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Chairchucker

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Everything posted by Chairchucker

  1. Huh, so they do. They don't have to deal with the endurance/health mechanic though, so that's something.
  2. I always put my ranger pet at the front in combat, (in PoE1) because it doesn't have to worry about wounds.
  3. https://www.fig.co/campaigns/deadfire?update=241#updates "Subclasses are similar to kits in 2nd Edition AD&D (featured in Baldur's Gate 2)."
  4. They've previous said they'd only do romances if they could Do It Right (which to me feels like code for not happening) They've already said that they've got a replacement for the stronghold which most people are pretty confident is gonna be a sweet pirate ship, apparently they'll release more on this later One of the stretch goals they've attained was watercolour portraits which is what will be used for dialogue Non combat related quest resolutions was already in the first one and will almost certainly be in the sequel There were a fair few unique objects that could be found and used with other objects JE Sawyer has confirmed they plan to do a bit more with factions already.
  5. Not really, though? Like, the retraining system means that if you decide that certain builds are better for certain encounters, you can ensure your character is optimally build for each battle. Can't really do that with restarting. (I never bothered using the retrain ability, personally, but I'm glad it's there for people who want it. Same with the adventurer's hall.)
  6. Good stretch goal IMO. Gives a little something to those who want to see extra content (sub-classes and level cap) but still stays somewhat grounded. BTW, JE Sawyer previously described the sub-classes as being most analogous to kits in BG2, if you've played that. (If you haven't, some of the differences were pretty significant, and it seems like this is likely to be the case for PoE2 sub-classes as well. Specifically mentioned there will be a druid sub-class that focusses on shapeshifting, which I expect will be popular.)
  7. It's an argument that has been directly refuted a number of times, and the refutation goes roughly as follows: When a developer makes a game with a maximum party size of a certain number, they balance encounters around that number. JE Sawyer has mentioned elsewhere that they found that restricting parties to five members and balancing encounters accordingly made for a better tactical experience. You can't balance a game for the maximum number of companions and also for every number of companions less than that, so you must make the maximum number where you want to balance the game.
  8. I think the reason they're not going to be convinced is that they've spent a lot of their adult lives making and balancing CRPGs; JE Sawyer has been working on them for just under 18 years. The decisions they've made come as the result of a lot of experience making and playtesting games, and watching people with all different experience levels play their games. It is going to be very difficult to convince them to reverse a decision they've obviously put some thought into, especially when the arguments are rubbish like 'but if someone wants to play with 5 they could just choose not to recruit that last person'. EDIT: I have heard it suggested that one of the advantages of crowdfunding is that it also opens a dialogue with fans regarding the development of the game. I would suggest that it is also one of the disadvantages, because it opens a company up to a lot of people who think they know what makes a game good, but often actually don't.
  9. I hope they don't add any extra companions and instead work on making the ones they have more interesting.
  10. Of course, only about half of the raised funds are actually coming from backers this time around, with 1.12M coming from 'Fig Funds'.
  11. Personally, if I beat the game and the game rewards me with some crazy bonuses, you better believe I'm trying every single one of those bonuses out on my second go through. Especially if I ever decide to try some lunacy like a triple crown solo run. (LOL, nah though.)
  12. If a game encourages you to always use the same spells, it is the encounters and the stats of the spells that are encouraging this, not how frequently your spells replenish.
  13. Vancian casting blows chunks and I'm glad it's gone.
  14. Hmmm no I don't think I should? Facetiously implying that localisations into various languages should definitely count as 'real goals' doesn't imply that other goals aren't also real goals.
  15. Personally I hope they limit the number of companions, but make each one have more meaningful interactions.
  16. Only just noticed that guy! Maybe it'll be a good indicator for when we're out of stretch goals.
  17. They already added a level increase as the 1.6M stretch goal. vOv
  18. What if they like referring to themselves in the third person and narrating their every move? "Heroically, Urgeat addressed the stranger. Hold, ruffian!" etc etc
  19. The one on the Fig page says double the voiceover work, nothing about level 20. Is there another one somewhere?
  20. Aaaaand it is double the VO work, and Korean localisation. Good. This is good.
  21. I will bet you infinity plus one dollars they're not adding any new classes.
  22. The real goals, eh? Huge diss on Russian, Polish, Spanish and Italian fans from out of nowhere, there!
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