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Taevyr

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About Taevyr

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    (4) Theurgist

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    Right behind you
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    Don't quote me on this, but i think i may be interested in RPG and strategy games.

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  1. Staying OT, but I like talking about my field, so please forgive me: as an archaeologist who specialized in the roman mediterranean, you could write a doctorate on the subject and still not be able to pinpoint the main factor. Long story short, it started in the 3rd century with the combination of a terrible economy, a great plague and massive civil wars leading to the loss of control over the outlying provinces, each with their underlying reasons and further developments, for starters. Reliance on local powers after that century can be seen as a form of proto-feudalism: Rome collected taxes and enforced the imperial cult, local powers could rule their lands in peace, and the empire "remained whole". 476 merely cut the last piece of rope keeping largely independent parts together. Straw-man arguments like "Rome was perfect until X" are ridiculous, both because you can't pin it on a single thing, and because Rome wasn't all that awesome in the first place. Especially when it concerns "Immigration bad" and "christianity bad", since both also became important factors helping stability.
  2. Considering Maia, I'm fairly certain the only civilian assassination she carries out is when she eliminates that Huana chieftain at the end of her companion quest, and the whole point of that part is that she starts questioning Atsura's orders: I doubt she'd have that reaction if she'd been used to kill civilian targets all along. The line between "military" and "civilian" targets is pretty damn thin in that period/region, but it certainly seems to matter to her. While it's clear from her dialogue with both the watcher and Serafen that she's generally used to eliminate specific targets, and was partially put on your crew in case you became one of those targets, to me it seems equally clear that she's only had to deal with military targets thus far: pirate captains, vailian privateers, etc. When she's ordered to assassinate that Huana Chieftain who clearly isn't a military threat, she follows orders, but is clearly shaken by it afterwards; it's your choice whether she decides to oppose Atsura's tactics or becomes the blind follower she's made out to be. I'm not saying Atsura isn't a manipulative narcissist warmonger, or that Maia's not a racist chauvinist, but she's not that different from modern snipers/spies in her duties, and she clearly doesn't want to be used against civilians unless you encourage her. In other words: she's not the blind supporter of the RDC she's often made out to be, unless you encourage her to do so in your playthrough. I also don't see why you'd assume she carries out the Tikawara and Port Maje assassinations: both are only impacted by your choices during said subquests, and happen regardless of Maia's opinion of/membership in the RDC at the end of the game; and if they happened before that, it doesn't fit with how shaken she is by her assassination of the Huana chieftain. Not to mention that those assassinations still happen in the ending where she eventually convinces the ranga nui to oppose said tactics, which makes it rather unlikely she took part in them after coming to that conclusion. Additionally, if she had only been used to take down military targets, she'd have no reason to assume Tikiwara and Port Maje are assassination missions rather than general intelligence operations: that depends on when she read/received her own orders. Finally, one thing I noticed is that her dialogue clashes with itself at times: her relieved "finally" when you're ordered to kill Onekaza compared to her reaction afterwards, for example. Her voice acting is rather bad, in my opinion, as I feel a less monotone/bland delivery may have been clearer on the undertone: 'cause currently, large parts of it could be either her being a blind patriot or caustic cynicism, depending on how you read it.
  3. I usually play on Veteran so I can use the story companions without being that underpowered, so this isn't meant for PotD tips. The best way to get through a seemingly unbeatable encounter is, in my experience, using either really specific equipment or some type of special rest-food that fits the boss/encounter. Captain's Banquet or that reflective shield for Splintered Reef comes to mind, or abusing Shark Soup against the Porokoa. Not that fun if you like the challenge, but once frustration sets in, abusing food is usually an easy way to get past a hurdle. Otherwise, it's basically finding a way to keep control over the boss: interrupts, Prone, Temporal Cocoons, the works. Every Boss'll have something that works, and from then on it comes down to knowing when's the best moment to use them. The DLC's are quite a notable difficulty spike compared to the base game, and the Oracle's the hardest fight in the game (barring megabosses), so taking a certain amount of reloads is to be expected. Doesn't mean it's not damn frustrating, unfortunately. Also, a big problem is that it's easy to pick the "wrong" spells, attributes or party composition, and then discover you can't stop Neriscyrlas from casting his Corrosive Touch/Safeguard, or can't properly CC the Oracle in any way. Deadfire isn't quite as bad as e.g. Kingmaker in that regard (and far better than Kingmaker's "combat is either way too easy or flat-out impossible late-game"), but it's something every CRPG suffers from. In a way it's part of the charm: you can beat anything with proper preparation, but if you don't, gods have mercy on you.
  4. Personally, for open world I prefer the approach of Pillars I and Tyranny: Have a world map consisting of various zones, and restrict movement through either plot or "natural" reasons, e.g. how "flooding" restricts you from entering the areas closer to Twin Elms in Act 2 of PoE, or how Tyranny has the blocked mountain pass in Act 1, and the faction-based access in Act 2. Another possibility that I like, but is a bit less effective, is zones with restriction through enemy level: such as how Dragon Age: origins puts a few high-level encounters in the zone leading to Orzammar; One of the most enjoyable parts was returning and beating'em later in the campaign, or managing to beat them at that lower level on a future playthrough. Unfortunately, these days it'd probably lead to players complaining about a lack of balance , rather than getting the point and coming back later. Deadfire..... kind of took the worst of fully open worlds without getting what makes'em interesting: The open world put a lot less urgency on the plot when you were expected to spend a lot of time just sailing around, which works in a sandbox like Skyrim and New Vegas where you're free to do what you want, but not a more story-driven game; the zone-based exploration meant that the larger zones with an ongoing or connected quest, such as Nemnok's, Shattered Reef and Cignath Mor, were quite interesting, but the single-zone bounty islands or those dots you visited only to plunder the village, drain the pond and pluck the fruit started feeling like busywork rather quickly. The empty/smaller islands also lacked what makes an open world like Skyrim and New Vegas interesting, which is the atmosphere and general feel while wandering the world: the sea shanties definitely added atmosphere, but gaining 20 water, 50 fruit and whatever you found in ruined village #8 by exploring empty island #15 didn't quite have the same attraction as getting to the top of that one mountain and just enjoying the view in Skyrim, or warily exploring the far reaches of the map in Dragon's Dogma: None of those have anything special about them other than existence, but the general atmosphere and lack of urgency can make them enjoyable to explore. The Old City, Oathbinder's Sanctum and Wael's Island had atmosphere, but those were zones/islands large enough to establish that atmosphere while exploring them; For the world at large, a 3rd-person RPG will always beat an isometric in my view, and for good reason. For PoE3, I'd like a few more large dungeons, but barring that, I'd like there to be less "throwaway" locations: make fewer but larger locations with a minor quest beyond "go map these", or add some plot connections and even restrictions if necessary, such as in locations like Cignath Mor or Bekarna's observatory that only became available/relevant during/following a certain quest. I also like Boeroer's idea of letting players choose between a guided playthrough or a "free" playthrough, though it might just end up as double work for the developers.
  5. For a comparison with Pathfinder, you need to take into account that Deadfire switched to Fig instead of Kickstarter which, in my opinion, severely hurt the visibility of both Deadfire in general and the crowdfunding campaign.
  6. Same here. DA2 was far better than people made it sound, and I still wonder what it could've been if EA hadn't forced Bioware to finish it that quickly. Inquisition, while it had some clearly fanbase-pandering and overall simplified characters and a horrible open world explore-grind, it also still had a few gems of characters and plenty of lore underneath the general crap. I wouldn't hesitate to say I enjoyed it, but it's the first in the series in which I skipped certain parts. The Descent and Trespasser were definitely steps back in the right direction, especially Trespasser. DA:O is also the game that made me love discovering ways to horribly break game balance: my second character was a spirit-tree specialist with Blood mage/spirit healer. You eventually reach a point where you can solo the game. I also kept accidentally blowing my entire party up with virulent walking bomb. Way too fun to lock a group of enemies in place, infect one with virulent walking bomb, then blood-bending it to the middle of the pack.
  7. After that here's my two cents, I tried to put them from least controversial to most: - CK2 is an RPG (not that unpopular, but some people at the paradox fora really hate this sentiment) - There's no non-isometric RPG with better combat and Party AI than Dragon's Dogma. It's also better than most isometrics in that regard, but the styles differ too much for a real comparison. - ME1 is the best in the series - Tyranny, aside from being far more innovative, is a better RPG than PoE, though act 3 was clearly rushed. The ending wouldn't be nearly as bad if it wasn't likely to be the only entry in its setting. - No matter how much I may love them, a brilliant story with some game mechanics tacked onto them don't make for a good, or even decent game. Corollary: Chris avellone is a great writer in spite of his really, incredibly, incredulously repetitive writing, but a terrible game developer. In the other corner: D:OS 1 and 2 are brilliant games, but the sheer stupidity of the stories make them unplayable for me. The first would've been good if it hadn't eventually tried to pretend it had more than a comedic excuse plot. - I really enjoyed the game, but Owlcat doesn't deserve all of the recognition they get for Pathfinder: Kingmaker; they got an existing setting and story, and more-or-less copypasted the tabletop mechanics into the game mechanics without thinking about the lack of balance, sheer amount of trap choices and any other adaptations needed to fit them for a video game, and called it a day. In the other corner: Obsidian deserves more recognition for the creation of an entirely new setting, backstory, and mechanics in Pillars and Tyranny, especially since neither conform to standard fantasy settings. I'm sick of run-of-the-mill medieval fantasy - Star Wars: The Old Republic has some of the best RPG writing in the past 10 years. - I'm not a fan of fallout: new vegas Finally, something I realized over the years: The only way to fully appreciate the best RPG's out there is to either be unemployed, or a college student who doesn't care that much about his grades. Otherwise, you'll be hard-pressed to properly finish even one. Shorter = better, not because of better quality, but because you can actually finish the damn things without growing tired of them.
  8. I also really enjoyed Origins, but i'm fully aware that I wouldn't appreciate it nearly as much if I hadn't played it as a 1st-year college student who hardly needed to study to get good grades. Plumbing the depths of that game is a full-time job, and quite a grind at times. Also, despite the current state of Bioware I am still looking forward to DA4. I may need help.
  9. Portimancy has a nice ring to it, but I do feel the ani- prefix should be part of the word. Can't recall anything about the Grey lands in-game either: Perhaps it's just a dog from the Living Lands.
  10. More random events are always nice, as long as they don't become too tedious.
  11. After some time passes in-game, he manages to learn passable Aedyran.
  12. I've been going through the FS for the first time over the past few days: Great DLC, both in combat and story, and I love the small bits of info sprinkled in everywhere, with quite a few screwed up conclusions. While there're quite a few notable bits of lore here, one thing that grabbed my attention was an ambient comment Rekke made when entering The Scriptorium, after defeating that memory eating thing, concerning his rescue from the wreckage: Now, this is ambient dialogue: I reloaded the area to check a few times and had Serafen talk about a pirate library he took us to in Dunnage, and Eder about a winery near Dyrford we supposedly saved from xaurips. It's easily missed, and even if you take Rekke along, getting this bit of information is fully up to chance, which is oddly fitting for the DLC. Also, all of the ambient remarks seem to be about events the watcher forgot about: Personally, I'd say it could be that defeating the memory eater somehow returned said memory to the party member mentioning it. To me, this simple comment showed the fundamental impact of the Hand Occult's activities on Eora: Sure, there're dozens of examples all through the halls of people, events and places removed from memory by their actions. But this one shows that even the Watcher had some of his memories erased: when it comes to Rekke, as far as we know, we just happened to find a guy adrift on a piece of flotsam. However, Rekke doesn't just ask what happened to a "friend" we've never had any other hints about: he mentions finding him in the actual wreckage rather than a small piece to cling to, something we definitely never found... right? Could be that Wael or his Hand is just screwing with us, of course. But for all we know, one of those memory-drained people stuck in the collections could be another Yezuhan we found, removed from existence by the Hand. And we'd never have known.
  13. It's like when you build a dam to control the flow of water coming from a lake. Sure, water flowed fine before you put the dam there, but breaking the dam doesn't mean it'll automatically return to how it used to be. The remaining machinery/blockade might clog up the entire lake, or the lake could run empty due to the flow being too heavy, etc.
  14. Honestly, while the game doesn't look like it'll have the deepest combat, or story, it definitely looks like it'll be quite an enjoyable ride. And after hardly playing anything but story-driven isometric CRPG's over the past few years, that may be exactly what i need
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