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bringingyouthefuture

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About bringingyouthefuture

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    (5) Thaumaturgist

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  1. Anyone play Indie games often? Curious if anyone knows about Mechajammer and/or Wartales, thinking of downloading the demos this weekend to see what they are all about. I tried a couple of Spiderweb Software games and couldn't get into the old graphics style, I need cool trees and mountains, so curious if I would enjoy the full games. They sound pretty cool - one Cyberpunk and one low-fantasy ... both with a twist they say on TB combat, with Mechajammers allows for cool things like motorcycle combat I think though not in the demo.
  2. I just got air from RL myself, but still in the middle of limited time for anything ... I defaulted back to POE1 for the few spare hours I had, nice just to cruise through the game on autopilot I intentionally chose no to bump the difficulty for higher level content and am not playing it on the harder difficulty so getting to enjoy the story a lot more. Now am interested in Wildermyth more, was debating but now I might pick it up. Edit: For some reason I keep thinking about a sequel to Disco Elysium, did I read somewhere they started working on the sequel?
  3. The question is it enough to play the early access again or do I wait for the next update, sounds like in one of the QAs during that insane LARPing session the next update is gonna be content and perhaps a new class and/or race. It sounded like they wanted to get most of the classes into early access eventually. As for camping, now if they would just add the day/night cycle I am going to be really excited.
  4. Finished Solasta, interesting enough even with the straight forward story I think I might replay it, though might wait for the Sorcerer DLC. The power gamer in me wants to create the ultimate party now that I have all the meta knowledge in what gear is available, and what to expect. I also just read the studio is opening a partner studio to create a new game in the world, which is pretty cool. Would love them to continue to work on the graphics and interface because I would love them to come out with something as polished as POE2, that ran as smooth. Solasta is a little chunky ... is that the right word? Also, would love them to expand the level cap and add more classes ... I am a sucker for isometric RPGs ...
  5. A new Phoenix Point DLC released today, Festering Skies: https://store.steampowered.com/news/app/839770/view/3026960867714652838 Tempted to boot back up the torture room that can be Phoenix Point, actually enjoyed the game quite a bit. Read a little about the DLC and the changes that go with it the other day: I am sad they reduced the Sneak Attack damage to 50 % ... not sure how I could beat the final level on hard without the extra damage ... still not sure worth another play through, maybe after I finish Solasta, catch of on Troubleshooters, potentially play the new Wasteland 3 DLC, and somehow finish my stalled playthrough of POE1 ??? Lots of choices for gaming coming up
  6. Excited for the release, held off playing the beta as I wanted to paly the entire game from the start ... finally kind of burned out on early access and beta games. So first impressions does it improve on Kingmaker, is the story as good, the game as involved, as much to explore, are the side quests as fun? I mean only answer if you like Kingmaker lol though ...
  7. Ah I see thanks for the replies, I definitely didn't read up on it before posting but now I understand. I could still be wrong but sounds like it Last of Us Part2 won an award for the graphics, acting and technological development (whether deserved or not), but lost a lot of fans as it seemed to tread over what many thought was a great story in Part 1 ... so it safe to say it truly was Robocop 2 to Robocop 1 or maybe even to a lot of people Matrix 2 to Matrix 1. Again I have no opinion on the game but it seems like the reviews that panned the story were upset mostly because it wasn't the first story ... which is typical for fan reviews in a lot of ways ... though maybe my point does still have some merit, I mean it has 156,000 reviews and it only released on PS or am I totally wrong on that? I am pulling a lot of similarities between Cyberpunk 2077 and Last Of Us Part 2 ... both successes but also in many ways equally hated as much as loved, though you could make the comment that if you didn't play it you missed out on a cultural moment in time and endless hours of debate on forums, which for some is even more entertainment than the game itself
  8. This is where I get confused, didn't Last of Us Part 2 win game of the year? Reading the above thread makes it seem like the game was hated and highly criticized. Why do forums so often focus on fringe opinions and criticism? ... not that it doesn't have value to ask yourself how to make a game better, but from what you can read about it, it did a lot of things right (never played it never will), so why focus so much on what people didn't like, or even what you didn't like? But serious can we talk about Troubleshooter more too????
  9. So in the D4 cinematic trailer did they intentionally make the scholar guy look like the Angel Tyrael? Or did I not finish the expansion and miss something? That is what I really want to know. I think I am gonna jump on the bandwagon of Diablo and get D2 Resurrected ... those trailers really got thier hooks in me, I even find myself waiting for the Quarterly updates, maybe this belongs in the fool thread
  10. I hacked the Mac OSX onto a SSD in my windows machine so I could use it for my job, it works okay. I considered going straight Linux, but a few of the programs I need for work don't run on it period Fingers crossed someday, would love to escape Mac and Windows.
  11. I recently played through Diablo 3, the cinematic trailer for Diablo 4 got me interested. I beat the game pretty quick, do most people play it on the hardest difficulty? I couldn't really get into it, but also not a huge fan of action games anymore, my soon-to-be-claw hand rebels against the idea.
  12. Played through the updated Solasta early access. Definitely has an indie feel to it, and from what I have seen so far story is basic, wouldn't say there is a lot of emotional depth but does have lots of heroics Playing a Paladin seemed right in this game. Interesting I thought the game started really well, its just a very straightforward plot, I don't think they built the game to incorporate consequence and choices, it is more a tactical RPG game with exploration and DnD rules. And it is 100 percent a DnD game with all of what that entails - dice rolls, per rest magic, etc. but the nice surprise is the devs gave a lot of options to turn that stuff on and off, it is pretty customizable, for instance I turned off the option that only allows you to try to unlock or remove a trap just once, so if you fail the dice roll no opening the chest (yep turned that off, hate that). On its core rules game is pretty easy, didn't mess too much with the difficulty of the game, and found myself a little over leveled pretty quick, but there is a ton of difficulty options too, was hesitant to mess with them as they mostly involve tweaking the stats of the enemy upwards - more hit points, higher attack rolls, etc. Also I liked the idea of playing on the core DnD rules though so probably won't mess with them too much. I did turn on the Deadlier AI option though I think they could put some more powerful monsters with added magic and skills early on, and they still might it seems like they are constantly tweaking the AI and encounters through the early access. Lots of magic weapons and some cool gear, maybe too much for my taste - only thing missing was a Holly Avenger and a Vorpal sword. The crafting feature is good in the sense that you can craft cool stuff, but crafting material is really rare so far and you need to make choices between what you craft with what you get, which kept it interesting. I really got into crafting poison arrows started to obsess on it. Side quests are pretty straightforward - go here, do this for a reward, not much to them in early access will be curious if they build them out more. At the moment they are mostly setups for a unique encounter or a tough battle with tougher enemies. Graphics are passable, though when I was in wide open spaces with lighting effects or water I needed to drop the detail as it was having frame rate issues. I think the graphic cut scenes feel like a French puppet show. Interesting that they kept all context in-scene, no subtitles or written descriptions outside of the occasional scroll or book you find on the way. So good for those who hate to read, but it can be kind of like watching a French puppet show. I enjoyed the game, and about halfway through really started to get into the game systems and the exploring, and also wanted to see how the story ends. Will definitely finish it when it comes out. If expectations aren't too high and you like DnD it is alright all in all. They created a pretty good High Fantasy world, it feels more Dragonlance than Forgotten Realms, what with the Cataclysm and all, the main enemies / antagonists are very Draconic, the only things its missing is the Knights of Solasta If I would compare it to BG1/2 for all you BG fans, it is definitely more BG1 - it feels like they have been focused on creating the game systems and the story came second. Will have to wait and see how the story holds up and plays out when it releases - I remember BG1 had some fun twists, so hopefully Solasta will too.
  13. Fair enough, I would in no way defend Kingmaker as the best CRPG I have ever played, but at the same time I appreciated it for what it was and the only time I got annoyed and put down the game was because of its RTwP, I didn't experience the same frustrations that you did. But I also am not looking for a linear game that lays out the story for me and I just click through it like a visual novel. I read books on an eReader for that. I do feel like going from one point of the map to another to talk with companions is every single Isometric CRPG and not really a fair criticism, especially since talking to companions and others gives a lot of lore, backstory, builds the characters and is essential to any RPG. Was Pathfinder a wealth of well written dialogue, not really - I think that is a fair criticism. Another fair criticism for Kingmaker is that when it first released it needed still a lot of work, and with the ways they added options much of the Kingdom management criticism doesn't hold anymore, if you don't like that aspect just turn it off now. I personally like the challenge of it and did a playthrough where I just let the whole thing roll itself out without reloading, and I managed it and it was interesting. As for wanting the computer to think for you, you may need to wait for better AI that can anticipate what you want to sell and what you don't. And just because a video game can't address everything to make it like real life, doesn't mean they should do away with real life details completely, would I take all the details you listed out, totally, are most of those even possible today - not sure. Also camping in POE1 was too simple and basic, it wasn't even needed in most cases, or at all on normal difficulty. Limiting camping supplies was smart, but you can accomplish much the same thing with limiting food. One thing I like about DnD is the fatigue factor when you don't rest, again adds another layer of difficulty and planning.
  14. @Wormerine you make good points in regards to what game developers want to accomplish by adding features that limit the players abilities. Is it just filler, maybe a type of mini-game, or do they just want to create something that feels more realistic / tangible? I am all for the realism of it all, also for the strategy it can bring, but mostly I enjoy the small details as it is what brings the game alive. 1) encumbrance, this is a strange thing in games now, and I fully want it in CRPGs, but I want it to feel realistic. Right now in BG3 you can carry like 6 or 7 leather armors, to me that breaks the game feel, and why do games want you to carry so much? I mean as loot? Why not just create more valuable items like gold rings or balance the game with more valuable swords. Like maybe even 1 in 10 swords actually has the value, the other can be rusted pieces of junk not worth selling. Anyway I agree with you this is more a immersion thing, for me it makes the game feel more tangible, maybe it is a hangover from playing RPGs in the 90s. Also, items like bags of holding are fun but not necessary, its okay to make the player agonize on what they want to carry and make them think about it, its like when you go on vacation, should I pack that extra pair of shorts even though it is winter ? Did PK accomplish this? To a degree (I mean there are bags of holding in PK), but what PK did do okay with was with the timers on quests and the kingdom aspect, camping combined with encumbrance all became a strategy in exploring the world trying to balance it all, which I liked, so I think there can be a third layer to it all. 2) And that brings us to camping and food requirement. Camping and carrying food again immersion yes, but also when used well it adds to the difficulty of the game. I loved that Solasta made food scarce and a requirement to heal during camping. I like how Pathfinder it gave you buffs and also the ability to heal during camping. In Solosta I liked the idea that I didn't plan well as a newbie adventure and starved for a few days in the badlands ... upped the stakes. In Pathfinder I liked how exploring the game world, encumbrance and camping set against the Kingdom timer created a mini-game of exploration and a level of strategizing my exploring. I know these things are some of the most criticized things in the games but to just get rid of them seems kind of lame, better to give the option to turn them off, or as Solasta did with the food, add easier ways to get food through gameplay and settings. Also I remember in the 90s playing games where if you camped in a dangerous dungeon your chance of getting attacked was astronomically high, meaning it created a sense of danger while exploring. I prefer it in games. I also like in BG3 how food gives you minor healing, I am sure this isn't DnD, but it makes carrying some food handy and gives food more meaning. 3) Stat debuffs are just brutal, I actually prefer what POE1 and 2 did with wounds, but I also think certain enemies should stat debuff - I mean it is such a core rule of DnD for so long I would miss it. In POE2 I would have preferred that recovering wounds was a little more difficult so they felt heavier. But agree throwing stat debuffs like PK did so early in the game, and at first not letting you rest and recover them with the cost of scrolls being super expensive. They did change so you could finally rest to recover the stat debuff, but again I think we agree they were a little heavy handed. But also if implemented well can make dungeon crawling exploring better. PK if I had my guess tried to use them as a sort of gating for areas to slowdown the gameplay and keep you out of certain areas, which I think is okay too in games, not every thing needs to be explored from the get go. So yes can it be stupid filler if not implemented into the game correct, but yes they can be used in a lot of positive ways. Apples to oranges I guess. In general, I like the details in games like flushing toilets that let you interact, but I also think small details like this can add to the game. I mean with flushing toilets maybe now you let players put bombs in toilets, and mostly it explodes them, makes everyone angry, or maybe it can be used in other ways. For instance POE2 and the Blow the Man Down quest where you have the option to use a bomb. I mean in terms of difficulty POE2 made solving quests very easy by limiting the searchable areas and items you can interact with, though they also did squeeze a lot of detail in the game through interacting with the world. Those interactions made the game better, but I would prefer the puzzles to be a little harder to figure out by disguising them in the world more, I mean one of the things I appreciated about BG2 the most was being able to cast the charm spell on a character to solve a quest - no real hint for this and no I didn't figure it out on my own but thought it was an awesome interaction when I read about it. The problem thing I didn't like about this in BG2 was there was no precedence for it, it was somewhat a hidden interaction. These puzzles and strategizing are a type of mini-game yes but they have a tradition in CRPGs from way back in the day, and I prefer them better than the type of mini-games that JPRGs introduced that were geared towards consoles. So yes Wasteland 2 with its random turtle was cool, and yes please include a day and night cycle, and yes make camping difficult, and please please don't let me carry everything, and yes dice rolls. It seems programing tools are so much better these days, studios like Obsidian are doing it right by making these difficulty options available to turn off and on, I would prefer them to keep the options rather then just get rid of them.
  15. The toilets must flush, I need that quality of life That being said Pathfinder benefited from the writing and story, character etc already in place from a popular tabletop RPG, but looking back they did bring the world to life really well, and it paid off for them big time in the sequel. Glad they are making another game. It's almost like Pools of Radiance way back in the day, weren't the original Gold Box D&D games campaigns too? I know some were based on the novels. Edit: I may have that backwards, but I know the novel Azure Bonds came before the game.
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