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Any updates for when you're aiming the next one?
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BB v364 Playthrough
Starwars replied to Shevek's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Good job. I reposted this on the STEAM forum of PoE, hopefully someone will find it interesting there also. -
Finished up a new game, The Old City: Leviathan, which was an unusually enjoyable "walking simulator". These things always rub me the wrong way though with their non-gameplay, but the story in this is actually interesting and the writing is very well done. Enjoyed it, though in hindsight I would've probably waited for a sale. Played Never Alone, which is a platformer/puzzler. Great aesthetics and interesting subject matter (Alaskan natives). Unfortunately, the gameplay is rather bad. You can coop it with a friend, and I suspect this was how it was "meant" to be played. When you play alone, you switch between the two main characters and many times, the game is just too clunky. I've had many deaths where my AI companion would run to his/her death, or where the camera didn't know where to go. Frustrating experience. Too bad. Also, I got Tropico 4 (with all the DLCs and expansions) recently. Haven't played 5 but I still maintain the first game in the series the best one. I'm enjoying 4 though. Playing with the soundtracks of 1 (including the expansion), 3 and 4 in the background and I'm having a good time. Seems *very* easy though unfortunately.
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I'm perfectly fine with running, and its speed, as is in the beta. It feels good to me. But I think the game needs a walk toggle as well. I'd prefer walking inside Inns and other interiors.
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Get this as well.
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There appears to be a few sequence related issues to this quest/task. -Decided to not talk to Medreth first. -Talked to Nyfre at the Inn instead. -Going back to Medreth, you can say "I know where Nyfre is hiding" but there is no attack option, or option to say "screw you Medreth, I'm working with Nyfre instead" at this node (I believe you probably have to go back to Nyfre again and talk with her a second time). There should in my opinion be such an option there at this point. -I decided to attack Medreth's party manually instead, and wiped them out. But when going back to Nyfre, there is no option to say that Medreth is dead, so the quest (probably) broke when I attacked Medreth's party manually.
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I agree, though it's not something that really bothers me personally. If they hadn't made use of it in that one kickstarter video (maybe a mistake now in hindsight), I don't think it would've bothered me at all. Still, I hope they can develop this system so they can use it in either an expansion or the potential secret. If done correctly, I think it could really bring life to areas.
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No. Josh confirmed somewhere that it was something they were playing with but didn't have enough time (or budget, can't remember) to make it work well enough. It's too bad. For what it's worth though, it doesn't bother me when I play now. I mostly reacted the first time when firing up the beta because I was expecting more movement. I got over that pretty quickly, think the game still looks gorgeous.
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Casual Gamers Redux (No fighting please)
Starwars replied to Lord Wafflebum's topic in Backer Beta Discussion
The design may be locked overall but they are still improving upon the models. I haven't checked if the changes made it into the backer beta but for the stream they were playing a while back, the male Amaua heads had been improved quite a lot at least. They just looked a lot better. Though yeah, that is polishing the heads (he..he...) and not re-designing so... -
Casual Gamers Redux (No fighting please)
Starwars replied to Lord Wafflebum's topic in Backer Beta Discussion
If you find a Grimoire, I believe you can "learn" the spells you haven't learned (similar to writing down from a spell scroll you might find in Baldur's Gate) in that particular Grimoire (costs a small amount of money for some reason), and then copy it over to your original Grimoire (phew). I haven't tried it out extensively, but yeah, I believe you can have two Grimoires around with different spell sets in them, so you can switch them out depending on what you need. So the Grimoire acts as the "spells currently memorized" kinda. So you can have two different sets of spells "memorized" if you have two Grimoires, though you have to equip the one you want of course. -
On the other hand, having a person say over and over again "this onion doesn't fit this dish, REMOVE IT REMOVE IT REMOVE IT REMOVE IT REMOVE IT" isn't particularly helpful either. Present arguments and be done with it, or argue about it in a thread dedicated to that matter, one doesn't have to stink up every thread on the forum with the same thing. Constructive criticism is great, but let's be honest, a lot (not all!) of the discussion of "hot topics" on here isn't constructive, it's a rehashing of opinions endlessly in an attempt to get heard above the others.
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I thought that as well, but then I hope it would be explained somewhere. I also got reactivity on my merchant background character, which also kinda rubs me wrong considering he was armed to the teeth (and it wasn't a dialogue option where I got to say anything particularly merchant-y as I recall).
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I'm all for reactivity in games, and I'm *very* happy to say that I think PoE will have plenty of it. And I believe additional reactivity dialogues were added with the latest beta version. However... As I understand, the story will have us as new to the land in which PoE take place. I can't shake the feeling that I find it a bit weird that someone here would call me a slave when A) that life is behind my character and B) how would they even know in the first place? Reactivity is, again, great and one reason I'm really looking forward to this game. But it also has to make sense in the game-world.
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Suggestions for PoE From here on in
Starwars replied to IndiraLightfoot's topic in Backer Beta Discussion
I didn't know that Expert mode turned it off, that's good. But there should be a toggle also in that case as with the other options you can turn off and on for customization.. -
Suggestions for PoE From here on in
Starwars replied to IndiraLightfoot's topic in Backer Beta Discussion
-Can we get rid of the "recommended" thingies on the stats at character creation? I don't want Obsidianparent to watch over me while I'm playing the game. -I would like it if we could exit areas from any part of the "edge of the map", not just at the transition markers. -Again, I want to open doors before going into a building. It's worth repeating. -The Grimoire feels a bit weird to use to me. Most annoying thing is that it doesn't have the "right-click to get details" control scheme that's mostly used everywhere else, at least not when you're looking at the spells currently in your Grimoire. -I know it's not finished yet, but it'd be great to have a "silent" option for the voice-sets when creating your character. -Walking toggle would be nice. -
More impressons, less drama. I just played through all the quests (did a quick playthrough, so ended up skipping a lot of battles "around" the quests like the Spider Queen and much of the Skaenite dungeon). I just played on Normal. -Felt a bit easy, though I didn't get into any of the really hard fights. I dunno, after playing it over and over I find it harder to really think about how the difficulty *should* feel. For Normal difficulty, I think it could do with being a *bit* harder but it's fairly close. And again, didn't get into any of the harder fights. -Lord Halrond and the Skaenite "dungeon master" (at the end of the quest) are voiced now. Nothing really noteworthy about any of them, not horrible not great I think. -Seemed like some dialogue was added here and there. There was some minor reactivity to my Merchant background that I don't remember seeing before. Not 100% sure. -I added a Monk to my party and she kicked ass (played a Chanter as main character). -Just "feels" wise, the update is a big improvement. Things seem to run more smoothly, less game-breakers. Getting closer to feeling like what it would feel like actually playing the final game though of course it has a ways to go. As less things can go wrong, the more smoothly the game plays, the more you kinda start to enjoy the actual content that fleshes out the world (the Skaenite scriptures and the "padding" for that quest is great in particular). Getting really excited for the final game. -Enjoyed the spider additions in the cave. Ended up getting attacked from behind due to (I think?) "patrolling" spiders. -Bug is causing the music not to play. Missing the ambient music, not missing the combat music. Again, I hope for a toggle for combat-music (not a fan of it in general), and also more sound toggles for voices and such.
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[364] Can't enter Village from Dyrford Crossing
Starwars posted a question in Backer Beta Bugs and Support
After going to the Crossing and doing the Dragon Egg quest, I was gonna return to the village again to turn in the quest. But on the World Map, when mousing over the village, the travel time says "0 seconds" and when I click on it the screen simply fades to black with nothing else happening. It could be worked around by going to Stormwall Gorge (the travel time was shown accurately here) and going to the village from Stormwall Gorge (again, the travel time was shown correctly from the Gorge). -
Suggestions for PoE From here on in
Starwars replied to IndiraLightfoot's topic in Backer Beta Discussion
-Make proper transitions where you open the bloody door before "zoning" into the next area, pleeease. And get rid of the "fade to black" whenever you get close to an exit you clicked, leave the screen until you are literally at the exit and *then* have the player "zone" into the next area. -Go back to the skillpoint system of yore (and make the point buy system like Bloodlines to avoid excessive clicking). -Make the talent selection more manageable, don't just have one long-ass list that you have to scroll up and down. -
[Issue] Let us skip the Obsidian Intro Movie
Starwars replied to Sensuki's question in Backer Beta Bugs and Support
I am all for intro skippage. -
I wonder how many areas are "gated off" like Baldur's Gate in the first BG. I really don't like that type of design (though I do admit it felt epic finally getting into the city the first time I played the game). I hope most areas are open without "plot hurdles" to jump through beforehand.
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Yeah. The wolves are a controversial issue. I think there are too many of them personally (though I believe many spawns are random), it feels like an artifical "videogame obstacle" in a game that otherwise tries for realism. I hope they tone them down later on. Flares are useful for keeping distance at least if you have them.
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When I first tried it, pretty much the same thing happened (though I did make it a little bit longer!). Try it again, you'll be doing better in no-time.
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Think the VO sounds a bit "forced" but I think that's due to A) hearing it out of context and B) a nod to the IE games which were pretty hammy at times. Think it will feel good in-game. Thanks for the update!
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