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wahmann1

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Everything posted by wahmann1

  1. I noticed a few bugs here and there, but overall, I am very happy with my purchase. Great game!
  2. System that procedurally generates levels to play and enemies to fight needs to be handcrafted. PoE would need to change completely tech for it to happen. Prerendered backgrounds don’t lend themselves too well to being randomised as they need to be designed, rendered, have walkable/line of sight and goodness knows what else done by hand. For my taste there is enough procedural generation to get my fill. Obs strenght lies in careful world design and storytelling, and it’s wise of them to focus on that. EDIT. Typos, Thanks autocorrect. I only partially agree. I think a list of rand
  3. The lagufeth/huana relationship reminded me of a historical account of Columbus' party. They encountered relatively peaceful islanders (like the lagufeth) who described some cannibals (like the huana) that lived nearby and had captured and eaten some of their kin. The colonists enslaved or killed everyone, and ate an islander boy when their rations ran out. There might not have been a great deal of slavery going on before the Europeans arrived, but the islanders were killing and eating each other. It always struck me that the non-cannibals of the story were the real victims in the tragedy that
  4. You are both right. Definition of Animal (1 and 3 include humans, 2 does not): noun 1. any member of the kingdom Animalia, comprising multicellular organisms that have a well-defined shape and usually limited growth, can move voluntarily, actively acquire food and digest it internally, and have sensory and nervous systems that allow them to respond rapidly to stimuli: some classification schemes also include protozoa and certain other single-celled eukaryotes that have motility and animallike nutritional modes. 2. any such living thing other than a human being. 3. a mammal, as oppos
  5. I like a game with both sorcerer and wizard, so I can choose. I thought POE1 was smart to bring in Wizards/Priests and Ciphers/Chanters to give you a per-rest and per-encounter option. I would have preferred if they differentiated even further in POE2, rather than go all in on per-encounter. I like per-encounter sometimes, but I also like per-rest sometimes. If they left Wizards as per-rest and switched priests to the way they have it now, best of both worlds, IMO. I would throw in a per-rest spell switch-up for priests, too, even though some folks complain about rest-spamming, because I don't
  6. > Does it really matter to anyone that their straight or gay romance is gay or straight when someone else plays? I think there are two issues for people here (I say for people because I personally don't care). The first is that writers want to write characters as individuals principally, which can possibly run contrary to arbitrarily making them bisexual in order to 'fit' male, female, gay or straight main characters. In other words a writer wants to write a romance because it feels natural to the character, not because they have to in order to fulfil a quota. Josh has said this s
  7. I favor critical path scaling. Better balance design in a game where you advance levels feels like railroading. Sometimes the "feels like" railroading is worse than being railroaded, but not feeling like it. Better design is by definition better, though.
  8. Honestly there shouldn't have been a middle of the road answer. I don't understand why 20 people without an opinion bothered to vote. I will say I made a video with some ship to ship combat on it and it felt like most folks that took the time to comment didn't really like it. But I hasten to add I did a terrible job showing it off because it was my first time seeing it and of course the beta doesn't explain anything, so it was a bad first impression for all of us. I've since seen streams where Josh explained how it works and have come to like it a lot more, and have high hopes that the nex
  9. Gotcha. I'm cool with that. The only companions that are party locks for me right now are Aloth and Eder. A pity they did not try and do anything unique with them but finding out the unique of the new companions will be interesting. On a side note I ran a shifter last night, but as fun as the constant transformations were, it plays very boring. You don't even get to use one of the five unique abilities more than once in combat. And once you've picked the wild claws you're done in terms of upgrading your shifting abilities. It's a shame. Contrast that with say the Stalker. There are to
  10. I know this isn't coming back because they were intentionally excluded, but random encounters: I love them. For deadfire, assuming you don't turn off random encounters in expert mode, you are just walking along and suddenly a random encounter screen pops up. If you aren't stealthy, the monsters already know you are there (and if you aren't perceptive, FINALLY the monsters get an alpha strike from stealth--the poor things never get to do that), but if you are stealthy, you can fight, steal, or leave as you wish. Or a random monster takes up residence in an area you previously cleared.
  11. A better quality game than what? I think it is no sign at all. Almost every game I have ever followed has been delayed at some point. When games are delayed so often I find correlations hard to prove. But everybody who is not drawing conclusions is delusional? Based on what? Or is this some kind of joke? I think the claim that is some kind of hyped title suggest it is, because no way PoE 2 is hyped. The press cares but not much, and most of us just want a game as good as to the first game. A better quality game than the game that was originally in poduction. I'm speaking about buggy g
  12. Polytheism is still a religion. It isn't. No polytheistic (is it a word?) society had a name for it. They didn't say "we are X", as they say now "we are christians" for example. There just were some gods doing stuff. There was no dogma, no official church. From Wikipedia: There is no scholarly consensus over what precisely constitutes a religion.[1][2] It may be defined as a cultural system of designated behaviors and practices, world views, texts, sanctified places, prophesies, ethics, or organizations, that relate humanity to the supernatural, transcendental, or spiritual. Now,
  13. I think switching all casters to the same model is a bad idea. Ciphers are already damage to get mana. Chanters are wait to get mana. IMO, Druids, Clerics, and Wizards should be distinguished, not made more like Ciphers, but can start with high "mana" that is consumed over the course of the combat. You could give Clerics one spell set that increases in power with level, so they only cast from one set of spells, but always at the highest available power level. Wizards could retain a rest mechanic in the sense they have to choose a spell for each level when they rest, which could not be changed,
  14. Hm. No ship-to-ship combat. I guess some people will be happy with ship combat becoming melee. I'm a little sad, but it still looks cool. Edit: Nevermind. Looks like it is just an option to skip ship-to-ship combat. Best of both worlds!
  15. Wow! I was going to respond, but you basically said everything I would have said, but better. I favor wizards, with rogues as a second choice.
  16. If most players (including me) keep Resolve at neutral 10, it becomes a constant "attribute". Which would be equivalent with a removed attribute, except for the major unforseen consequences If "empower" (in quotes to mean it could replenish powers, boost powers, whatever--not being specific here) results in an OP attribute if you are in a fight for 10 minutes (probably less, just picking a number) and an underpowered attribute if you are in a fight for 10 seconds (again, just picking a number), then resolve becomes the important attribute for those who go for an attrition win in combat a
  17. Was that 5 6th level spell options? I'm not sure I'm reading that screen right.
  18. Uh oh. That doesn't bode well for the Unbroken/Monk!
  19. I was having a look at the afflictions and icons used in scripted encounters and had a thought: What if the attributes were the primary colors (e.g., Might = Violet, Constitution = Blue, Dexterity = Green, Perception = Yellow, Intellect = Orange, Resolve = Red). The muscle arm icon, symbolizing Might, in the scripted encounters could be in violet, letting us know it means Might and not intimidate or something. The affliction icons during combat could have similar color-coding (and maybe an intensity signifying the affliction tier). You would need some other icon color (e.g., brown) for ski
  20. "8 hours" was just intended to mean some amount of time. I wasn't trying to imply that everything takes 8 hours to implement.
  21. Building more ship mechanics into Deadfire would have to come at a cost, i.e. less time spent on other things in the game. Pillars foremost is an RPG game, not a ship simulation game. Your suggestions have merit, but the developers clearly don't have the time to implement so many complex systems while simultaneously making the core game as good as it can possibly be. I don't think it is quite so stark. You always have low-hanging fruit. Making a non-essential part of the game a lot better with 8 hours of work might be superior to making an essential part of the game a tiny bit better wi
  22. Most of these seem more suited to a game in which you spend most of your time on and interacting with the ship. In Pillars, theres a lot of other 'stuff' in the game to divide your attention. I feel like the simpler approach to ship mechanics is much better for a game like Pillars. Plus, theres always a limited amount of development resources so it doesn't make a lot of sense to put so much time into developing such intricate systems for a part of the game that is basically an optional mechanic for a lot of players. I don't know about that. Increasing elegance without substantially drawin
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