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Stephen Unsworth-Mitchell

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Posts posted by Stephen Unsworth-Mitchell

  1. I am using windows 10 and Steam

    A file from each game been quarantined by windows defender as Trojan:Script/Oneeva.A!ml

    Eternity 2 SteamLibrary\steamapps\downloading\560130\PillarsOfEternityII_Data\StreamingAssets\Audio\Windows\Voices\English(US)\sg_fampyr_menzzago\20_cv_menzzago_0092.wem

     

    Eternity 1 \SteamLibrary\steamapps\downloading\560130\PillarsOfEternityII_Data\StreamingAssets\Audio\Windows\Voices\English(US)\pm_banter_tavern_cap_b\09_cv_port_maje_banter_bank_0045.wem

    I did fresh install today both games and first defender scan picked up those files.

    Before anyone says already allowed files. All seem to work fine. This just heads up.

    Do have on gog to but not reinstall from gog in while or run gog versions see if they found by windows defender.

  2. hmmm didnt read all the topic , so the following is only my personnal feeling

     

    i Like to play with fun builds ( i mean i do more Rp build  ( one of my char is an inquisitor called Casandra Rivan darcozzi paladini who had a a far far familiy link with a certain lucia  rivan ^^ anyway thats my fun ) . I love the combat part but not solo i like to play with companion

     

    before the patch i ran really too easily in normal and veteran and i enjoyed the potd but now with my way to play i m stucked with veteran level ..... i need to really micro manage everything during fight and IF one thing is goind wrong it s the end. so Normal is too easy and boring  veteran for me is Boring cuz too much micro management and theory crafiting  and most of it the addition to the encounters are ...... hmm odd

     

    drake everywhere ? ? ?  army of critters ?? not really lore friendly

     

    So maybe adding a level of difficulty bringing back the old potd will be a nice way to satisfy everyone

     

    Cuz i perfectly understand some people play the game only for the challenge of the combat engine some only for the story ^^ but i guess many people are somewhere between the two extrem

     

    my two cents

     

    I do understand your point and agree there does seem to be big difference between normal and veteran difficulty other difficulties not such gulf between. Does make it very challenging when first move up from normal to veteran.

     

    Other part doesn't help with it is fact that higher difficulties made harder after release which they often end up making start out very micromanagement and frustrating, sometimes having cheese it bit till get enough spells, health etc that you can really start hold your own. Difficulty you choose after reaching point doesn't really matter as becomes cake walk when got high enough level.

  3. Got remember there whole market of other games so got find window for said produce that's what you feel is best chance for it.

     

    There fact it had original date and had already been moved back once and keep moving goal post probably would start annoying customers.

     

    There financial reasons to release game earlier then perfect package.

     

    There really big point most artist will understand you can keep working on something and it can become never ending cycle, at some point got say yeah it's time.

     

    This was crowd funded but it does have publisher and I personally don't know but publisher could said they wanted it done by set date.

     

    Lot issues are not discovered until someone with different mind set finds ways to abuse system or finds unique ways doing things.

     

    I find it so very funny that people come on this board and then behave like POE franchise is only franchise to behave in these ways. Most games come out with issues. Obsidian not only company bring game out late. Most companies make new content for there games, some abuse this by forcing microtransactions. Stop it with rose tinted glass please. 

     

    Games have become lot bigger then they ever were in past which gives lot space for issues.

     

    There the point of computers are made from lots of different components manufactured by lots different companies with lots of software that created by lots companies and multiple systems eg windows linex etc. So its very hard to know what effects those things will have on game till after release. Hence lot of companies prefer game system as it much easier to write game for game system then it is for pc.

    • Like 1
  4.  

    Personally Id prefer a "cooldown" system with a few more active abilities.

     

    You may not like what you will get. Tyranny had cooldowns. It made every combat into same monotony of rotating abilities for the win, exhausting every ability because there was no point not to.

     

     

    love tyranny game but yeah combat was cycle through your abilities and spells keep repeating. Could be even more frustrating when destroyed half an opponents health bar for it to refill as you used all strong abilities and had spend bit time on weaker ones. I think maybe there could be ways to improve said system.

     

    I seriously wouldn't want change POE system for 3rd time to something different as it probably come up short as not have its issues sorted. I prefer sorting issues and having better sytem through improvement then new.

     

    Also with tyranny system once got some special abilities add in weapon abilities and faction ones was kind of easy to just draw group in hit them with every powerful ability destroy few weaker bad guys and weaken stronger ones then attack one big target and destroy rest one by one. Enemy numbers didn't matter after that point so became walk in park.

     

    Tyranny system wasn't really any different between classes as you could make mage rogue fighter that was capable of powerful spells could hold frontline and be sneaky.

  5.  

    Yes I understand that having mutiple ideas and systems with in game will make lot harder work but thats for companies sort out. Honestly does company want just make money which case might well go route of micro transactions and building games for majority, but those companies games will never be remembered and nor will company when they gone. If company really wants stand out then got try new ways please more people and try make legendery games.

     

    It's not about that though, it just a simple matter of finite resources: time, money, manpower. Regardless of whether a company is looking for a quick cash grab or is truly dedicated to making great games, they can only expend those resources once. Building two quite different gameplay modes into a game will inherently mean that resources will have to be split between them. Anything spent building one mode cannot be spent building the other, therefore the quality of each mode will almost certainly be less than it would have been had they decided to just implement that mode.

     

    And personally, I think a game is much more likely to be great if the developers have a clear focus and vision and just go with that; rather than trying to hedge their bets and make something that appeals to everyone (or to a larger audience, at any rate). Not guaranteed by any means of course, the courage of conviction can just as easily lead to spectacular failure (ahhh, Daikatana...). But going for compromise and mitigating risk, I can't really ever see that going anywhere legendary.

     

    Yeah you are right in some ways as POE will always be better known then deadfire. POE had vision and then people complained about per rest and obsidian changed it to per encounter but its not really per encounter cause you have wounds and rest still there so its mixed up mess. Resting and wounds has no real effect and isn't punished and unfortunately those like attrition can't really use either wounds or rest to increase challenge as its so badly done. 

     

    But this doesn't change what I said as I suggested having choice which for player to make at games start so not mixed hybrid. Having both enables both to be worked on as both per encounter and per rest systems need have there issues sorted. Having both also force obsidian think how can we make each fight interesting and different for per encounter and not trash fights. For per rest because of the per encounter we have lost the annoying trash fights and still have ways make things more interesting challenge. So yes I think having both actually force obsidian make better game. I think having both might mean a smaller game but if we get legendary game that's slightly smaller prefer that to massive game that's good but not amazing.

     

    Per encounter forces company think much harder about each fight. That's good thing. To make per encounter work is lot harder work. If take pirate island and do it so per encounter then got think what types bad guys can we use, got pirates and undead pirates. How do we make them interesting well pirate is rogue type so we can use rogue abilities to hide our sneaky pirate and let them sneak into back row and crit the back row for some evil damage. We can have mage and a dual blunderbuss rogues which is player going take out first as dual wielding blunderbuss going hit hard and crit for good damage or the undead mage who going try debuff party and hit you hard with few his big spells. I try take both using my mage by raining few meteors down on there heads oh that's not worked the mage countered my spell with shield.

     

    Now for us like per rest having obsidian think like that because of the per encounter system will make each fight interesting and we have the ability use our per rest to adapt the level of challenge we want. Because the per encounter if done right give great fight first time but once know what to counter with second time is lot easier. 

     

    Games are so much bigger and continue to grow, therefore company that tries new things can afford to make game bit smaller and have both systems.

     

    On the general per rest vs per encounter discussion, I would argue that ultimately the best way would be to get rid of both. Though per encounter does work considerably better than per rest, in my view. I think the problem of the per rest system is that it is a holdover from P&P games that just never really worked in computer games. Generally speaking, neither the resting itself nor time having elapsed has any real cost associated with it, so by itself there is no disincentive to rolling through a dungeon with your band of merry narcoleptics, dozing off at every turn. Whereas in P&P the DM could just sick some ogres on them or whatever, or have all the hard work clearing out monsters be pretty much undone by the time they wake up, because as it turns out reality isn't static when outside the protagonist's view. 

     

    Of course the resting can be restricted artificially in various ways, which works to some extent but to my mind doesn't really solve the core problem. What (I would argue) makes the need for attrition and resource management and such interesting is that you need to be strategic, tactical. You need to weigh the benefits of using some resources now against possibly needing them later. But for there to be actual strategy and tactical thinking to that, you need at least to some extent to be able to plan ahead, and thus you require information about what may be next. But there is often no organic way to really obtain that. It would require much greater ability to gather relevant information in different ways (which would also greatly increase options for adding valuable non-combat skills to the game), in terms of scouting, scrying, infiltration, studying tracks, what have you.

     

    But similarly, it would probably need (and should encourage) much more tactical options for approaching a situation. Preparing an ambush, creating a distraction, but also actually being able to run away (and in the same vein it would be great of course if enemies can actually decide to run away (instead of suicidally keep attacking when it's clearly pointless), surrender, raise an alarm,rather than encounters essentially being in an isolated bubble disconnected from the rest of the world). In other words, make the world potentially more predictable and give the player more options to use information they have gleaned and make resource management and such actually strategic. Because as it is, it comes down much more to metagaming: you can manage your resources because having previously played through the same bit before; or there is a big glowing arrow saying "dungeon boss through this door", and you know you can bust out the big spells now. In that regard, it would also help in another sense to make the world less predictable as well, by making it dynamic; meaningfully changing over time as well as between playthroughs / reloads. Which could also easily make resting much more impactful: the world will have changed around you; the path you cleared behind you may not be clear anymore; you may have been detected and the defenses ahead been shored up, or an ambush may be around the next corner. 

     

    Anyway, just some meandering thoughts; I just feel that though per encounter approaches clearly have their issues, the old school per rest approach doesn't fix them. And mind you, much of the above in a way can be applied to individual encounters as well. Adding forms of attrition within encounters. Adding more options for strategy, meaningful use of terrain. Making them less predictable (have reinforcements show up, have that fireball knock over a tree and cut off part of your party). In general I think, make things less binary, discrete (would feel much more interesting if there weren't for example fixed numbers of spells to cast, but casting (bigger) spells just makes the mage more exhausted and their subsequent spells less effective in various ways). Though admittedly that is much more difficult to design, but one can dream... 

     

    Per rest does work but issue is that needs to punish as without punishment it gives chance for someone to cheese game with it. Per encounter works if company truly put effort into each fight make it interesting and challenge in different way each fight. If not per encounter becomes set path do x,y and z each fight and win.

     

    Per rest don't need know what's coming as you working tactically every fight only using what you feel needs to be used for each fight and therefore saving stuff for next possible encounter. Truth is makes you feel good if can complete whole dungeon without having go back to town replenish and makes you feel good when you meet boss and get use those powerful spells you been saving as not able use them every fight which made them rather fun (using most powerful spells should be limited and feel good when get use not boring cause this 100th time you used it and it means nothing to you any more.)

     

    If you remove per rest and per encounter what system are you going use?

     

    As for ambushing and the other things yeah we should have things like that and not just our party but the bad guys to. Fights need have lots things make it different and interesting.

  6.  

     

     

    This is going to sound pedantic, but we have to better define "the hardest."

    In modern game design it's "for people who actually like RPGs / combat".

     

    No. Just no. RPGs can be fun without a high difficulty, heck story quality and game difficulty are not linked. Combat can also be fun without being masochistic. Don't conflate your taste with everyone's standard of fun.

     

    Though I am of the opinion that challenging gameplay can often enhance a story, I agree here. Heck, Planescape: Torment is hardly a very challenging game yet there are several in this forum (as shown by this poll I made a few months back for example) who consider it one of the greatest RPGs ever. I don't think the people who take part in the official forum for a developer dedicated primarily on the development of RPGs are not gonna be people who don't "actually like RPGs". Combat, now, that is a very different thing - but again, taking Torment's example above, combat isn't necessarily what RPG fans look at in their RPGs.

     

     

    Game can just have a good story and be success planet torment is good example of that, but it wouldn't be wise move for obsidian to go down that road with POE.

     

    Firstly POE has had combat from start and to suddenly remove would be to drastic a change. Lot of people buy POE if they bought POE 3 and found no combat they feel cheated. Secondly obsidian need to work on story telling, not trying be nasty but look at POE then tyranny and then POE 2, first POE has its issues story telling wise like finishing quest at the arrival of second city which does kill emersion as you feel reached the end before you made it to the end, then got white marsh great little story but badly thought out  as either do it at the end and soulbound are waste or do it in middle of game and level progression takes big hit.. Tyranny split into 3 acts on reaching act 3 makes person feel there is still lot to go and suddenly game ends, whole end could of been better thought out. POE 2 story is very story light and if had no combat would simple killed franchise when story not well enough done.

     

    Most important point is building game that has sell on story line is dangerous gamble for game company as to make story whole of a game forces it to be rather perfect story or death of the game, there is very little forgiveness on game like planet torment and in its case it had the great story.

     

    As for open world that has and always will have levelling issues., now with games like elder scrolls not issue as don't play them be challenged, I play them for the story and feeling of epic size. Lot of people got involved with POE cause it promised be in spirit of BG franchise so people expected it be challenging and rewarding. I understand deadfire is a rather open space but shouldn't been made open world, personally think they should of had it split into 4 sections like map is and shouldn't been able to explore section until you first travelled to to that area. If they done that would still felt rather open world but would given obsidian more control of levelling and when you actually arrive in each section would also helped with story as they could then put reasons why couldn't simply chased eothas and had to do side content. Honestly as it feels currently story takes back seat without any reasoning while you explore open world and eothas runs into setting sun but its ok we got all time in world.  Story and open world run counter to each other and it effects whole produce for it.

     

    POE set itself up for those wanted challenge when it made POTD and iron man both sound like there designed to challenge and sound like designed for the few want extreme mode.

  7. I will try answer few peoples comments in one here.

     

    Unfortunately if we accept what people are saying then attrition system really going die out as they mostly wanted by the few for many reasons.

     

    Now if POE 3 has no attrition system then like POE 2 I believe it do well enough but will never be truly legandery game and honestly I think it be dead road for POE type games.

     

    Lot people say they want per encounter don't want be punished or made to make returning trips to town, but honestly that ends up building game that really is easier and nothing memorable. Like been given car for nothing might enjoy driving it but not same feeling as having work hard and save for it, memories that special come from feeling you achieved something special, push through what you believed your limits were and found that success. 

     

    Truth is per encounter leaves emptiness because every fight feels same and is not anything special. I agree per rest did have way to many trash fights in POE 1 and rest system need work but it gives you rewards and makes you feel you achieved something special.

     

    Everything is compromise problem is compromise normally to majorities advantage and also to those most able to argue there points. Lastly those who can shout loudest.

     

    Yes I understand that having mutiple ideas and systems with in game will make lot harder work but thats for companies sort out. Honestly does company want just make money which case might well go route of micro transactions and building games for majority, but those companies games will never be remembered and nor will company when they gone. If company really wants stand out then got try new ways please more people and try make legendery games.

     

    If I take resident evil games I always remember res 1-4 beyond those four will be forgotten. (not tried 7 so can't comment on that one yet) Why will those be forgotten cause there nothing really stands out. Moved away from what made resident evil ah resident evil.

     

    Tke kotor games 1st was great game and then second was something different as in made you question meaning of good and bad and the force, that was new but it did keep what made kotor special to. Kotor 3 which became MMO tried be MMO with to many compromises and to many new directions and really should been left same as kotor 1 and 2 If they wanted MMO they really should started new star wars saga.

     

    Compromise doesn't have to mean going one way or another can include both but ultimately good franchise must keep what makes it shine and stand out.

     

    Non my comments are disrespecting said game companies both sets games I love. I just stating where both went wrong in my opinion.

    • Like 2
  8. You can't design every game system around box ticking. Rest & resource management in general is pretty important part of the core experience.

     

    I agree that resource management and rest management are important for me to as I like to make things interesting and challenging to level I am comfortable and happy with.

     

    But I do see some people point that resource and rest management is boring and not what everyone wants, therefore why argue if simple tick box system lets people choose what they prefer and everyone wins. 

     

    People that like and argue for resource and rest management are minority most want fast game and not keep going back and forth, therefore people want resource and rest management keep arguing they mostly lose and hence most games don't have lots resource management.

     

    Both systems need reworking as both got there issues to.

  9.  

     

     

    In other words, what is your motive for setting any baseline for others? You can set your own baseline and what others do is not your concern in my opinion.

     

    It's only my opinion. You think seem like I have more opportunities to change something? It's not like that at all.

     

    P.S: This mod written specially for those of you who find POE2 too easy.

     

     

     

    In general, I would assume that those who are vocal have a higher probability to influence (whatever they want to influence) than those who are not. Of course, you are entitled to your opinion and of course, others have the same opportunity to be vocal. 

     

    I am just constantly baffled by opinions who express their will to impose on others. I do not understand why would anyone want to remove an optional feature. Since it does not compute to me, perhaps naively, I think that your suggestion comes from omission and/or flawed reasoning. 

     

    I have used this parallel on this board before, but to me its like if there was a hill to climb, there was a medal for reaching the top, and there also was a cable-car leading to the top. Then someone, who like to get to the top on foot, would suggest .. remove the cable-car. It just makes no sense to me. If I want to get to the top on foot, the fact that cable-car exists is irrelevant to me so is whether others use the cable-car or helicopter to get to the top. To ask for cable-car removal is nothing else but imposing on others for no rational reason.

     

    If someone explains it to me, why to impose on others without rational reason, perhaps I will stop asking about it.

     

     

    Personally I prefer the per rest system from POE 1 

     

    But for me I argue that POE 3 would be best if caters to both groups by using simple tick box let people choose.

     

    Like you never really understood this need to tell each other what's best and try remove things. To me more you can add that gives choice more you can please. It also gives greater replay ability as you have more options you can try more settings and have slightly different game each time. There the bonus to been able make game as difficult as you want with more options.

     

    Answering your question I think some people can only see the value in there own arguments and therefore can't see value in others. Some simply selfishness and they simply want world revolve around themselves. Some people lack empathy and therefore closed to how others feel. Some simply allow there emotions to cloud there minds and argue with to much passion, blinding themselves to what others say and think. Probably few more answers I not thought of here but would if spent time on it. 

     

    Anyone reading my personal thoughts only on question someone asked and reflects no judgements towards any persons. 

    • Like 2
  10. To make a game like POE 1 and 2 really work they need change things lot.

     

    Having it made so a person can do a single player character run through bad idea as either becomes impossible to do single player run or it just not challenging enough for group.

    Just choose or if got have both have check box for person doing single player character run, that tweaks difficulty for said run.

     

    Empower just crazy way it is, as just can rest any time without any issues. Empower scales 10x up what ever used and can be used every fight. Resting also increases states from food to and food not challenge get. There not real financial challenge so you can afford every bit equipment. 

     

    Level progression should be gradual curve and enemies should scale to that curve. Boss fights dragons etc should be few levels higher then rest. You should always feel challenged but not frustrated. Need keep some attrition like per rest from POE 1 so person can scale difficult for themselves to point. POE 2 has not real attrition system player can use to scale difficulty as per encounter system doesn't play well for it. Can't try lowering little of this make that higher while the progression curve is off, as you need sort that curve out first. playing with this and that will make start game more frustrating while not fixing the cake walk that happens after leaving city in POE 2. 

     

    Fights in area really need good planning and placement stop having trash fights. Example if we build pirate stronghold then first think what sort bad guys can we use what fits said theme firstly pirates what else undead pirates etc. Then need define where put fights and each choice need think why here, what advantage would they have been this placement? What difficulty are we catering for how do we want difficult scale as player run through dungeon. 

     

    AI needs serious help as it trips over itself, always goes for easy target and can easily be pulled through chock point. Teach AI gang up fast attack on one of a party doesn't need be weakest. Teach it not be stupid chase through choke point. 

     

    Magic has to be scaled, yes nice have powerful spells but they should be very special not useable every fight. Per encounter and open world just way to many variables to make every fight really fit right level. Open world never know when person going go  a to b or from a to z.

     

    Equipment yes we love finding new equipment but legendary equipment should be very limited.

     

    People always want everything but ask really rich person done everything gets bit boring cause there nothing special left for them as got everything. So in games people want lots but don't give all easy or let them use special things all the time as stop things been special, make people work hard get special things or be able use special things.

     

    If want build game that's per encounter and open world say it from first game and stick to it, don't change it so much system becomes something totally new. Can't please everyone design it for one set of people and stick to that. Changing systems pushing people out pull in few new, few new might not touch it based on some scared start franchise mid way through.

     

    If your going do attrition system then needs to make people pay price for using example per rest needs have chance of been attacked when rest out in wilds. Per rest needs make people pay price for going back to town half way through dungeon each hour away from dungeon it refills said dungeon with bad guys, therefore after number hours said dungeons back to fall up. 

     

    Honestly what ever system you have try have things that can be turned on to make it more difficult. I played tyranny and POE 1 so many times would be nice I can turn things up make it more challenge at times. It's really nice be able tweak game to fit your personal level at various times.

     

    Personally if I was obsidian I make POE 3 and use POE 3 set how you really want build it per encounter or per rest. Used it to really find way balance scaling and gradual curve of levelling up. I would make POE 3 end watcher story. From that I start again with new story and character set in past or in future and build that franchise using what you learned from this set stories. 

     

    I very want see how story gets completed. I be here for POE 3. I also want meet kyros in tyranny see how that works out for my fatebinder. I like see you build new story and for you really make it truly legendary set games that really push story companions and exploration.

     

    Honestly want an open world game need do away with levels as we know it and have one fixed level define whole your character at start game, but if do that need reward player in different way and you need make sure story lines and companions are great and amazing.

     

    Or

     

    Have semi open world where to progress from an area need to complete set objective to progress, that way easier manage level progression and level scaling.

     

    I don't dislike POE 1 or 2 or tyranny and not complaining as want you follow my way or nothing. I write in forum because want you build best games possible and I want play them in 20 years time want still remember them because they where special.

  11. Sidekicks don't say anything I can remember after getting them.

     

    I remember mirke chatted up till getting her but after nothing.

     

    Personally prefer having 6-7 companions and having them well done, cover multiclassing I either give player free choice what they make each companion or give bigger list choices at point they join.

     

    Some the sidekicks seem interesting but as they are currently don't really add much at all.

    • Like 1
  12. Yeah strange early game meet 3 constructs which take lot hits bring down.

     

    By lot mean lot, shortly after leaving city start getting to point where few spells and empower destroy anything fast.

     

    Something like rogue doing 200 damage on average while magic users doing 350 plus damage.

     

    I had enjoyable fights with constructs and frampyrs and dragon/bosses just cake walks.

     

    One the issues is either don't use empower for spells which makes fights longer and run out things throw or you use empower and fights over so fast.

     

    Throw in priest, wizard and druid use empower on there best spells think you could kill eothas very fast.

  13. As gone quiet 

     

    Thanks to those made some lighthearted jokes appreciate the laughs

     

    As for me yeah I like see some good relationships, think mirke relationship could be made very interesting one and few laughs to.

     

    Would be nice if we had few companion quest had bit more length and depth to them. I think multiclass made obsidian make to many companions and sidekicks which cut back on there stories and quest to much. 

     

    I rather have few companions with depth and length, then having lots with not much story or quest.

  14.  

     

    Mirke is smart, she'd probably invite the watcher to her room and when you got there you'd find Big Mouth, Birta and Worthless idiot waiting to have a little "party". Maybe Vatnir too... :lol:

     

    If anything like Mirke from my last play through she probably has 2 blunderbuss under her pillow.  :fdevil:

     

     

    And on the following day she would ask how was your night. The only option would be "Say nothing [stoic]". ;)

     

     

    If Numnuts doesn't burn ship down first, really does have thing for your ship sinking.

     

    Has few size issues to. :yes:

    • Like 1
  15.  

     

    Yes story like POE 1/2 are fiction and meant for fun, but we seen how games include gay relationships because if they don't company accused of been anti gay as example.

     

    How incredibly subtle of you. Saw that coming three posts ago.

     

     

    True point just because game doesn't have said something doesn't mean person/company is against it.

     

    If your wanting know my stance on gay relationships in games I am happy games have them in. 

     

    There have been lot of subjects people wanted see put in game or want removed from. I happy have as much of all things as possible in game. More put into game more people you can make happy. For me personally I see game, film or book as fiction and not meant be taken as real life.

     

    Unfortunately often lot these types of subjects can be highly emotive and people often judge with very black and white outlooks.

     

    I did say I wasn't judging non my post here been based on any judgement only talking about fact some issues can be very touchy for some people and can start flame wars and negative comments.

     

    If you look my picture yin and yang lot my beliefs are similar to yin and yang as in both one whole never as simple as black and white.

  16.  

     

     

     

     

     

     

    Seriously i like Mirke very much. Here's hoping there be a romance option for Mirke in the expansion. But i think it's tremendously difficult to do a drunk and fun character like Mirke as romance option.. i mean impossible.

    In my humble experience, I find that drunk girls are easier to romance than sober ones. ^_^

     

     

    you mean laid... :p

     

    Is that not the same thing. :D

     

     

    No judgments

     

    But person who drunk by law not allowed to drive because the law defines they're not able to make rational decisions.

     

    So therefore your in position of power and are abusing that situation by trying to bed a drunk person. Which is similar to Weinstein misuse of power.

     

    Maybe admitting it on forum could lead to lot of negative comments.

     

    I'm not abusing anything. I'm almost always way more drunk than the girls I bang. And negative comments why? Maybe it's a culture thing. In Denmark most people meet by getting drunk together in bars and clubs.

     

     

    I did say wasn't judging.

     

    Every situation is different and without all facts I can't judge.

     

    I only wrote it as warning as current climate with metoo and other things can be easy for some start judging without all facts and for flame wars start.,

     

    If read my other comment did say mirke romance could be interesting story line but could be very dangerous for obsidian for same reasons.  Especially as games often seen as male dominate thing. 

     

    There is a big difference however. Metoo victims are real people, who experienced real violation and trauma. If you romance a drunk fictive figure, it's not an issue at all. You kill 100's of people in PoE II. But romancing a drunk chick, that's where the moral line must be drawn? That's insanity. It's just fiction...

     

     

    Very interesting point, depends how obsidian would deal with said story line. If obsidian did what could be seen to be bad taste or demeaning victims then could lead to metoo or another group having issues with game and obsidian and could pull in lot bad press. 

     

    Sometimes its simply about timing and current things happening like metoo and wienstien case do make it dangerous time to cover that sort story line.

     

    Yes story like POE 1/2 are fiction and meant for fun, but we seen how games include gay relationships because if they don't company accused of been anti gay as example. 

     

    So yes can seem like insanity that company's have to do this or do that so they don't get bad press etc, but it has become world we live in.

  17.  

     

     

     

     

    Seriously i like Mirke very much. Here's hoping there be a romance option for Mirke in the expansion. But i think it's tremendously difficult to do a drunk and fun character like Mirke as romance option.. i mean impossible.

    In my humble experience, I find that drunk girls are easier to romance than sober ones. ^_^

     

     

    you mean laid... :p

     

    Is that not the same thing. :D

     

     

    No judgments

     

    But person who drunk by law not allowed to drive because the law defines they're not able to make rational decisions.

     

    So therefore your in position of power and are abusing that situation by trying to bed a drunk person. Which is similar to Weinstein misuse of power.

     

    Maybe admitting it on forum could lead to lot of negative comments.

     

    I'm not abusing anything. I'm almost always way more drunk than the girls I bang. And negative comments why? Maybe it's a culture thing. In Denmark most people meet by getting drunk together in bars and clubs.

     

     

    I did say wasn't judging.

     

    Every situation is different and without all facts I can't judge.

     

    I only wrote it as warning as current climate with metoo and other things can be easy for some start judging without all facts and for flame wars start.,

     

    If read my other comment did say mirke romance could be interesting story line but could be very dangerous for obsidian for same reasons.  Especially as games often seen as male dominate thing. 

     

    Yeah lots cultures men and woman meet that way if both drunk no foul, but a guy that got woman drunk while remaining sober would have a power over person and therefore be misusing said power. What point are both drunk neither has power over the other person highly debatable. Hence can be very touchy subject.

  18.  

     

     

    Seriously i like Mirke very much. Here's hoping there be a romance option for Mirke in the expansion. But i think it's tremendously difficult to do a drunk and fun character like Mirke as romance option.. i mean impossible.

    In my humble experience, I find that drunk girls are easier to romance than sober ones. ^_^

     

     

    you mean laid... :p

     

    Is that not the same thing. :D

     

     

    No judgments

     

    But person who drunk by law not allowed to drive because the law defines they're not able to make rational decisions.

     

    So therefore your in position of power and are abusing that situation by trying to bed a drunk person. Which is similar to Weinstein misuse of power.

     

    Maybe admitting it on forum could lead to lot of negative comments.

  19. Otherr then the ethics of dating person with alcohol problems, therefore been in position of power.

     

    You could do romance could even be interesting ethicis story line, might not be wise move for obsidian but if handled right could be something good for obsidian.

     

    Mind you might not get what you expect romancing drunk, there the fall a sleep, and the throwing up could get in way.

     

    As said don't think obsidian would do that story as if it went wrong probably get on wrong side metoo movement or other group, could be very negative and damaging for obsidian.

  20. Running on exactly same computer as did run just before release of POE 2

     

    POE 2 generally loads about same time maybe slightly faster. Speed of game is mostly constant as long as windows doesn't decided to do something in background. 

     

    So for me not issues that not been bugs. 

     

    Incase anyone reads this suggest giving games priority I already do and every time windows updates resets most settings. I hate windows.  :banghead:

  21. Why would you wanna romance Ydwin??? She's dead. So unless you're diagnosed with necrophilia, I highly doubt you'd wanna make love with Ydwin

     

    They got cannibalism so what's wrong with role playing a character who into necrophilia.

     

    Look you got numnuts who got size issues, and I suspect thinking of becoming arsonist, sure does hope your boat sinks.

     

    Worthless idiot who has some serious issues.

     

    Mirke raging nude blue orlan with a drink problem

     

    That's just mentioning few. Mind you after playing deadfire reading some these threads I feeling very normal any issues I thought I had seem very trivial.

  22.  

    I'm curious why the free DLC is being released as free DLC, rather than just patch content. Does the concept of free DLC provide more publicity?

     

    I think it gets a bit more visibility than just a line in a long list of patch notes. Hopefully the extra visibility piques more people's interest.

     

     

    Think adding free DLC's is more about putting the content they had wanted put in but due to time constraints are adding after the fact. 

    • Like 1
  23. Played POE 2 2x now

    Did POE 1 run before

    Currently doing tyranny run

     

    I really enjoyed game but does have lot issues for me.

     

    Story would worked better if you hadn't had us complete the faction quest then done eothas right after. It just makes it that your getting over how nasty factions can be and your suddenly find can't change his mind at the end. One ending makes other ending feel empty. If you had space between people probably would accepted the main ending much better.

     

    Did similar mistakes in tyranny having it divided into 3 acts and when reach act 3 suddenly very quickly game ends. On starting act 3 your making people feel still lots be resolved and by having end soon after starting act 3 made people feel like there was stuff missing.

     

    POE 1 you made mistake of allowing the quest log empty when reaching 2nd city, this kills that last bit cause you feel reached end before you reached the end.

     

    Companions POE 2 companions didn't feel so well done. POE 1 I hated durance at start, but liked him by end of the game. Grieving mother was great little story and pulled me along so grow close to her. Pallagina understood her and liked her in first game by second game stopped understanding her and disliked her. Aloth was consistent through both games but had me doing eye rolls too. Loved Devil of Coroc and Zahua. Even in tyranny I liked the companions and there stories. Deadfire just there quest short didn't make me feel much for my companions. Romance was bland. Sidekicks were worse then companions, they have potential be good companions with interesting stories but as sidekicks nothing make you really like them or adventure with them.

     

    Personally think you decided to multiclass and this destroyed the companions as you then found need to have lot more companions to give player party choice with all possible options of multiclassing. I would suggest smaller group companions and just let people choose there role more.  If you don't wish give complete free choice then give more claas options when meet companion. Less companions gives team more time make them interesting and gives them longer quest each. POE 1 was nice that took most game complete person quest for each companion.

     

    Combat POE 1 was headache inducing at times. At times in POE 1 felt like you went from one fight straight to next fight with very little break it up, if played for any real length of time it would give you headache from all concentrating need to do. Deadfire gone to far other way in some ways. I like that combat more spaced out, but dungeons often left me feeling like wow enjoying this oh what that's the end. Having mostly 2-6 room dungeons just starts get fun and bang finish please few longer well thought out dungeons.

     

    Ship combat I like but you made way to much of it compared to tiny islands and very small dungeons.  Most islands are at most single dungeon lot have no dungeons at all and dungeons always small. Makes ship combat and travel lot work and dungeon delving feels even smaller.  If your going have such small islands and dungeons give people fast travel.

     

    Leveling and difficulty Starting of games POE, POE2 and tyranny can be headache inducing as you have very little work with and something like construct will soak up everything you got and some. Honestly by end of game I felt I probably could of destroy eothas, with tekehu, aloth, and xoti in my team using empower and there different large AOE's like comets raining down don't think even eothas would last to long. I know outside temple I though wow this will be fun fight and this massive giant lasted 1.5 secs due to magic and empower.

     

    POE 2 not even gradual curve of increasing power due to size of main city, level up reasonable number of levels then when your in combat next sudden noticeable drop in difficulty in fights, then few levels after that every fight simply becomes cake walk.  There are one or 2 fights here and there in later levels that still fun and interesting and bit of challenge but not many. I know Obsidian are sorting fight difficulty but have put it here because hope they don't just try doing add in few more bad guys every fight, make this weaker and that stronger. Every fight really needs looking at and sort whole system out properly.

     

    Way that system was changed from POE 1 took lot of attrition out which for me dumbs things down lot and doesn't really give me chance to adjust for level I am at. I know games are generally made easier then some would like as must fit for majority fine with that but destroying attrition just doesn't leave someone like me much keep coming back for. If things get to easy then nothing going make me want play it until after very long period of time has passed and I forget the system.

     

    I dislike how hardly any soulbound items and lot of uniques are swords and hardly much else.

     

    Likes

     

    I like music.

    I like game makes me laugh.

    love sea shanties.

    Game beautiful graphically.

    I like multiclassing needs work but great.

    Love the Imp power.

    Do like some of the companions and sidekicks and see great potential wasn't fulfilled. 

     

    Really is great game but I think Obsidian tried to do to much and it end up making game little less special. I would back POE 3 and hope you learn from mistakes of past.

    • Like 2
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