish I could find some kind of aggregated data of game review clicks on launch week vs the rest of their lifetime. I would bet that reviews get more clicks within 7 days of release (and embargo if they are different days) than every day from then on put together. That's why reviewers always try to get that day 1 review out ASAP. And also why most of them don't ever bother updating their reviews. There are so many games, movies, TV shows, news, etc. coming out all the time that people don't have the mind-space to follow up on a game that's supposed to be fixed later. I did find some interesting data, though not the exact type I was looking for. This is from "Predicting Video Game Sales in the European Market" by Walter Steven Beaujon from Vrije University in Amsterdam: "The data shows that most titles will launch to a high first week and start to decline every week from that point on. On average games that see decline will decrease with 36% from week 1 to week 2, and then with 33% from 2 to 3." That's why reviewers only care about the day 1 review. That's when the consumers are paying attention to the game. And then, right away, it's on to the next one. I do think it's irresponsible not to update the reviews, but I can't say I blame them considering how many games are constantly coming out and how little interest a follow-up review will hold. It's a tough market, and what Obsidian does is not easy. But I can't imagine that delaying the game for another month would have hurt as much as releasing with so many bugs.
  17. The unfortunate fact of the matter is that 99% of reviews will not do this. They will simply move on to the next release and never think about Deadfire again. Same with all the potential consumers who see the negative reviews and think "I'll check up on this later". I've had this same argument with communities of games in Early Access. They don't realize that you only get to make one big splash at launch. You get the spotlight for exactly 1 day, whether that's beta, or early access, or a bug-ridden mess of a launch. Even if it's patched to perfection 2 weeks after launch, the vast majority of people have already moved on. There are so many games coming out these days, it's ludicrous to expect the average gamer to even keep up with patches and improvements for games they own, much less ones they don't. The people here are fans of Obsidian, and we know Obsidian will (mostly) fix all the bugs and polish up the game over the next several months. But the larger audience only sees this game on launch day. If it weren't for the import/history bug, this game would probably have been "overwhelmingly positive" on Steam for at least the first two days or so. That would have gone a very long way for the cRPG revival. To be clear, I'm not putting any blame on reviewers. If the game is bugged, the review needs to reflect that. I'm putting the blame on Obsidian, who seem to be unable to break out of this habit of releasing their games too early and fixing it post-launch. This sort of carelessness reflects extremely poorly on one of my favorite genre of games. It makes me sad. We have been lacking high-budget cRPGs since the days of KotOR and NWN, and the fact that Deadfire had half peak players as PoE1 on launch will not improve the situation.
  18. Not a huge bug, but it seems that if you successfully complete a quest, it can still fail later if a critical person is killed. I completed Tip of the Spear for Master Kua, and then killed him later for another quest. Tip of the Spear then failed, even though I already finished it and received the rewards.
  19. I don't know, some of the companion interactions in both Pillars games have been very emotional and heartwarming. It's just that the romance parts seem to be forcibly inserted as if it's a simple on/off option during the conversation rather than developing organically.
  20. Interesting. When I read the ability description, I thought it meant "X% of incoming damage heals you instead of applying damage", in which case the fighter would have net 0 damage/healing at 50% unless they had active damage/healing modifiers. At 75%, they would have a net gain of health equal to 50% of the incoming damage. So I think some clarification is necessary from Obsidian for the ability descriptions on these two.
  21. I found it extremely difficult to sail to Crookspur because of this. It kept spawning ships that would immediately attack me while I was trying to dock.
  22. Bisexual or not, it's also weird that literally everyone is attracted to the Watcher regardless of sex, looks, or personality. I mean, you could make an Orlan woman who's rational and benevolent, or a Godlike man who's aggressive and cruel, yet the same exact people would be attracted to you. That's just lazy.
  23. Discussed at length here: https://www.reddit.com/r/projecteternity/comments/8i7n6z/pillars_of_eternity_ii_bugs_megathread/dypl5gf/ Basically, the game is currently unable to read the choices you made from your imported save or generated history, so everyone is getting the same outcomes no matter what endings they received. Except for people who, by chance, got that exact configuration of endings in Pillars 1, everyone is affected.
  24. Do you honestly expect a bug free game at launch? Even the CRPGs with millions more used on Q&A are buggy at launch. When you create a something as big as Deadfire, Skyrim, Fallout, Mass Effect or Baldur's Gate there will be bugs. Hell, I've had more show up while playing Red Dead Redemption. When you create something as big as that, no matter how long you tweak it, bugs wil appear when there are 100 000 - 10 000 000 people playing the game instead of the 100 Q&A guys you have playing it. The import/history bugs, broken quests in Neketaka, and messed up relationship system really should not have gotten past QA. No one in their right mind expects a game like this to be bug free, but this many broken quests and non functional or barely functional features is inexcusable. Also, I agree with most people here that the game is not fundamentally broken or unplayably buggy by any means. However, "unplayably buggy" is really subjective. There are many on these forums who would consider it unplayable due to the import/history issue, especially those for whom the story and roleplaying element is paramount. If the most important part of Pillars 1 for you was story and relationships, would you want to play Deadfire right now when your choices from the previous game are imported completely wrong? And I have to admit, after (accidentally) breaking Food For Thought, Harsh Medicine, Family Pride, Cornett's Call, and A Glimpse Beyond over the course of 2-3 hours, I was pretty close to giving up on the game. Admittedly, I'm the type of player who looks for the most unconventional possible way to finish quests, but still the Neketaka quests seem to be breaking left and right in my game and it's very annoying.
  25. Screenshot attached. After completing the mural sequence, it says the door behind you opens. However, it stays closed visually. You can move through it as if it's open. Edit: Screenshot too big, here's an imgur link: https://imgur.com/vI5d7qI
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