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Zaris

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About Zaris

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  1. It is, however calling it „dissapointing” wouldn’t even begin to describe what happens. Waidwen steps out, asks Eothas what is he doing, gets a sh*t answer, then shrugs and goes away without trying to stop him. So yeah, f*ck this guy, as well as all other assh*oles trapped in White Void: oblivion is the only answer for them. Even better: ignoring them and going straight for the dragon.
  2. I also have a related question; is there any way to side with fampyrs but also not look like a total b*tch? Because the only option I got was very cowardly and simply didn’t fit my evil character (or the fact that you know, I just slaughtered my way to their leader without so much as breaking sweat). Is there any option to force them into obedience? Seems pretty cool to have an undead army as your servants. Especially if that allowed you to hire undead crew. Actually that’s weird, if Obsidian didn’t allow us for something like that because it seems like exactly the thing they would do.
  3. The dark tone of the first was one of the best parts, because it was something you were up against. Pillars 1 Eder is also one of the best voices to bounce perspectives off of in an RPG. Two of the best parts of the first diluted... I actually have to defend Deadfire’s Eder here, because I really liked his dialogues with Eothas and conversations about gods in general. You could really feel this anger of a regular person who realised the truth behind Eora’s powers. Very French Revolution, Occupy etc. vibe to it and I think it’s important perspective to imagine how most folk will react once
  4. -definite upside is number of unique dialogues. In PoE they never came up for both my playthroughs, but here you can „click” just the perfect roleplay build and have amazing feeling, unique for this character. Island aumaua from Deadfire, anybody from Rautai and Fire/Death Godlike are in for a huge treat, even with extra dialogue trees in languages other than English (or you know: Aedyran). You can also understand each side of conflict better thanks to that, despising Rautai as usurpers with one character and aiding them in unifing the savage land with another character. However it’s still not
  5. How? ME3 is exactly the opposite: lone hero saving enitre Galaxy, with his small crew and no allies. They SHOULD end it in a bad way as described above, make Reapers truly Lovecraftian (I know this adjective is overused on the Internet, but here it fits perfectly) and show that there are dangers against which there are no victories. OR that there could be a victory but everybody should unite way sooner.
  6. I agree with Verde that it’d be much better if extra budget from voiceover was used for hiring more writers. It really doesn’t improve the experience to have some random NPC do a horrible accent; amazingly written lines do. I still consider Tyranny far superior to any other isometric RPG and it has few voiced dialogues. As for Eora being f*cked I guess it is. But it may be a cool thing: in all fiction of the world, since mythologies to modern games, we have a hero rescue the world in the last second; even cliche-breaking GoT crawled into nice, familiar good/evil conflict. So PoE 3 finishin
  7. Yeah, it’s possible to kill just him and spare Kaali, albeit it’s not an easy task. It’s a bit easier if you have Intimidate 18 since then you can scare Kaali and make him run away. Although in my playthtorugh he stopped just in front of the entrance and suddenly joined the fight after all; don’t know whether that’s a bug or if he’s supposed to behave like that. Either way that made him far enough from Nemnok that I could use AoE.
  8. asnjas you seem to be very frustrated by the fact that you’re one of the few people that actually would have to spend any time thinking about puzzles in computer games and instead googles the solutions. Also time and time again people like xzar_monty, aargonhowell and myself wrote here that it’s not about puzzles themselves but the overall difficulty and amount of hand-holding, which you seem to be oblivious to. People playing this kind of games don’t want grinding, so your point about collecting thousands of items for quests is moot; it’s just easy so lazy devs (or MMO devs) do it. But it
  9. xzar_monty I didn’t play Ultima, I barely know that name by some mentions in Zero Punctuation. That puzzle in BG2 is truly great, but that’s still more exemption rather than rule. And it’s not like people were massively looking for answers via Internet/magazines, like this guy above said, but rather either did this on their own or accepted that they’ll not solve it. It wasn’t a problem that devs adressed by dumbing the games down, but rather a great feature that was stripped down. And also puzzles are only one aspect of our issue, right? We’re talking also about general approach to giving clue
  10. „We are” And not really: video game puzzles always have been insultingly easy so the only people searching for answers were children. And just because some of your audience spoil the fun for themselves doesn’t mean you need to get rid of the fun altogether. Should writers don’t include any mystery in their books because some idiots just jump to the last page before actually reading all of the story?
  11. BoW is very well in this regard? Where? : D It’s hand-holding from start to finish, no agency, no branching, just short linear story. Good story and well written, but it’s always easy to write when you don’t have to account for players’ decisions. There is no smart thing to do with all 3 spirits, no puzzle to solve: just bum around their area collecting bits of lore and off you go. Not to mention that dialogues with Rymrgrand seem very odd, like his lines were written by different people on different days. One of my characters was huge fan of him and always did the most Rymrgrand thing to do
  12. Unfortunately there will always be some restrictions to our freedom in isometric RPGs, since the mechanics themselves prohibit some actions (you can’t say, bar the doors to Deadlight and set it ablaze, or jump overboard and swim to the hidden dock right away) and the devs need to think in advance of every move the player can make. However you’re right that they could be a little bit less obvious with the choices they give, since there is great enjoyment in finishing a quest in a way that’s your own. For example look how excited people get over their strategies in Xcom (I know, completely diffe
  13. Death godlikes are children of Berath so not exactly bound to be evil. Just very prone to it because of being ugly motherf*ckers. As for Bleak Walkers I noticed that it’s quite common to consider them as a sort of bunch of psychos, comparable to Warhammer’s Chaos Warriors. For me they aren’t mere brutes but rather people who embrace the true nature of war and conflict, instead of hiding behind honor, loyality or other illusions other warriors use to justify their actions. After all everybody involved in conflict will kill and injure other people, often innocent civilians. And it’s not up to
  14. Relationships in this game are not super horrible, but as with all other Deadfire’s relations, they are just too shallow, as KaineParker said. It’d better if Obsidian focued on making 4 awesome companions with really rich dialogues and unique personalities, that actually allow you to connect rather than making a lot of meaningless companions and sidekicks. Even if these party members didn’t match every player, a rich hateful relation is better than bland one (at least in fiction). Right now they’re seriously even worse than BioWare in this aspect and on level of Fallout...4. More Verses and
  15. Yeah, the bone chair seems a bit much, unless it’s made from some Furrante’s friends: in that case it’s perfect. As for Ukaizo I’d say that leaving it with the storms is one of the best endings for me; it’s a huge middle finger for Rauatai and their schemes and it keeps Deadfire wild and unpredictable, the way its should be. Very Galawain if you ask me. Not the choice I’d make as myself but that’s the point of RPGs, to get into somebody else’s shoes.
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