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Luckmann

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Everything posted by Luckmann

  1. While I think that's an interesting perspective, Bioware *did* have Dragon Age: Origins, but chose to abandon that style of play for "cinematic" Mass Effect-like gameplay and storytelling, so it's not entirely true. Also, we should remember that all of this can essentially be blamed on Electronic Arts. When they aquired Bioware, everything that was Bioware died. EA has never successfully acquired something that they haven't murdered, butchered, and stitched together like a reanimated abomination to service the eternal one.
  2. Any non-isometric Fallout deserves to be shat on. Now, Obsidian is not to blame in this case, Bethesda is, and Obsidian did really well with what they had. But that's still ****.
  3. Not at all, it actually makes perfect sense. What is stupid is the whole "play after finishing the game"-concept. It's ridiculous into the extremes that you'd keep playing after all the effects of the game has taken effect.
  4. Just weird, not nasty. You don't get stuck in combat or anything. I'm just going to chalk it up to pre-1.04 oddities.
  5. Most of those Cipher-specific actions could easily be allowed for all Watchers, seeing how the game muddles those two concepts anyway. Maybe someone will write a mod for that. It's funny that it's really muddled... but only for main quests. Like, you can do things to Maerwald, the Acolyte at the Temple of Woedica, and to the fampyr woman in Heritage Hill.. but not to anyone else? Why do you suddenly and inexplicably exhibit soul-tampering (and not just soul-reading) powers when it has anything to do with the main quest, but then it's promptly forgotten unless you're a Cipher? It's ridiculous.
  6. The intro and prologue is definitely the best part. There's choices for almost everyone, the interaction when going to get the water, etc, all of it is superb, there are multiple meaningful outcomes from very early decisions, etc. It plays like it's showcasing all the strengths of the system and all the stuff it should offer. And then.. it drops off, yeah. Rather sharply, too. It has nothing to do with the pacing or linearity. It's the fact that the scripted interactions are engaging and meaningful, with a sound and intensity you don't seem to see anywhere else, there's loads of various choices in the ending dialogue of the prologue; it even matters what weapons you have equipped, when it comes to the final scripted interaction. Nothing in the rest of the game even comes close to the prologue, and it paints a pretty false picture of things to come, unfortunately. It's hard to explain to the intellectually disinclined without spoilers.
  7. I just killed a Drake on Endless Paths level 5, and my most powerful opponent killed is still an Eldar Lion.
  8. GOG. I even did a fresh installation, removing my old PoE, installing PoE 1.03, and then putting 1.04 on top. It might be related to the game having started prior to 1.04 though.
  9. BG1 is superior to PoE in every single way expect mechanically. Edit: I actually meant to say "BG1 is superior to BG2 in every single way expect mechanically". When I was going to edit the post to correct it, I realized that I don't actually have to.
  10. This has been mentioned a couple of times over the boards, and mostly it's the minor issue of Mechanics contributing towards the effectiveness of seals. There's more issues with this, however. There's a hard cap of 1 trap per person at a time, meaning that if you place a trap, and then combat starts, but before the trap has triggered, if you try to cast a seal on the ground, it will remove the trap, and it is lost. This is especially annoying if Durance is your only priest *and* your trap/mechanics expert, which is a pretty natural fit, considering that he starts with points in Mechanics and he's the only CNPC priest.
  11. I don't even know. Enemy, cannot be interacted with in any way, has no name.
  12. Everything aside, I can't help but to laugh every time I see the thread title either.
  13. None. It seems to just be a visual. It could be remnant of system (although I have my doubts) that would have worked as way to limit how much time player character has to solve their problem/s, but which has dropped because time limits to finish the game was seen as bad thing by lots of backers and/or they realized that it don't work well with how they want to tell the story and/or limit the players. I doubt that a time limit was ever seriously considered (...unfortunately) but I definitely think that it's a remnant, too.
  14. At first, I wasn't sure what you were talking about, so I spawned in helm_stag, and still couldn't see anything wrong, and then I equipped it, and couldn't stop laughing. "Hurr durr dur duurr". That being said, you just ruined some animator's day. Now he's going to be all like "Oh, sh*t, they don't? God. Damn. It!". I bet it took him hours to get those teeth "just right".
  15. On the issue, a fair warning beyond what seems to have been discussed: http://forums.obsidian.net/topic/78217-104-quest-a-two-story-job-locked-out-of-doemenels-completely/ Basically, it's possible to get locked out of helping the Doemenels completely, without even having met them or the other faction leaders. Makes me wonder what happens if you kill the Dozens and the Crucible Knights, but not the Doemenels. My bet is that it results in an unresolvable conflict that forces you to kill the Domenels too, just to carry on. I think it's explained perfectly well, actually. The problem is that you're locked out when accepting the quest(s), not when actually performing them.
  16. None. It seems to just be a visual.
  17. Everyone can do it, not just Monks, and it makes perfect sense. That's about as much confirmation as you're going to get. It doesn't even require you to do anything exploitative, you just change weapons like you always do.
  18. That's my guess, anyway. They probably did the Culture/Background match-ups before they did the writing, or hadn't even conceived of the "flesh it out more"-conversation with Calisca at that point. Either way, I would want to see this fixed, but it's not enough of a "real" issue for me to actually make a thread in the Support forum. Anyone that can think of similar issues?
  19. That's something you really should take up with The Nexus, no doubt.
  20. Good catch. This should also be fixed.
  21. Hahahaha, yeah, the whole Fampyr interaction in Heritage Hill is just plain weird. It feels so incredibly awkward and out of place. There's not even an option to react to the fact that she's a fampyr and attack her, and if you attack her anyway, she just sorta stands up and you can't even go "What the hell, didn't I just kill you?!". It's sooo jarring it's almost hilarious. It's easily the worst interaction in PoE that I've had with anything.
  22. Just had this happen. Didn't know that tabbing in-out would fix it. Incredibly frustrating.
  23. This.. I want to be a Raider, and I figured I wanted to be from the White that Wends. Now, a Raider isn't specifically a shipwise raider; one of the options is to tell Calisca that you were a Highwayman. A Highwayman... in an Archipelago? The restriction just seems odd.
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